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https://github.com/4jcraft/4jcraft.git
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139 lines
4.6 KiB
C++
139 lines
4.6 KiB
C++
#include "minecraft/IGameServices.h"
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#include "FlatLevelSource.h"
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#include <stdlib.h>
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#include <string.h>
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#include <vector>
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#include "app/linux/LinuxGame.h"
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#include "java/Random.h"
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#include "minecraft/world/level/Level.h"
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#include "minecraft/world/level/biome/Biome.h"
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#include "minecraft/world/level/chunk/ChunkSource.h"
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#include "minecraft/world/level/chunk/LevelChunk.h"
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#include "minecraft/world/level/levelgen/structure/VillageFeature.h"
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#include "minecraft/world/level/storage/LevelData.h"
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#include "minecraft/world/level/tile/Tile.h"
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// FlatLevelSource::villageFeature = new VillageFeature(1);
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FlatLevelSource::FlatLevelSource(Level* level, int64_t seed,
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bool generateStructures) {
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m_XZSize = level->getLevelData()->getXZSize();
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this->level = level;
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this->generateStructures = generateStructures;
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this->random = new Random(seed);
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this->pprandom = new Random(
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seed); // 4J - added, so that we can have a separate random for doing
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// post-processing in parallel with creation
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villageFeature = new VillageFeature(m_XZSize);
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}
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FlatLevelSource::~FlatLevelSource() {
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delete random;
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delete pprandom;
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delete villageFeature;
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}
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void FlatLevelSource::prepareHeights(std::vector<uint8_t>& blocks) {
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int height = blocks.size() / (16 * 16);
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for (int xc = 0; xc < 16; xc++) {
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for (int zc = 0; zc < 16; zc++) {
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for (int yc = 0; yc < height; yc++) {
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int block = 0;
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if (yc == 0) {
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block = Tile::unbreakable_Id;
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} else if (yc <= 2) {
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block = Tile::dirt_Id;
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} else if (yc == 3) {
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block = Tile::grass_Id;
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}
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blocks[xc << 11 | zc << 7 | yc] = (uint8_t)block;
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}
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}
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}
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}
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LevelChunk* FlatLevelSource::create(int x, int z) { return getChunk(x, z); }
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LevelChunk* FlatLevelSource::getChunk(int xOffs, int zOffs) {
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// 4J - now allocating this with a physical alloc & bypassing general memory
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// management so that it will get cleanly freed
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int chunksSize = Level::genDepth * 16 * 16;
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uint8_t* tileData = (uint8_t*)malloc(chunksSize);
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memset(tileData, 0, chunksSize);
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std::vector<uint8_t> blocks =
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std::vector<uint8_t>(tileData, tileData + chunksSize);
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// std::vector<uint8_t> blocks = std::vector<uint8_t>(16 * level->depth *
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// 16);
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prepareHeights(blocks);
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// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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//// 4J - moved below
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// double[] temperatures = level.getBiomeSource().temperatures;
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if (generateStructures) {
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villageFeature->apply(this, level, xOffs, zOffs, blocks);
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}
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// 4J - this now creates compressed block data from the blocks array passed
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// in, so moved it until after the blocks are actually finalised. We also
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// now need to free the passed in blocks as the LevelChunk doesn't use the
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// passed in allocation anymore.
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LevelChunk* levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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free(tileData);
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levelChunk->recalcHeightmap();
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return levelChunk;
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}
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bool FlatLevelSource::hasChunk(int x, int y) { return true; }
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void FlatLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
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// 4J - changed from random to pprandom so we can run in parallel with
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// getChunk etc.
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pprandom->setSeed(level->getSeed());
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int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
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int64_t zScale = pprandom->nextLong() / 2 * 2 + 1;
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pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
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if (generateStructures) {
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villageFeature->postProcess(level, pprandom, xt, zt);
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}
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gameServices().processSchematics(parent->getChunk(xt, zt));
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}
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bool FlatLevelSource::save(bool force, ProgressListener* progressListener) {
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return true;
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}
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bool FlatLevelSource::tick() { return false; }
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bool FlatLevelSource::shouldSave() { return true; }
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std::string FlatLevelSource::gatherStats() { return "FlatLevelSource"; }
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std::vector<Biome::MobSpawnerData*>* FlatLevelSource::getMobsAt(
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MobCategory* mobCategory, int x, int y, int z) {
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Biome* biome = level->getBiome(x, z);
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if (biome == nullptr) {
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return nullptr;
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}
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return biome->getMobs(mobCategory);
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}
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TilePos* FlatLevelSource::findNearestMapFeature(Level* level,
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const std::string& featureName,
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int x, int y, int z) {
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return nullptr;
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}
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void FlatLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ) {
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// TODO
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} |