#include "../Platform/stdafx.h" #include "../Headers/net.minecraft.world.level.h" #include "../Headers/net.minecraft.world.level.biome.h" #include "../Headers/net.minecraft.world.level.levelgen.h" #include "../Headers/net.minecraft.world.level.levelgen.feature.h" #include "../Headers/net.minecraft.world.level.levelgen.structure.h" #include "../Headers/net.minecraft.world.level.levelgen.synth.h" #include "../Headers/net.minecraft.world.level.tile.h" #include "../Headers/net.minecraft.world.level.storage.h" #include "../Headers/net.minecraft.world.entity.h" #include "CustomLevelSource.h" const double CustomLevelSource::SNOW_SCALE = 0.3; const double CustomLevelSource::SNOW_CUTOFF = 0.5; CustomLevelSource::CustomLevelSource(Level* level, int64_t seed, bool generateStructures) : generateStructures(generateStructures) { #if defined(_OVERRIDE_HEIGHTMAP) m_XZSize = level->getLevelData()->getXZSize(); m_heightmapOverride = byteArray((m_XZSize * 16) * (m_XZSize * 16)); #if defined(_UNICODE) std::wstring path = L"GAME:\\GameRules\\heightmap.bin"; #else #if defined(_WINDOWS64) std::string path = "GameRules\\heightmap.bin"; #else std::string path = "GAME:\\GameRules\\heightmap.bin"; #endif #endif HANDLE file = CreateFile(path.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL); if (file == INVALID_HANDLE_VALUE) { app.FatalLoadError(); DWORD error = GetLastError(); assert(false); } else { DWORD bytesRead, dwFileSize = GetFileSize(file, NULL); if (dwFileSize > m_heightmapOverride.length) { app.DebugPrintf("Heightmap binary is too large!!\n"); __debugbreak(); } bool bSuccess = ReadFile(file, m_heightmapOverride.data, dwFileSize, &bytesRead, NULL); if (bSuccess == FALSE) { app.FatalLoadError(); } CloseHandle(file); } m_waterheightOverride = byteArray((m_XZSize * 16) * (m_XZSize * 16)); #if defined(_UNICODE) std::wstring waterHeightPath = L"GAME:\\GameRules\\waterheight.bin"; #else #if defined(_WINDOWS64) std::string waterHeightPath = "GameRules\\waterheight.bin"; #else std::string waterHeightPath = "GAME:\\GameRules\\waterheight.bin"; #endif #endif file = CreateFile(waterHeightPath.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL); if (file == INVALID_HANDLE_VALUE) { DWORD error = GetLastError(); // assert(false); memset(m_waterheightOverride.data, level->seaLevel, m_waterheightOverride.length); } else { DWORD bytesRead, dwFileSize = GetFileSize(file, NULL); if (dwFileSize > m_waterheightOverride.length) { app.DebugPrintf("waterheight binary is too large!!\n"); __debugbreak(); } bool bSuccess = ReadFile(file, m_waterheightOverride.data, dwFileSize, &bytesRead, NULL); if (bSuccess == FALSE) { app.FatalLoadError(); } CloseHandle(file); } caveFeature = new LargeCaveFeature(); strongholdFeature = new StrongholdFeature(); villageFeature = new VillageFeature(m_XZSize); mineShaftFeature = new MineShaftFeature(); scatteredFeature = new RandomScatteredLargeFeature(); canyonFeature = new CanyonFeature(); this->level = level; random = new Random(seed); pprandom = new Random( seed); // 4J - added, so that we can have a separate random for doing // post-processing in parallel with creation perlinNoise3 = new PerlinNoise(random, 4); #endif } CustomLevelSource::~CustomLevelSource() { #if defined(_OVERRIDE_HEIGHTMAP) delete caveFeature; delete strongholdFeature; delete villageFeature; delete mineShaftFeature; delete canyonFeature; delete random; delete perlinNoise3; #endif } void CustomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) { #if defined(_OVERRIDE_HEIGHTMAP) int xChunks = 16 / CHUNK_WIDTH; int yChunks = Level::maxBuildHeight / CHUNK_HEIGHT; int waterHeight = level->seaLevel; int xSize = xChunks + 1; int ySize = Level::maxBuildHeight / CHUNK_HEIGHT + 1; int zSize = xChunks + 1; int xMapStart = xOffs + m_XZSize / 2; int zMapStart = zOffs + m_XZSize / 2; for (int xc = 0; xc < xChunks; xc++) { for (int zc = 0; zc < xChunks; zc++) { for (int yc = 0; yc < yChunks; yc++) { for (int y = 0; y < CHUNK_HEIGHT; y++) { for (int x = 0; x < CHUNK_WIDTH; x++) { for (int z = 0; z < CHUNK_WIDTH; z++) { int mapIndex = (zMapStart * 16 + z + (zc * CHUNK_WIDTH)) * (m_XZSize * 16) + (xMapStart * 16 + x + (xc * CHUNK_WIDTH)); int mapHeight = m_heightmapOverride[mapIndex]; waterHeight = m_waterheightOverride[mapIndex]; // app.DebugPrintf("MapHeight = %d, y = %d\n", // mapHeight, yc * CHUNK_HEIGHT + y); /////////////////////////////////////////////////////////////////// // 4J - add this chunk of code to make land // "fall-off" at the edges of a finite world - size // of that world is currently hard-coded in here const int worldSize = m_XZSize * 16; const int falloffStart = 32; // chunks away from edge were we start // doing fall-off const float falloffMax = 128.0f; // max value we need to get to falloff // by the edge of the map int xxx = ((xOffs * 16) + x + (xc * CHUNK_WIDTH)); int zzz = ((zOffs * 16) + z + (zc * CHUNK_WIDTH)); // Get distance to edges of world in x int xxx0 = xxx + (worldSize / 2); if (xxx0 < 0) xxx0 = 0; int xxx1 = ((worldSize / 2) - 1) - xxx; if (xxx1 < 0) xxx1 = 0; // Get distance to edges of world in z int zzz0 = zzz + (worldSize / 2); if (zzz0 < 0) zzz0 = 0; int zzz1 = ((worldSize / 2) - 1) - zzz; if (zzz1 < 0) zzz1 = 0; // Get min distance to any edge int emin = xxx0; if (xxx1 < emin) emin = xxx1; if (zzz0 < emin) emin = zzz0; if (zzz1 < emin) emin = zzz1; float comp = 0.0f; // Calculate how much we want the world to fall // away, if we're in the defined region to do so if (emin < falloffStart) { int falloff = falloffStart - emin; comp = ((float)falloff / (float)falloffStart) * falloffMax; } // 4J - end of extra code /////////////////////////////////////////////////////////////////// int tileId = 0; // 4J - this comparison used to just be with 0.0f // but is now varied by block above if (yc * CHUNK_HEIGHT + y < mapHeight) { tileId = (uint8_t)Tile::stone_Id; } else if (yc * CHUNK_HEIGHT + y < waterHeight) { tileId = (uint8_t)Tile::calmWater_Id; } // 4J - more extra code to make sure that the column // at the edge of the world is just water & rock, to // match the infinite sea that continues on after // the edge of the world. if (emin == 0) { // This matches code in MultiPlayerChunkCache // that makes the geometry which continues at // the edge of the world if (yc * CHUNK_HEIGHT + y <= (level->getSeaLevel() - 10)) tileId = Tile::stone_Id; else if (yc * CHUNK_HEIGHT + y < level->getSeaLevel()) tileId = Tile::calmWater_Id; } int indexY = (yc * CHUNK_HEIGHT + y); int offsAdjustment = 0; if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) { indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES; } int offs = ((x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (z + zc * CHUNK_WIDTH) << Level::genDepthBits | indexY) + offsAdjustment; blocks[offs] = tileId; } } } } } } #endif } void CustomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) { #if defined(_OVERRIDE_HEIGHTMAP) int waterHeight = level->seaLevel; int xMapStart = xOffs + m_XZSize / 2; int zMapStart = zOffs + m_XZSize / 2; double s = 1 / 32.0; doubleArray depthBuffer(16 * 16); // 4J - used to be declared with class level // scope but moved here for thread safety depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s * 2, s * 2, s * 2); for (int x = 0; x < 16; x++) { for (int z = 0; z < 16; z++) { int mapIndex = (zMapStart * 16 + z) * (m_XZSize * 16) + (xMapStart * 16 + x); waterHeight = m_waterheightOverride[mapIndex]; Biome* b = biomes[z + x * 16]; float temp = b->getTemperature(); int runDepth = (int)(depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25); int run = -1; uint8_t top = b->topMaterial; uint8_t material = b->material; LevelGenerationOptions* lgo = app.getLevelGenerationOptions(); if (lgo != NULL) { lgo->getBiomeOverride(b->id, material, top); } for (int y = Level::maxBuildHeight - 1; y >= 0; y--) { int indexY = y; int offsAdjustment = 0; if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) { indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES; } int offs = (x << Level::genDepthBitsPlusFour | z << Level::genDepthBits | indexY) + offsAdjustment; if (y <= 1 + random->nextInt( 2)) // 4J - changed to make the bedrock not // have bits you can get stuck in // if (y <= 0 + // random->nextInt(5)) { blocks[offs] = (uint8_t)Tile::unbreakable_Id; } else { int old = blocks[offs]; if (old == 0) { run = -1; } else if (old == Tile::stone_Id) { if (run == -1) { if (runDepth <= 0) { top = 0; material = (uint8_t)Tile::stone_Id; } else if (y >= waterHeight - 4 && y <= waterHeight + 1) { top = b->topMaterial; material = b->material; if (lgo != NULL) { lgo->getBiomeOverride(b->id, material, top); } } if (y < waterHeight && top == 0) { if (temp < 0.15f) top = (uint8_t)Tile::ice_Id; else top = (uint8_t)Tile::calmWater_Id; } run = runDepth; if (y >= waterHeight - 1) blocks[offs] = top; else blocks[offs] = material; } else if (run > 0) { run--; blocks[offs] = material; // place a few sandstone blocks beneath sand // runs if (run == 0 && material == Tile::sand_Id) { run = random->nextInt(4); material = (uint8_t)Tile::sandStone_Id; } } } } } } } delete[] depthBuffer.data; #endif } LevelChunk* CustomLevelSource::create(int x, int z) { #if defined(_OVERRIDE_HEIGHTMAP) return getChunk(x, z); #else return NULL; #endif } LevelChunk* CustomLevelSource::getChunk(int xOffs, int zOffs) { #if defined(_OVERRIDE_HEIGHTMAP) random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l); // 4J - now allocating this with a physical alloc & bypassing general memory // management so that it will get cleanly freed int blocksSize = Level::maxBuildHeight * 16 * 16; uint8_t* tileData = (uint8_t*)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE); XMemSet128(tileData, 0, blocksSize); byteArray blocks = byteArray(tileData, blocksSize); // byteArray blocks = byteArray(16 * level->depth * 16); // LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // // 4J - moved to below prepareHeights(xOffs, zOffs, blocks); // 4J - Some changes made here to how biomes, temperatures and downfalls are // passed around for thread safety BiomeArray biomes; level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true); buildSurfaces(xOffs, zOffs, blocks, biomes); delete[] biomes.data; caveFeature->apply(this, level, xOffs, zOffs, blocks); // 4J Stu Design Change - 1.8 gen goes stronghold, mineshaft, village, // canyon this changed in 1.2 to canyon, mineshaft, village, stronghold This // change makes sense as it stops canyons running through other structures canyonFeature->apply(this, level, xOffs, zOffs, blocks); if (generateStructures) { mineShaftFeature->apply(this, level, xOffs, zOffs, blocks); villageFeature->apply(this, level, xOffs, zOffs, blocks); strongholdFeature->apply(this, level, xOffs, zOffs, blocks); scatteredFeature->apply(this, level, xOffs, zOffs, blocks); } // canyonFeature.apply(this, level, xOffs, zOffs, blocks); // townFeature.apply(this, level, xOffs, zOffs, blocks); // addCaves(xOffs, zOffs, blocks); // addTowns(xOffs, zOffs, blocks); // levelChunk->recalcHeightmap(); // 4J - removed & moved // into its own method // 4J - this now creates compressed block data from the blocks array passed // in, so moved it until after the blocks are actually finalised. We also // now need to free the passed in blocks as the LevelChunk doesn't use the // passed in allocation anymore. LevelChunk* levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); XPhysicalFree(tileData); return levelChunk; #else return NULL; #endif } // 4J - removed & moved into its own method from getChunk, so we can call // recalcHeightmap after the chunk is added into the cache. Without doing this, // then loads of the lightgaps() calls will fail to add any lights, because // adding a light checks if the cache has this chunk in. lightgaps also does // light 1 block into the neighbouring chunks, and maybe that is somehow enough // to get lighting to propagate round the world, but this just doesn't seem // right - this isn't a new fault in the 360 version, have checked that java // does the same. void CustomLevelSource::lightChunk(LevelChunk* lc) { #if defined(_OVERRIDE_HEIGHTMAP) lc->recalcHeightmap(); #endif } bool CustomLevelSource::hasChunk(int x, int y) { return true; } void CustomLevelSource::calcWaterDepths(ChunkSource* parent, int xt, int zt) { #if defined(_OVERRIDE_HEIGHTMAP) int xo = xt * 16; int zo = zt * 16; for (int x = 0; x < 16; x++) { int y = level->getSeaLevel(); for (int z = 0; z < 16; z++) { int xp = xo + x + 7; int zp = zo + z + 7; int h = level->getHeightmap(xp, zp); if (h <= 0) { if (level->getHeightmap(xp - 1, zp) > 0 || level->getHeightmap(xp + 1, zp) > 0 || level->getHeightmap(xp, zp - 1) > 0 || level->getHeightmap(xp, zp + 1) > 0) { bool hadWater = false; if (hadWater || (level->getTile(xp - 1, y, zp) == Tile::calmWater_Id && level->getData(xp - 1, y, zp) < 7)) hadWater = true; if (hadWater || (level->getTile(xp + 1, y, zp) == Tile::calmWater_Id && level->getData(xp + 1, y, zp) < 7)) hadWater = true; if (hadWater || (level->getTile(xp, y, zp - 1) == Tile::calmWater_Id && level->getData(xp, y, zp - 1) < 7)) hadWater = true; if (hadWater || (level->getTile(xp, y, zp + 1) == Tile::calmWater_Id && level->getData(xp, y, zp + 1) < 7)) hadWater = true; if (hadWater) { for (int x2 = -5; x2 <= 5; x2++) { for (int z2 = -5; z2 <= 5; z2++) { int d = (x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2); if (d <= 5) { d = 6 - d; if (level->getTile(xp + x2, y, zp + z2) == Tile::calmWater_Id) { int od = level->getData(xp + x2, y, zp + z2); if (od < 7 && od < d) { level->setData( xp + x2, y, zp + z2, d, Tile::UPDATE_CLIENTS); } } } } } if (hadWater) { level->setTileAndData(xp, y, zp, Tile::calmWater_Id, 7, Tile::UPDATE_CLIENTS); for (int y2 = 0; y2 < y; y2++) { level->setTileAndData(xp, y2, zp, Tile::calmWater_Id, 8, Tile::UPDATE_CLIENTS); } } } } } } } #endif } // 4J - changed this to used pprandom rather than random, so that we can run it // concurrently with getChunk void CustomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) { #if defined(_OVERRIDE_HEIGHTMAP) HeavyTile::instaFall = true; int xo = xt * 16; int zo = zt * 16; Biome* biome = level->getBiome(xo + 16, zo + 16); if (CustomLevelSource::FLOATING_ISLANDS) { calcWaterDepths(parent, xt, zt); } pprandom->setSeed(level->getSeed()); int64_t xScale = pprandom->nextLong() / 2 * 2 + 1; int64_t zScale = pprandom->nextLong() / 2 * 2 + 1; pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed()); bool hasVillage = false; PIXBeginNamedEvent(0, "Structure postprocessing"); if (generateStructures) { mineShaftFeature->postProcess(level, pprandom, xt, zt); hasVillage = villageFeature->postProcess(level, pprandom, xt, zt); strongholdFeature->postProcess(level, pprandom, xt, zt); scatteredFeature->postProcess(level, random, xt, zt); } PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Monster rooms"); for (int i = 0; i < 8; i++) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::maxBuildHeight); int z = zo + pprandom->nextInt(16) + 8; MonsterRoomFeature* mrf = new MonsterRoomFeature(); if (mrf->place(level, pprandom, x, y, z)) { } delete mrf; } PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Biome decorate"); biome->decorate(level, pprandom, xo, zo); PIXEndNamedEvent(); app.processSchematics(parent->getChunk(xt, zt)); MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16, pprandom); // 4J - brought forward from 1.2.3 to get snow back in taiga biomes xo += 8; zo += 8; for (int x = 0; x < 16; x++) { for (int z = 0; z < 16; z++) { int y = level->getTopRainBlock(xo + x, zo + z); if (level->shouldFreezeIgnoreNeighbors(x + xo, y - 1, z + zo)) { level->setTileAndData( x + xo, y - 1, z + zo, Tile::ice_Id, 0, Tile::UPDATE_INVISIBLE); // 4J - changed from setTile, // otherwise we end up creating a // *lot* of dynamic water tiles as // these ice tiles are set } if (level->shouldSnow(x + xo, y, z + zo)) { level->setTileAndData(x + xo, y, z + zo, Tile::topSnow_Id, 0, Tile::UPDATE_CLIENTS); } } } HeavyTile::instaFall = false; #endif } bool CustomLevelSource::save(bool force, ProgressListener* progressListener) { return true; } bool CustomLevelSource::tick() { return false; } bool CustomLevelSource::shouldSave() { return true; } std::wstring CustomLevelSource::gatherStats() { return L"CustomLevelSource"; } std::vector* CustomLevelSource::getMobsAt( MobCategory* mobCategory, int x, int y, int z) { #if defined(_OVERRIDE_HEIGHTMAP) Biome* biome = level->getBiome(x, z); if (biome == NULL) { return NULL; } if (mobCategory == MobCategory::monster && scatteredFeature->isSwamphut(x, y, z)) { return scatteredFeature->getSwamphutEnemies(); } return biome->getMobs(mobCategory); #else return NULL; #endif } TilePos* CustomLevelSource::findNearestMapFeature( Level* level, const std::wstring& featureName, int x, int y, int z) { #if defined(_OVERRIDE_HEIGHTMAP) if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL) { return strongholdFeature->getNearestGeneratedFeature(level, x, y, z); } #endif return NULL; } void CustomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ) { if (generateStructures) { #if defined(_OVERRIDE_HEIGHTMAP) mineShaftFeature->apply(this, level, chunkX, chunkZ, byteArray()); villageFeature->apply(this, level, chunkX, chunkZ, byteArray()); strongholdFeature->apply(this, level, chunkX, chunkZ, byteArray()); scatteredFeature->apply(this, level, chunkX, chunkZ, byteArray()); #endif } }