4jcraft/targets/app/common/GameRules/LevelGeneration/LevelGenerationOptions.h

271 lines
8.2 KiB
C++

#pragma once
// using namespace std;
// #pragma message("LevelGenerationOptions.h ")
#include <cstdint>
#include <string>
#include <unordered_map>
#include <vector>
#include "app/common/DLC/DLCPack.h"
#include "app/common/GameRules/ConsoleGameRulesConstants.h"
#include "app/common/GameRules/LevelRules/RuleDefinitions/GameRuleDefinition.h"
#include "app/common/Localisation/StringTable.h"
#include "minecraft/world/level/levelgen/structure/StructureFeature.h"
class ApplySchematicRuleDefinition;
class LevelChunk;
class ConsoleGenerateStructure;
class ConsoleSchematicFile;
class LevelRuleset;
class BiomeOverride;
class StartFeature;
class DLCPack;
class Pos;
class StringTable;
class GrSource {
public:
// 4J-JEV:
// Moved all this here; I didn't like that all this header information
// was being mixed in with all the game information as they have
// completely different lifespans.
virtual ~GrSource() {}
virtual bool requiresTexturePack() = 0;
virtual std::uint32_t getRequiredTexturePackId() = 0;
virtual std::string getDefaultSaveName() = 0;
virtual const char* getWorldName() = 0;
virtual const char* getDisplayName() = 0;
virtual std::string getGrfPath() = 0;
virtual bool requiresBaseSave() = 0;
virtual std::string getBaseSavePath() = 0;
virtual void setRequiresTexturePack(bool) = 0;
virtual void setRequiredTexturePackId(std::uint32_t) = 0;
virtual void setDefaultSaveName(const std::string&) = 0;
virtual void setWorldName(const std::string&) = 0;
virtual void setDisplayName(const std::string&) = 0;
virtual void setGrfPath(const std::string&) = 0;
virtual void setBaseSavePath(const std::string&) = 0;
virtual bool ready() = 0;
// virtual void getGrfData(std::uint8_t *&pData, unsigned int &pSize)=0;
};
class JustGrSource : public GrSource {
protected:
std::string m_worldName;
std::string m_displayName;
std::string m_defaultSaveName;
bool m_bRequiresTexturePack;
std::uint32_t m_requiredTexturePackId;
std::string m_grfPath;
std::string m_baseSavePath;
bool m_bRequiresBaseSave;
public:
virtual bool requiresTexturePack();
virtual std::uint32_t getRequiredTexturePackId();
virtual std::string getDefaultSaveName();
virtual const char* getWorldName();
virtual const char* getDisplayName();
virtual std::string getGrfPath();
virtual bool requiresBaseSave();
virtual std::string getBaseSavePath();
virtual void setRequiresTexturePack(bool x);
virtual void setRequiredTexturePackId(std::uint32_t x);
virtual void setDefaultSaveName(const std::string& x);
virtual void setWorldName(const std::string& x);
virtual void setDisplayName(const std::string& x);
virtual void setGrfPath(const std::string& x);
virtual void setBaseSavePath(const std::string& x);
virtual bool ready();
JustGrSource();
};
class LevelGenerationOptions : public GameRuleDefinition {
public:
enum eSrc {
eSrc_none,
eSrc_fromSave, // Neither content or header is persistent.
eSrc_fromDLC, // Header is persistent, content should be deleted to
// conserve space.
eSrc_tutorial, // Both header and content is persistent, content cannot
// be reloaded.
eSrc_MAX
};
private:
struct ChunkRuleCacheKey {
int chunkX;
int chunkZ;
int dimension;
bool operator==(const ChunkRuleCacheKey& other) const {
return chunkX == other.chunkX && chunkZ == other.chunkZ &&
dimension == other.dimension;
}
};
struct ChunkRuleCacheKeyHash {
std::size_t operator()(const ChunkRuleCacheKey& key) const {
std::size_t h1 = std::hash<int>()(key.chunkX);
std::size_t h2 = std::hash<int>()(key.chunkZ);
std::size_t h3 = std::hash<int>()(key.dimension);
return h1 ^ (h2 << 1) ^ (h3 << 2);
}
};
struct ChunkRuleCacheEntry {
std::vector<ApplySchematicRuleDefinition*> schematicRules;
std::vector<ConsoleGenerateStructure*> structureRules;
};
eSrc m_src;
GrSource* m_pSrc;
GrSource* info();
bool m_hasLoadedData;
std::uint8_t* m_pbBaseSaveData;
unsigned int m_baseSaveSize;
public:
void setSrc(eSrc src);
eSrc getSrc();
bool isTutorial();
bool isFromSave();
bool isFromDLC();
bool requiresTexturePack();
std::uint32_t getRequiredTexturePackId();
std::string getDefaultSaveName();
const char* getWorldName();
const char* getDisplayName();
std::string getGrfPath();
bool requiresBaseSave();
std::string getBaseSavePath();
void setGrSource(GrSource* grs);
void setRequiresTexturePack(bool x);
void setRequiredTexturePackId(std::uint32_t x);
void setDefaultSaveName(const std::string& x);
void setWorldName(const std::string& x);
void setDisplayName(const std::string& x);
void setGrfPath(const std::string& x);
void setBaseSavePath(const std::string& x);
bool ready();
void setBaseSaveData(std::uint8_t* pbData, unsigned int dataSize);
std::uint8_t* getBaseSaveData(unsigned int& size);
bool hasBaseSaveData();
void deleteBaseSaveData();
bool hasLoadedData();
void setLoadedData();
private:
// This should match the "MapOptionsRule" definition in the XML schema
int64_t m_seed;
bool m_useFlatWorld;
Pos* m_spawnPos;
int m_bHasBeenInCreative;
std::vector<ApplySchematicRuleDefinition*> m_schematicRules;
std::vector<ConsoleGenerateStructure*> m_structureRules;
bool m_bHaveMinY;
int m_minY;
std::unordered_map<std::string, ConsoleSchematicFile*> m_schematics;
std::unordered_map<ChunkRuleCacheKey, ChunkRuleCacheEntry, ChunkRuleCacheKeyHash>
m_chunkRuleCache;
std::vector<BiomeOverride*> m_biomeOverrides;
std::vector<StartFeature*> m_features;
bool m_bRequiresGameRules;
LevelRuleset* m_requiredGameRules;
StringTable* m_stringTable;
DLCPack* m_parentDLCPack;
bool m_bLoadingData;
public:
LevelGenerationOptions(DLCPack* parentPack = nullptr);
~LevelGenerationOptions();
virtual ConsoleGameRules::EGameRuleType getActionType();
virtual void writeAttributes(DataOutputStream* dos,
unsigned int numAttributes);
virtual void getChildren(std::vector<GameRuleDefinition*>* children);
virtual GameRuleDefinition* addChild(
ConsoleGameRules::EGameRuleType ruleType);
virtual void addAttribute(const std::string& attributeName,
const std::string& attributeValue);
int64_t getLevelSeed();
int getLevelHasBeenInCreative();
Pos* getSpawnPos();
bool getuseFlatWorld();
void processSchematics(LevelChunk* chunk);
void processSchematicsLighting(LevelChunk* chunk);
void clearChunkRuleCache();
bool checkIntersects(int x0, int y0, int z0, int x1, int y1, int z1);
private:
void clearSchematics();
public:
ConsoleSchematicFile* loadSchematicFile(const std::string& filename,
std::uint8_t* pbData,
unsigned int dataLength);
public:
ConsoleSchematicFile* getSchematicFile(const std::string& filename);
void releaseSchematicFile(const std::string& filename);
bool requiresGameRules();
void setRequiredGameRules(LevelRuleset* rules);
LevelRuleset* getRequiredGameRules();
void getBiomeOverride(int biomeId, std::uint8_t& tile,
std::uint8_t& topTile);
bool isFeatureChunk(int chunkX, int chunkZ,
StructureFeature::EFeatureTypes feature,
int* orientation = nullptr);
void loadStringTable(StringTable* table);
const char* getString(const std::string& key);
std::unordered_map<std::string, ConsoleSchematicFile*>*
getUnfinishedSchematicFiles();
void loadBaseSaveData();
int onPackMounted(int iPad, uint32_t dwErr, uint32_t dwLicenceMask);
// 4J-JEV:
// ApplySchematicRules contain limited state
// which needs to be reset BEFORE a new game starts.
void reset_start();
// 4J-JEV:
// This file contains state that needs to be deleted
// or reset once a game has finished.
void reset_finish();
};