using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Core.World;
///
/// Procedural scenery placement for a landblock. AC encodes "sparse decoration"
/// (trees, bushes, rocks, fences, small props) NOT as explicit Stab entries on
/// the LandBlockInfo but as per-terrain-vertex Scene/ObjectDesc references in
/// the Region dat, placed pseudo-randomly via deterministic LCG math keyed on
/// the vertex's global cell coordinates. Without this generator, any landblock
/// rendered from dats is missing all of its natural scenery.
///
/// Algorithm verified against the decompiled retail acclient.exe (Ghidra output):
/// - Scene-selection hash: chunk_00530000.c line 1144
/// - Per-object frequency: chunk_00530000.c lines 1168-1174
/// - Displacement formula: chunk_005A0000.c lines 4858-4878 (FUN_005a6cc0)
/// - Quadrant rotation: chunk_005A0000.c lines 4880-4902
/// - Object rotation hash: chunk_005A0000.c lines 4924-4926 (FUN_005a6e60)
/// - Object scale: ACViewer Physics/Common/ObjectDesc.cs ScaleObj()
/// (scale hash constant 0x7f51=32593 not in dumped chunks;
/// confirmed against ACViewer which matches all other constants)
///
/// Key implementation note: the decompiled client computes each LCG value as a
/// signed 32-bit int, then normalises with "if (val < 0) val += 2^32" before
/// dividing by 2^32. This is equivalent to our unchecked((uint)(...)) cast.
/// ACViewer's reference omits this cast and is subtly wrong for negative inputs.
/// We deliberately match the decompiled client, not ACViewer.
///
/// We deliberately skip the slope/road/building-overlap checks the original does;
/// those prevent scenery from floating in roads or clipping buildings but
/// require walkable-polygon lookups that we don't yet have. Accepting visual
/// artifacts (trees inside roads, scenery clipping buildings) for a first pass
/// and deferring the filters to a later phase.
///
public static class SceneryGenerator
{
// AC landblock geometry — matches LandblockMesh.
private const int VerticesPerSide = 9;
private const float CellSize = 24.0f;
private const float LandblockSize = 192.0f; // 8 cells * 24 units
public readonly record struct ScenerySpawn(
uint ObjectId, // GfxObj or Setup id
Vector3 LocalPosition, // landblock-local world units
Quaternion Rotation,
float Scale);
///
/// Generate all scenery entries for one landblock. Uses the bit-packed
/// TerrainInfo Type (bits 2-6) and Scenery (bits 11-15) fields to index into
/// Region.TerrainInfo.TerrainTypes[type].SceneTypes[scenery] → a SceneInfo
/// index into Region.SceneInfo.SceneTypes[sceneInfo].Scenes. Each cell picks
/// one scene via a pseudo-random hash of the cell's global coordinates, then
/// iterates the scene's ObjectDesc entries with per-object frequency rolls.
///
public static IReadOnlyList Generate(
DatCollection dats,
Region region,
LandBlock block,
uint landblockId,
HashSet? buildingCells = null,
float[]? heightTable = null)
{
var result = new List();
if (region.TerrainInfo?.TerrainTypes is null || region.SceneInfo?.SceneTypes is null)
return result;
uint blockX = (landblockId >> 24) * 8; // 8 cells per landblock
uint blockY = ((landblockId >> 16) & 0xFFu) * 8;
// RETAIL iterates 8×8 = 64 CELLS, not 9×9 = 81 vertices.
// Decompiled FUN_005311a0 at chunk_00530000.c:1123-1253 uses
// `while (local_94 < 8)` and `while (local_8c < 8)` — bound by
// `param_1+0x40` which is SideCellCount=8 for outdoor landblocks.
// The terrain word at each cell's SW corner drives that cell's scenery.
for (int x = 0; x < CellsPerSide; x++)
{
for (int y = 0; y < CellsPerSide; y++)
{
int i = x * VerticesPerSide + y;
ushort raw = block.Terrain[i];
uint terrainType = (uint)((raw >> 2) & 0x1F); // bits 2-6
uint sceneType = (uint)((raw >> 11) & 0x1F); // bits 11-15
// NOTE: retail does NOT skip based on this vertex's road bit.
// The road test happens AFTER displacement via the 4-corner
// polygonal OnRoad check (see below). Removing the
// pre-displacement early-exit restores retail behavior.
// Skip cells that contain buildings.
if (buildingCells is not null && buildingCells.Contains(i)) continue;
if (terrainType >= region.TerrainInfo.TerrainTypes.Count) continue;
var sceneTypeList = region.TerrainInfo.TerrainTypes[(int)terrainType].SceneTypes;
if (sceneType >= sceneTypeList.Count) continue;
uint sceneInfo = sceneTypeList[(int)sceneType];
if (sceneInfo >= region.SceneInfo.SceneTypes.Count) continue;
var scenes = region.SceneInfo.SceneTypes[(int)sceneInfo].Scenes;
if (scenes.Count == 0) continue;
uint cellX = (uint)x;
uint cellY = (uint)y;
uint globalCellX = cellX + blockX;
uint globalCellY = cellY + blockY;
// Scene-selection hash: picks one scene from the terrain's scene list.
// Decompiled: chunk_00530000.c line 1144
// iVar5 = (iVar8 * 0x2a7f2b89 + 0x6c1ac587) * iVar9 + iVar8 * -0x421be3bd + 0x7f8cda01
// where iVar8=globalCellX, iVar9=globalCellY.
uint cellMat = globalCellY * (712977289u * globalCellX + 1813693831u)
- 1109124029u * globalCellX + 2139937281u;
double offset = cellMat * 2.3283064e-10;
int sceneIdx = (int)(scenes.Count * offset);
if (sceneIdx >= scenes.Count || sceneIdx < 0) sceneIdx = 0;
uint sceneId = (uint)scenes[sceneIdx];
var scene = dats.Get(sceneId);
if (scene is null) continue;
// Per-object hashes: roll frequency, compute displacement, scale, rotation.
// Decompiled: chunk_00530000.c lines 1168-1174
// iStack_60 = iVar9 * 0x6c1ac587 → cellYMat
// uStack_78 = iVar9 * iVar8 * 0x5111bfef + 0x70892fb7 → cellMat2
// iStack_64 = iVar8 * -0x421be3bd → cellXMat
// initial: local_90 = uStack_78 * 0x5b67 (j=0 term)
// per-loop: iStack_70 = (iStack_60 - local_90) + iStack_64; local_90 += uStack_78
// ⟹ iStack_70 = cellYMat - cellMat2 * (0x5b67 + j) + cellXMat
uint cellXMat = unchecked(0u - 1109124029u * globalCellX);
uint cellYMat = 1813693831u * globalCellY;
uint cellMat2 = 1360117743u * globalCellX * globalCellY + 1888038839u;
for (uint j = 0; j < scene.Objects.Count; j++)
{
var obj = scene.Objects[(int)j];
if (obj.WeenieObj != 0) continue; // Weenie entries are dynamic spawns, not static scenery
// Frequency roll: chunk_00530000.c line 1174 + 1179
// (fVar1 * _DAT_007c6f10 < (float)piVar11[0x11]) → noise < obj.Frequency
double noise = unchecked((uint)(cellXMat + cellYMat - cellMat2 * (23399u + j))) * 2.3283064e-10;
if (noise >= obj.Frequency) continue;
// Displacement: pseudo-random offset within the cell.
var localPos = DisplaceObject(obj, globalCellX, globalCellY, j);
float lx = cellX * CellSize + localPos.X;
float ly = cellY * CellSize + localPos.Y;
if (lx < 0 || ly < 0 || lx >= LandblockSize || ly >= LandblockSize)
continue;
// Retail post-displacement road check (FUN_00530d30).
// Ported from ACViewer Landblock.OnRoad — uses the 4-corner
// road bits of the containing cell plus the 5-unit road
// half-width to test whether the displaced (lx,ly) lies on
// the road ribbon.
bool isOnRoad = IsOnRoad(block, lx, ly);
if (isOnRoad)
{
continue;
}
// L-fix2 (2026-04-28): the extra cell-origin road-vertex
// guard previously here is REMOVED. It wasn't in the
// retail decomp — it was a heuristic added to widen
// road margins visually. The proper retail post-
// displacement road check (FUN_00530d30 port via
// IsOnRoad above) already handles road exclusion.
// The extra guard was over-suppressing — every cell
// whose SW corner happened to touch a road vertex
// had ALL of its scenery dropped, even when the
// displaced position was well clear of the ribbon.
// User reported missing trees they could see in
// retail; this is the most likely cause.
// Slope filter (ACME conformance fix 4e): compute terrain normal
// Z-component at the displaced position and check against the
// object's MinSlope/MaxSlope bounds.
if (heightTable is not null && (obj.MinSlope > 0f || obj.MaxSlope < 1f))
{
int sx = Math.Clamp((int)(lx / CellSize), 0, VerticesPerSide - 2);
int sy = Math.Clamp((int)(ly / CellSize), 0, VerticesPerSide - 2);
int sxR = sx + 1;
int syU = sy + 1;
float h00 = heightTable[block.Height[sx * VerticesPerSide + sy]];
float h10 = heightTable[block.Height[sxR * VerticesPerSide + sy]];
float h01 = heightTable[block.Height[sx * VerticesPerSide + syU]];
float dx = (h10 - h00) / CellSize;
float dy = (h01 - h00) / CellSize;
float nz = 1f / MathF.Sqrt(dx * dx + dy * dy + 1f); // normal Z component
if (nz < obj.MinSlope || nz > obj.MaxSlope) continue;
}
// BaseLoc.Z offset: scenery-specific vertical offset from
// the ground (e.g., flowers planted at -0.1m so they
// don't float above grass). The renderer adds groundZ
// later, so pass the BaseLoc.Z through as-is.
float lz = obj.BaseLoc.Origin.Z;
// Rotation: chunk_005A0000.c lines 4924-4931 (FUN_005a6e60)
// Retail calls FUN_00425f10(baseLoc) to copy baseLoc.Orientation
// into the frame, THEN calls AFrame::set_heading(degrees).
//
// set_heading uses yaw = -(450 - heading) % 360 before converting
// to a quaternion, which introduces a 90° offset + sign flip
// relative to a naive Z rotation. WorldBuilder's
// SceneryHelpers.SetHeading reproduces this.
//
// For objects with Align != 0, retail uses FUN_005a6f60 to
// align to the landcell polygon's normal instead of setting
// heading from the noise.
//
// Composition: final = baseLoc.Orientation * headingQuat
Quaternion rotation = obj.BaseLoc.Orientation;
if (rotation.LengthSquared() < 0.0001f)
rotation = Quaternion.Identity;
if (obj.MaxRotation > 0f)
{
double rotNoise = unchecked((uint)(1813693831u * globalCellY
- (j + 63127u) * (1360117743u * globalCellY * globalCellX + 1888038839u)
- 1109124029u * globalCellX)) * 2.3283064e-10;
float degrees = (float)(rotNoise * obj.MaxRotation);
// AFrame::set_heading transform — matches retail.
float yawDeg = -((450f - degrees) % 360f);
float yawRad = yawDeg * MathF.PI / 180f;
var headingQuat = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, yawRad);
rotation = headingQuat * rotation;
}
// Scale: ACViewer Physics/Common/ObjectDesc.cs ScaleObj() (confirmed matches pattern)
// offset constant 0x7f51 = 32593 (not in dumped chunks; cross-verified via ACViewer)
// same LCG structure as rotation/displacement; uint cast per decompiled normalisation
float scale;
if (obj.MinScale == obj.MaxScale)
{
scale = obj.MaxScale;
}
else
{
double scaleNoise = unchecked((uint)(1813693831u * globalCellY
- (j + 32593u) * (1360117743u * globalCellY * globalCellX + 1888038839u)
- 1109124029u * globalCellX)) * 2.3283064e-10;
scale = (float)(Math.Pow(obj.MaxScale / obj.MinScale, scaleNoise) * obj.MinScale);
}
if (scale <= 0) scale = 1f;
result.Add(new ScenerySpawn(
ObjectId: obj.ObjectId,
LocalPosition: new Vector3(lx, ly, lz),
Rotation: rotation,
Scale: scale));
}
}
}
return result;
}
///
/// Returns true if the raw terrain word indicates a road vertex.
/// Bits 0-1 of the terrain word encode the road type; any non-zero value
/// means the vertex is on a road. Ported from ACViewer GetRoad().
///
public static bool IsRoadVertex(ushort raw) => (raw & 0x3u) != 0;
///
/// Half-width of a road ribbon in world units — the road extends from each
/// road vertex by this amount into the neighbor cells. Matches retail's
/// `_DAT_007c9cc0 = 5.0f` in FUN_00530d30.
///
private const float RoadHalfWidth = 5.0f;
///
/// Retail-faithful post-displacement road test. Ported from ACViewer
/// Landblock.OnRoad (Physics/Common/Landblock.cs lines 300-398), which is
/// a direct port of FUN_00530d30 in the retail client.
///
/// Examines the 4 corners of the cell containing (lx, ly) and, depending
/// on how many are road vertices (0, 1, 2, 3, or 4), applies a polygonal
/// test using the 5-unit road half-width to check if (lx, ly) lies on the
/// road ribbon. Returns true if the point is on a road.
///
///
/// Retail-faithful road ribbon test — direct port of ACViewer's
/// Landblock.OnRoad (Physics/Common/Landblock.cs lines 300-398), which
/// itself is a port of FUN_00530d30 in acclient.exe.
///
/// Classifies the 4 corners of the cell containing (lx, ly) by road type
/// (bits 0-1 of the terrain word) and applies a different geometric test
/// based on which corners are road vertices. Road ribbons have a 5m
/// half-width (TileLength - RoadWidth = 19m).
///
private static bool IsOnRoad(LandBlock block, float lx, float ly)
{
int x = (int)MathF.Floor(lx / CellSize);
int y = (int)MathF.Floor(ly / CellSize);
// Clamp so we don't index past the 9x9 terrain grid
x = Math.Clamp(x, 0, CellsPerSide - 1);
y = Math.Clamp(y, 0, CellsPerSide - 1);
float rMin = RoadHalfWidth; // 5
float rMax = CellSize - RoadHalfWidth; // 19
// Corner road bits (ACViewer convention):
// r0 = (x0, y0) = SW
// r1 = (x0, y1) = NW
// r2 = (x1, y0) = SE
// r3 = (x1, y1) = NE
bool r0 = IsRoadVertex(block.Terrain[x * VerticesPerSide + y]);
bool r1 = IsRoadVertex(block.Terrain[x * VerticesPerSide + (y + 1)]);
bool r2 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + y]);
bool r3 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + (y + 1)]);
if (!r0 && !r1 && !r2 && !r3) return false;
float dx = lx - x * CellSize;
float dy = ly - y * CellSize;
if (r0)
{
if (r1)
{
if (r2)
{
if (r3) return true;
return dx < rMin || dy < rMin;
}
else
{
if (r3) return dx < rMin || dy > rMax;
return dx < rMin;
}
}
else
{
if (r2)
{
if (r3) return dx > rMax || dy < rMin;
return dy < rMin;
}
else
{
if (r3) return MathF.Abs(dx - dy) < rMin;
return dx + dy < rMin;
}
}
}
else
{
if (r1)
{
if (r2)
{
if (r3) return dx > rMax || dy > rMax;
return MathF.Abs(dx + dy - CellSize) < rMin;
}
else
{
if (r3) return dy > rMax;
return CellSize + dx - dy < rMin;
}
}
else
{
if (r2)
{
if (r3) return dx > rMax;
return CellSize - dx + dy < rMin;
}
else
{
if (r3) return CellSize * 2f - dx - dy < rMin;
return false;
}
}
}
}
private const int CellsPerSide = 8;
///
/// Pseudo-random displacement within a cell for a scenery object. Returns a
/// Vector3 in local cell-offset space (the caller adds it to the cell corner
/// to get landblock-local position).
///
/// Verified against decompiled acclient.exe: chunk_005A0000.c lines 4844-4903 (FUN_005a6cc0).
/// X offset constant 0xb2cd = 45773; Y offset constant 0x11c0f = 72719.
/// Quadrant hash: line 4880; thresholds 0.25/0.5/0.75 map to _DAT_007c97cc/_DAT_007938b8/_DAT_0079c6dc.
/// Decompiled normalises signed-int LCG results with "if (val < 0) val += 2^32"; our
/// unchecked((uint)(...)) is exactly equivalent.
///
private static Vector3 DisplaceObject(ObjectDesc obj, uint ix, uint iy, uint iq)
{
float x, y;
var baseLoc = obj.BaseLoc.Origin;
// X displacement: chunk_005A0000.c lines 4858-4866
// iVar4 = (param_3 * 0x6c1ac587 - (param_2 * param_3 * 0x5111bfef + 0x70892fb7) * (param_4 + 0xb2cd)) + param_2 * -0x421be3bd
if (obj.DisplaceX <= 0)
x = baseLoc.X;
else
x = (float)(unchecked((uint)(1813693831u * iy - (iq + 45773u) * (1360117743u * iy * ix + 1888038839u) - 1109124029u * ix))
* 2.3283064e-10 * obj.DisplaceX + baseLoc.X);
// Y displacement: chunk_005A0000.c lines 4871-4878 (same structure, offset 0x11c0f = 72719)
if (obj.DisplaceY <= 0)
y = baseLoc.Y;
else
y = (float)(unchecked((uint)(1813693831u * iy - (iq + 72719u) * (1360117743u * iy * ix + 1888038839u) - 1109124029u * ix))
* 2.3283064e-10 * obj.DisplaceY + baseLoc.Y);
float z = baseLoc.Z;
// Quadrant selection: chunk_005A0000.c lines 4880-4902
// iVar4 = (param_3 * 0x6c1ac587 - (param_3 * 0x6f7bd965 + 0x421be3bd) * param_2) + -0x17fcedfd
// 0x6f7bd965=1870387557, 0x421be3bd=1109124029, -0x17fcedfd → -402451965 (uint: 3892515331)
double quadrant = unchecked((uint)(1813693831u * iy - ix * (1870387557u * iy + 1109124029u) - 402451965u)) * 2.3283064e-10;
if (quadrant >= 0.75) return new Vector3(y, -x, z);
if (quadrant >= 0.5) return new Vector3(-x, -y, z);
if (quadrant >= 0.25) return new Vector3(-y, x, z);
return new Vector3(x, y, z);
}
}