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2026-09-25 17:41:36 -03:00

202 lines
7.1 KiB
TypeScript

// generating a chunk: the overworld's terrain (common/worldgen), then ores, then mods' features.
// runs in chunk workers on the server and every client, which must all get the same blocks
import { Alea } from "@paulaboks/rng";
import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, ID_MASK } from "$/common/constants.ts";
import type { FeatureChunk } from "$/common/mod_api/worldgen.ts";
import type { OreJson } from "$/common/mod_data.ts";
import { generate_overworld } from "./worldgen/overworld.ts";
import { named_noise_2d, named_noise_3d } from "./worldgen/noise.ts";
export { named_noise_2d, named_noise_3d };
// the base game's ores, placed like mods' ores.json. the world is 256 tall with the sea at 64
const BASE_ORES: OreJson[] = [
{ id: "bworld:coal_ore", replaces: "bworld:stone", min_y: 5, max_y: 200, scale: 0.05, threshold: 0.55 },
{ id: "bworld:copper_ore", replaces: "bworld:stone", min_y: 5, max_y: 110, scale: 0.06, threshold: 0.6 },
{ id: "bworld:tin_ore", replaces: "bworld:stone", min_y: 5, max_y: 70, scale: 0.06, threshold: 0.62 },
{ id: "bworld:iron_ore", replaces: "bworld:stone", min_y: 5, max_y: 80, scale: 0.05, threshold: 0.65 },
{ id: "bworld:gold_ore", replaces: "bworld:stone", min_y: 5, max_y: 36, scale: 0.04, threshold: 0.7 },
];
// what mods add to generation, see "World generation" in MODS.md
export interface WorldgenSetup {
ores: OreJson[];
features: { id: string; generate: (chunk: FeatureChunk) => void }[];
}
export interface RawChunk {
// numeric block ids, only what this chunk generated itself
blocks: Uint32Array;
// blocks it generated in other chunks (from features like a mod's trees), flattened as x, y, z, numeric id
spills: Int32Array;
}
// features that threw, so each is only reported once
const failed_features = new Set<string>();
// generates one chunk on its own. neighbors' spills get merged in by whoever assembles the world:
// a chunk's own blocks always win and spills only fill air, so the result doesn't depend on load order
export function generate_raw_chunk(
chunk_x: number,
chunk_z: number,
seed: string,
block_ids: Record<string, number>,
worldgen?: WorldgenSetup,
// the value to store for each numeric id, with its default states. just the id when missing
default_values?: number[],
): RawChunk {
const blocks = new Uint32Array(CHUNK_SIZE * CHUNK_SIZE * CHUNK_HEIGHT);
const spills: number[] = [];
const heights = new Int32Array(CHUNK_AREA);
const biomes: string[] = new Array(CHUNK_AREA);
const set = (x: number, y: number, z: number, nid: number) => {
if (y < 0 || y >= CHUNK_HEIGHT) {
return;
}
nid = default_values?.[nid] ?? nid;
const block_chunk_x = Math.floor(x / CHUNK_SIZE);
const block_chunk_z = Math.floor(z / CHUNK_SIZE);
if (block_chunk_x !== chunk_x || block_chunk_z !== chunk_z) {
spills.push(x, y, z, nid);
return;
}
const lx = x - chunk_x * CHUNK_SIZE;
const lz = z - chunk_z * CHUNK_SIZE;
blocks[y * CHUNK_AREA + lz * CHUNK_SIZE + lx] = nid;
};
const id = (name: string) => {
const nid = block_ids[name];
return nid === undefined ? AIR : default_values?.[nid] ?? nid;
};
generate_overworld(blocks, heights, biomes, chunk_x, chunk_z, seed, {
stone: id("bworld:stone"),
dirt: id("bworld:dirt"),
grass: id("bworld:grass"),
sand: id("bworld:sand"),
snow: id("bworld:snow"),
water: id("bworld:water"),
log: id("bworld:log"),
leaves: id("bworld:leaves"),
}, (x, y, z, block) => spills.push(x, y, z, block));
generate_ores(blocks, chunk_x, chunk_z, seed, block_ids, BASE_ORES, default_values);
if (worldgen) {
generate_ores(blocks, chunk_x, chunk_z, seed, block_ids, worldgen.ores, default_values);
generate_features(blocks, heights, biomes, set, chunk_x, chunk_z, seed, block_ids, worldgen.features);
}
return { blocks, spills: new Int32Array(spills) };
}
// each block an ore replaces becomes the first ore whose noise is above its threshold
function generate_ores(
blocks: Uint32Array,
chunk_x: number,
chunk_z: number,
seed: string,
block_ids: Record<string, number>,
ores: OreJson[],
default_values: number[] | undefined,
) {
const usable = ores
.map((ore) => ({ ...ore, nid: block_ids[ore.id], replaces_nid: block_ids[ore.replaces] }))
.filter((ore) => ore.nid !== undefined && ore.replaces_nid !== undefined);
if (usable.length === 0) {
return;
}
const noises = usable.map((ore) => named_noise_3d(seed, ore.id));
for (let y = 0; y < CHUNK_HEIGHT; y++) {
for (let lz = 0; lz < CHUNK_SIZE; lz++) {
for (let lx = 0; lx < CHUNK_SIZE; lx++) {
const index = y * CHUNK_AREA + lz * CHUNK_SIZE + lx;
const current = blocks[index] & ID_MASK;
if (current === AIR) {
continue;
}
for (let i = 0; i < usable.length; i++) {
const ore = usable[i];
if (current !== ore.replaces_nid || y < ore.min_y || y > ore.max_y) {
continue;
}
const wx = chunk_x * CHUNK_SIZE + lx;
const wz = chunk_z * CHUNK_SIZE + lz;
if (noises[i](wx * ore.scale, y * ore.scale, wz * ore.scale) > ore.threshold) {
blocks[index] = default_values?.[ore.nid] ?? ore.nid;
break;
}
}
}
}
}
}
function generate_features(
blocks: Uint32Array,
heights: Int32Array,
biomes: string[],
set: (x: number, y: number, z: number, nid: number) => void,
chunk_x: number,
chunk_z: number,
seed: string,
block_ids: Record<string, number>,
features: WorldgenSetup["features"],
) {
const ids_by_nid: string[] = [];
for (const [id, nid] of Object.entries(block_ids)) {
ids_by_nid[nid] = id;
}
const local = (x: number, z: number, what: string) => {
const lx = x - chunk_x * CHUNK_SIZE;
const lz = z - chunk_z * CHUNK_SIZE;
if (lx < 0 || lx >= CHUNK_SIZE || lz < 0 || lz >= CHUNK_SIZE) {
throw new Error(`${what}(${x}, ${z}) is outside chunk ${chunk_x}, ${chunk_z}`);
}
return lz * CHUNK_SIZE + lx;
};
for (const feature of features) {
const chunk: FeatureChunk = {
x: chunk_x,
z: chunk_z,
seed,
rng: new Alea(`${seed}_feature_${feature.id}_${chunk_x}_${chunk_z}`),
noise_2d: (name) => named_noise_2d(seed, name),
noise_3d: (name) => named_noise_3d(seed, name),
height_at: (x, z) => heights[local(x, z, "height_at")],
biome_at: (x, z) => biomes[local(x, z, "biome_at")],
get_block(x, y, z) {
if (y < 0 || y >= CHUNK_HEIGHT) {
return undefined;
}
const nid = blocks[y * CHUNK_AREA + local(x, z, "get_block")] & ID_MASK;
return nid === AIR ? "bworld:air" : ids_by_nid[nid];
},
set_block(x, y, z, id) {
const nid = id === "bworld:air" ? AIR : block_ids[id];
if (nid === undefined) {
throw new Error(`unknown block ${id}`);
}
const dx = Math.floor(x / CHUNK_SIZE) - chunk_x;
const dz = Math.floor(z / CHUNK_SIZE) - chunk_z;
if (Math.abs(dx) > 1 || Math.abs(dz) > 1) {
throw new Error(`set_block(${x}, ${y}, ${z}) is more than one chunk away`);
}
set(x, y, z, nid);
},
};
try {
feature.generate(chunk);
} catch (e) {
// every client and the server hit the same error, so skipping it keeps them in agreement
if (!failed_features.has(feature.id)) {
failed_features.add(feature.id);
console.error(`Worldgen feature ${feature.id} failed, skipping it where it throws:`, e);
}
}
}
}