feat(core): add prefab structure templates and block stamping
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#pragma once
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#include <cstdint>
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#include <vector>
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#include "World.h"
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namespace vf {
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enum class StructureKind : uint8_t {
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OakTree = 0,
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PineTree = 1,
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Hut = 2,
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};
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struct StructureEdit {
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Vec3i offset; // relative to the structure base (first cell above ground)
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Block block;
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};
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// Deterministic 32-bit mix of a seed and a coordinate; used to seed per-structure
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// variation so the same seed and position always yield the same build.
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uint32_t structureHash(uint32_t seed, int x, int y, int z);
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// Builds the block edits for a structure. Pure: identical (kind, seed) always
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// produce the identical edit list, in the same order.
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std::vector<StructureEdit> buildStructure(StructureKind kind, uint32_t seed);
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// Writes edits into the world at base + offset. Leaves yield to existing solid
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// blocks (they only fill air); trunk, planks, roof and the lantern overwrite.
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void stampStructure(World& world, const Vec3i& base, const std::vector<StructureEdit>& edits,
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int maxY);
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} // namespace vf
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@@ -0,0 +1,132 @@
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#include "vf/Structures.h"
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#include <cstdlib>
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namespace vf {
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namespace {
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struct Rng {
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uint32_t state;
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uint32_t next() {
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state ^= state << 13;
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state ^= state >> 17;
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state ^= state << 5;
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return state;
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}
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int range(int lo, int hi) { return lo + static_cast<int>(next() % static_cast<uint32_t>(hi - lo + 1)); }
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bool chance(int percent) { return static_cast<int>(next() % 100u) < percent; }
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};
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void addTrunk(std::vector<StructureEdit>& edits, int height) {
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for (int y = 0; y < height; ++y) edits.push_back({{0, y, 0}, Block::Wood});
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}
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std::vector<StructureEdit> buildOak(Rng& rng) {
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std::vector<StructureEdit> edits;
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int trunk = rng.range(4, 6);
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addTrunk(edits, trunk);
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int canopyBottom = trunk - 2;
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for (int dy = 0; dy <= 2; ++dy) {
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int radius = dy == 2 ? 1 : 2;
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int y = canopyBottom + dy;
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for (int dx = -radius; dx <= radius; ++dx) {
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for (int dz = -radius; dz <= radius; ++dz) {
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if (dx == 0 && dz == 0 && y < trunk) continue; // trunk occupies the core
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int manhattan = std::abs(dx) + std::abs(dz);
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if (manhattan > radius + (dy == 0 ? 1 : 0)) continue;
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if (manhattan == radius + 1 && rng.chance(50)) continue; // ragged edge
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edits.push_back({{dx, y, dz}, Block::Leaves});
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}
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}
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}
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edits.push_back({{0, trunk, 0}, Block::Leaves}); // crown
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return edits;
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}
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std::vector<StructureEdit> buildPine(Rng& rng) {
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std::vector<StructureEdit> edits;
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int trunk = rng.range(6, 9);
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addTrunk(edits, trunk);
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for (int y = 2; y <= trunk; ++y) {
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int fromTop = trunk - y;
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int radius = fromTop >= 3 ? 2 : (fromTop >= 1 ? 1 : 0);
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for (int dx = -radius; dx <= radius; ++dx)
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for (int dz = -radius; dz <= radius; ++dz) {
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if (std::abs(dx) + std::abs(dz) > radius) continue;
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if (dx == 0 && dz == 0 && y < trunk) continue;
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edits.push_back({{dx, y, dz}, Block::Leaves});
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}
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}
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edits.push_back({{0, trunk + 1, 0}, Block::Leaves}); // tip
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return edits;
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}
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std::vector<StructureEdit> buildHut(Rng& rng) {
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std::vector<StructureEdit> edits;
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int height = rng.range(3, 4);
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const int half = 2;
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for (int dx = -half; dx <= half; ++dx)
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for (int dz = -half; dz <= half; ++dz)
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edits.push_back({{dx, 0, dz}, Block::Wood}); // floor
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for (int y = 1; y <= height; ++y)
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for (int dx = -half; dx <= half; ++dx)
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for (int dz = -half; dz <= half; ++dz) {
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bool perimeter = std::abs(dx) == half || std::abs(dz) == half;
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if (!perimeter) continue;
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bool door = dx == 0 && dz == -half && y <= 2; // doorway on the -z wall
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if (door) continue;
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edits.push_back({{dx, y, dz}, Block::Wood});
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}
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for (int dx = -half; dx <= half; ++dx)
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for (int dz = -half; dz <= half; ++dz)
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edits.push_back({{dx, height + 1, dz}, Block::Leaves}); // thatched roof
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edits.push_back({{0, height, 0}, Block::Glowstone}); // lantern (distinct marker)
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(void)rng;
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return edits;
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}
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} // namespace
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uint32_t structureHash(uint32_t seed, int x, int y, int z) {
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uint32_t h = seed * 2654435761u;
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h ^= static_cast<uint32_t>(x) * 0x9e3779b9u;
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h = (h << 13) | (h >> 19);
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h ^= static_cast<uint32_t>(y) * 0x85ebca6bu;
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h = (h << 7) | (h >> 25);
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h ^= static_cast<uint32_t>(z) * 0xc2b2ae35u;
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h ^= h >> 16;
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h *= 0x7feb352du;
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h ^= h >> 15;
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return h;
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}
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std::vector<StructureEdit> buildStructure(StructureKind kind, uint32_t seed) {
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Rng rng{seed ? seed : 0x9e3779b9u};
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switch (kind) {
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case StructureKind::OakTree: return buildOak(rng);
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case StructureKind::PineTree: return buildPine(rng);
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case StructureKind::Hut: return buildHut(rng);
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}
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return {};
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}
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void stampStructure(World& world, const Vec3i& base, const std::vector<StructureEdit>& edits,
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int maxY) {
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for (const StructureEdit& edit : edits) {
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int gx = base.x + edit.offset.x;
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int gy = base.y + edit.offset.y;
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int gz = base.z + edit.offset.z;
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if (gy < 0 || gy >= maxY) continue;
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if (edit.block == Block::Leaves && world.blockAt(gx, gy, gz) != Block::Air) continue;
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world.setBlock(gx, gy, gz, edit.block);
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}
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}
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} // namespace vf
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