#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 "RandomLevelSource.h" const double RandomLevelSource::SNOW_SCALE = 0.3; const double RandomLevelSource::SNOW_CUTOFF = 0.5; RandomLevelSource::RandomLevelSource(Level* level, int64_t seed, bool generateStructures) : generateStructures(generateStructures) { m_XZSize = level->getLevelData()->getXZSize(); #if defined(_LARGE_WORLDS) level->getLevelData()->getMoatFlags(&m_classicEdgeMoat, &m_smallEdgeMoat, &m_mediumEdgeMoat); #endif 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 lperlinNoise1 = new PerlinNoise(random, 16); lperlinNoise2 = new PerlinNoise(random, 16); perlinNoise1 = new PerlinNoise(random, 8); perlinNoise3 = new PerlinNoise(random, 4); scaleNoise = new PerlinNoise(random, 10); depthNoise = new PerlinNoise(random, 16); if (FLOATING_ISLANDS) { floatingIslandScale = new PerlinNoise(random, 10); floatingIslandNoise = new PerlinNoise(random, 16); } else { floatingIslandScale = NULL; floatingIslandNoise = NULL; } forestNoise = new PerlinNoise(random, 8); } RandomLevelSource::~RandomLevelSource() { delete caveFeature; delete strongholdFeature; delete villageFeature; delete mineShaftFeature; delete scatteredFeature; delete canyonFeature; delete random; ; delete lperlinNoise1; delete lperlinNoise2; delete perlinNoise1; delete perlinNoise3; delete scaleNoise; delete depthNoise; if (FLOATING_ISLANDS) { delete floatingIslandScale; delete floatingIslandNoise; } delete forestNoise; if (pows.data != NULL) delete[] pows.data; } int g_numPrepareHeightCalls = 0; LARGE_INTEGER g_totalPrepareHeightsTime = {0, 0}; LARGE_INTEGER g_averagePrepareHeightsTime = {0, 0}; #if defined(_LARGE_WORLDS) int RandomLevelSource::getMinDistanceToEdge(int xxx, int zzz, int worldSize, float falloffStart) { // Get distance to edges of world in x // we have to do a proper line dist check here int min = -worldSize / 2; int max = (worldSize / 2) - 1; // // only check if either x or z values are within the falloff // if(xxx > (min - falloffStart) Vec3 topLeft(min, 0, min); Vec3 topRight(max, 0, min); Vec3 bottomLeft(min, 0, max); Vec3 bottomRight(max, 0, max); float closest = falloffStart; float dist; // make sure we're in range of the edges before we do a full distance check if ((xxx > (min - falloffStart) && xxx < (min + falloffStart)) || (xxx > (max - falloffStart) && xxx < (max + falloffStart))) { Vec3 point(xxx, 0, zzz); if (xxx > 0) dist = point.distanceFromLine(topRight, bottomRight); else dist = point.distanceFromLine(topLeft, bottomLeft); closest = dist; } // make sure we're in range of the edges before we do a full distance check if ((zzz > (min - falloffStart) && zzz < (min + falloffStart)) || (zzz > (max - falloffStart) && zzz < (max + falloffStart))) { Vec3 point(xxx, 0, zzz); if (zzz > 0) dist = point.distanceFromLine(bottomLeft, bottomRight); else dist = point.distanceFromLine(topLeft, topRight); if (dist < closest) closest = dist; } return closest; } float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin) { /////////////////////////////////////////////////////////////////// // 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 float comp = 0.0f; int emin = getMinDistanceToEdge(xxx, zzz, worldSize, falloffStart); // check if we have a larger world that should have moats int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC * 16, LEVEL_WIDTH_SMALL * 16, LEVEL_WIDTH_MEDIUM * 16}; bool expandedMoatValues[3] = {m_classicEdgeMoat, m_smallEdgeMoat, m_mediumEdgeMoat}; for (int i = 0; i < 3; i++) { if (expandedMoatValues[i] && (worldSize > expandedWorldSizes[i])) { // this world has been expanded, with moat settings, so we need // fallofs at this edges too int eminMoat = getMinDistanceToEdge(xxx, zzz, expandedWorldSizes[i], falloffStart); if (eminMoat < emin) { emin = eminMoat; } } } // 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; } *pEMin = emin; return comp; // 4J - end of extra code /////////////////////////////////////////////////////////////////// } #else // MGH - go back to using the simpler version for PS3/vita/360, as it was // causing a lot of slow down on the tuturial generation float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin) { /////////////////////////////////////////////////////////////////// // 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 // 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 /////////////////////////////////////////////////////////////////// *pEMin = emin; return comp; } #endif void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) { LARGE_INTEGER startTime; int xChunks = 16 / CHUNK_WIDTH; int yChunks = Level::genDepth / CHUNK_HEIGHT; int waterHeight = level->seaLevel; int xSize = xChunks + 1; int ySize = Level::genDepth / CHUNK_HEIGHT + 1; int zSize = xChunks + 1; BiomeArray biomes; // 4J created locally here for thread safety, java has // this as a class member level->getBiomeSource()->getRawBiomeBlock(biomes, xOffs * CHUNK_WIDTH - 2, zOffs * CHUNK_WIDTH - 2, xSize + 5, zSize + 5); doubleArray buffer; // 4J - used to be declared with class level scope but // tidying up for thread safety reasons buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize, biomes); QueryPerformanceCounter(&startTime); for (int xc = 0; xc < xChunks; xc++) { for (int zc = 0; zc < xChunks; zc++) { for (int yc = 0; yc < yChunks; yc++) { double yStep = 1 / (double)CHUNK_HEIGHT; double s0 = buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)]; double s1 = buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)]; double s2 = buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)]; double s3 = buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)]; double s0a = (buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] - s0) * yStep; double s1a = (buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] - s1) * yStep; double s2a = (buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] - s2) * yStep; double s3a = (buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] - s3) * yStep; for (int y = 0; y < CHUNK_HEIGHT; y++) { double xStep = 1 / (double)CHUNK_WIDTH; double _s0 = s0; double _s1 = s1; double _s0a = (s2 - s0) * xStep; double _s1a = (s3 - s1) * xStep; for (int x = 0; x < CHUNK_WIDTH; x++) { int offs = (unsigned)(x + (unsigned)xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | ((unsigned)zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y); int step = 1 << Level::genDepthBits; offs -= step; double zStep = 1 / (double)CHUNK_WIDTH; double val = _s0; double vala = (_s1 - _s0) * zStep; val -= vala; for (int z = 0; z < CHUNK_WIDTH; z++) { // 4J Stu - I have removed all uses of the new // getHeightFalloff function for now as we had some // problems with PS3/PSVita world generation I have // fixed the non large worlds method, however we // will be happier if the current builds go out with // completely old code We can put the new code back // in mid-november 2014 once those PS3/Vita builds // are gone (and the PS4 doesn't have world // enlarging in these either anyway) int xxx = ((xOffs * 16) + x + (xc * CHUNK_WIDTH)); int zzz = ((zOffs * 16) + z + (zc * CHUNK_WIDTH)); int emin; float comp = getHeightFalloff(xxx, zzz, &emin); // 4J - slightly rearranged this code (as of // java 1.0.1 merge) to better fit with changes // we've made edge-of-world things - original sets // blocks[offs += step] directly here rather than // setting a tileId int tileId = 0; // 4J - this comparison used to just be with 0.0f // but is now varied by block above if ((val += vala) > comp) { 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; } blocks[offs += step] = tileId; } _s0 += _s0a; _s1 += _s1a; } s0 += s0a; s1 += s1a; s2 += s2a; s3 += s3a; } } } } LARGE_INTEGER endTime; QueryPerformanceCounter(&endTime); LARGE_INTEGER timeInFunc; timeInFunc.QuadPart = endTime.QuadPart - startTime.QuadPart; g_numPrepareHeightCalls++; g_totalPrepareHeightsTime.QuadPart += timeInFunc.QuadPart; g_averagePrepareHeightsTime.QuadPart = g_totalPrepareHeightsTime.QuadPart / g_numPrepareHeightCalls; delete[] buffer.data; delete[] biomes.data; } void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) { int waterHeight = level->seaLevel; 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++) { 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::genDepthMinusOne; y >= 0; y--) { int offs = (z * 16 + x) * Level::genDepth + y; 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; } LevelChunk* RandomLevelSource::create(int x, int z) { return getChunk(x, z); } LevelChunk* RandomLevelSource::getChunk(int xOffs, int zOffs) { 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::genDepth * 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; } // 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 RandomLevelSource::lightChunk(LevelChunk* lc) { lc->recalcHeightmap(); } doubleArray RandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize, BiomeArray& biomes) { if (buffer.data == NULL) { buffer = doubleArray(xSize * ySize * zSize); } if (pows.data == NULL) { pows = floatArray(5 * 5); for (int xb = -2; xb <= 2; xb++) { for (int zb = -2; zb <= 2; zb++) { float ppp = 10.0f / Mth::sqrt(xb * xb + zb * zb + 0.2f); pows[xb + 2 + (zb + 2) * 5] = ppp; } } } double s = 1 * 684.412; double hs = 1 * 684.412; doubleArray pnr, ar, br, sr, dr, fi, fis; // 4J - used to be declared with class level scope but moved here // for thread safety if (FLOATING_ISLANDS) { fis = floatingIslandScale->getRegion(fis, x, y, z, xSize, 1, zSize, 1.0, 0, 1.0); fi = floatingIslandNoise->getRegion(fi, x, y, z, xSize, 1, zSize, 500.0, 0, 500.0); } sr = scaleNoise->getRegion(sr, x, z, xSize, zSize, 1.121, 1.121, 0.5); dr = depthNoise->getRegion(dr, x, z, xSize, zSize, 200.0, 200.0, 0.5); pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 160.0, s / 80.0); ar = lperlinNoise1->getRegion(ar, x, y, z, xSize, ySize, zSize, s, hs, s); br = lperlinNoise2->getRegion(br, x, y, z, xSize, ySize, zSize, s, hs, s); x = z = 0; int p = 0; int pp = 0; for (int xx = 0; xx < xSize; xx++) { for (int zz = 0; zz < zSize; zz++) { float sss = 0; float ddd = 0; float pow = 0; int rr = 2; Biome* mb = biomes[(xx + 2) + (zz + 2) * (xSize + 5)]; for (int xb = -rr; xb <= rr; xb++) { for (int zb = -rr; zb <= rr; zb++) { Biome* b = biomes[(xx + xb + 2) + (zz + zb + 2) * (xSize + 5)]; float ppp = pows[xb + 2 + (zb + 2) * 5] / (b->depth + 2); if (b->depth > mb->depth) { ppp /= 2; } sss += b->scale * ppp; ddd += b->depth * ppp; pow += ppp; } } sss /= pow; ddd /= pow; sss = sss * 0.9f + 0.1f; ddd = (ddd * 4 - 1) / 8.0f; double rdepth = (dr[pp] / 8000.0); if (rdepth < 0) rdepth = -rdepth * 0.3; rdepth = rdepth * 3.0 - 2.0; if (rdepth < 0) { rdepth = rdepth / 2; if (rdepth < -1) rdepth = -1; rdepth = rdepth / 1.4; rdepth /= 2; } else { if (rdepth > 1) rdepth = 1; rdepth = rdepth / 8; } pp++; for (int yy = 0; yy < ySize; yy++) { double depth = ddd; double scale = sss; depth += rdepth * 0.2; depth = depth * ySize / 16.0; double yCenter = ySize / 2.0 + depth * 4; double val = 0; double yOffs = (yy - (yCenter)) * 12 * 128 / Level::genDepth / scale; if (yOffs < 0) yOffs *= 4; double bb = ar[p] / 512; double cc = br[p] / 512; double v = (pnr[p] / 10 + 1) / 2; if (v < 0) val = bb; else if (v > 1) val = cc; else val = bb + (cc - bb) * v; val -= yOffs; if (yy > ySize - 4) { double slide = (yy - (ySize - 4)) / (4 - 1.0f); val = val * (1 - slide) + -10 * slide; } buffer[p] = val; p++; } } } delete[] pnr.data; delete[] ar.data; delete[] br.data; delete[] sr.data; delete[] dr.data; delete[] fi.data; delete[] fis.data; return buffer; } bool RandomLevelSource::hasChunk(int x, int y) { return true; } void RandomLevelSource::calcWaterDepths(ChunkSource* parent, int xt, int zt) { 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_ALL); } } } } } 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); } } } } } } } } // 4J - changed this to used pprandom rather than random, so that we can run it // concurrently with getChunk void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) { HeavyTile::instaFall = true; int xo = xt * 16; int zo = zt * 16; Biome* biome = level->getBiome(xo + 16, zo + 16); if (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; // 4jcraft added casts to a higher int and unsigned pprandom->setSeed((((uint64_t)xt * (uint64_t)xScale) + ((uint64_t)zt * (uint64_t)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, "Lakes"); if (biome != Biome::desert && biome != Biome::desertHills) { if (!hasVillage && pprandom->nextInt(4) == 0) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth); int z = zo + pprandom->nextInt(16) + 8; LakeFeature calmWater(Tile::calmWater_Id); calmWater.place(level, pprandom, x, y, z); } } PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Lava"); if (!hasVillage && pprandom->nextInt(8) == 0) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(pprandom->nextInt(Level::genDepth - 8) + 8); int z = zo + pprandom->nextInt(16) + 8; if (y < level->seaLevel || pprandom->nextInt(10) == 0) { LakeFeature calmLava(Tile::calmLava_Id); calmLava.place(level, pprandom, x, y, z); } } PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Monster rooms"); for (int i = 0; i < 8; i++) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth); int z = zo + pprandom->nextInt(16) + 8; MonsterRoomFeature mrf; mrf.place(level, pprandom, x, y, z); } PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Biome decorate"); biome->decorate(level, pprandom, xo, zo); PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Process Schematics"); app.processSchematics(parent->getChunk(xt, zt)); PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Post process mobs"); MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16, pprandom); PIXEndNamedEvent(); PIXBeginNamedEvent(0, "Update ice and snow"); // 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_CLIENTS); } if (level->shouldSnow(x + xo, y, z + zo)) { level->setTileAndData(x + xo, y, z + zo, Tile::topSnow_Id, 0, Tile::UPDATE_CLIENTS); } } } PIXEndNamedEvent(); HeavyTile::instaFall = false; } bool RandomLevelSource::save(bool force, ProgressListener* progressListener) { return true; } bool RandomLevelSource::tick() { return false; } bool RandomLevelSource::shouldSave() { return true; } std::wstring RandomLevelSource::gatherStats() { return L"RandomLevelSource"; } std::vector* RandomLevelSource::getMobsAt( MobCategory* mobCategory, int x, int y, int z) { 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); } TilePos* RandomLevelSource::findNearestMapFeature( Level* level, const std::wstring& featureName, int x, int y, int z) { if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL) { return strongholdFeature->getNearestGeneratedFeature(level, x, y, z); } return NULL; } void RandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ) { if (generateStructures) { 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()); } }