4jcraft/Minecraft.World/WorldGen/Sources/TheEndLevelRandomLevelSource.cpp
2026-03-21 17:45:10 -05:00

438 lines
16 KiB
C++

#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 "TheEndLevelRandomLevelSource.h"
TheEndLevelRandomLevelSource::TheEndLevelRandomLevelSource(Level* level,
int64_t seed) {
m_XZSize = END_LEVEL_MIN_WIDTH;
this->level = level;
random = new Random(seed);
pprandom = new Random(seed); // 4J added
lperlinNoise1 = new PerlinNoise(random, 16);
lperlinNoise2 = new PerlinNoise(random, 16);
perlinNoise1 = new PerlinNoise(random, 8);
scaleNoise = new PerlinNoise(random, 10);
depthNoise = new PerlinNoise(random, 16);
}
TheEndLevelRandomLevelSource::~TheEndLevelRandomLevelSource() {
delete random;
delete pprandom;
delete lperlinNoise1;
delete lperlinNoise2;
delete perlinNoise1;
delete scaleNoise;
delete depthNoise;
}
void TheEndLevelRandomLevelSource::prepareHeights(int xOffs, int zOffs,
byteArray blocks,
BiomeArray biomes) {
doubleArray buffer; // 4J - used to be declared with class level scope but
// tidying up for thread safety reasons
int xChunks = 16 / CHUNK_WIDTH;
int xSize = xChunks + 1;
int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize,
ySize, zSize);
for (int xc = 0; xc < xChunks; xc++) {
for (int zc = 0; zc < xChunks; zc++) {
for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; 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 = (x + xc * CHUNK_WIDTH)
<< Level::genDepthBitsPlusFour |
(0 + zc * CHUNK_WIDTH)
<< Level::genDepthBits |
(yc * CHUNK_HEIGHT + y);
int step = 1 << Level::genDepthBits;
double zStep = 1 / (double)CHUNK_WIDTH;
double val = _s0;
double vala = (_s1 - _s0) * zStep;
for (int z = 0; z < CHUNK_WIDTH; z++) {
int tileId = 0;
if (val > 0) {
tileId = Tile::endStone_Id;
} else {
}
blocks[offs] = (uint8_t)tileId;
offs += step;
val += vala;
}
_s0 += _s0a;
_s1 += _s1a;
}
s0 += s0a;
s1 += s1a;
s2 += s2a;
s3 += s3a;
}
}
}
}
delete[] buffer.data;
}
void TheEndLevelRandomLevelSource::buildSurfaces(int xOffs, int zOffs,
byteArray blocks,
BiomeArray biomes) {
for (int x = 0; x < 16; x++) {
for (int z = 0; z < 16; z++) {
int runDepth = 1;
int run = -1;
uint8_t top = (uint8_t)Tile::endStone_Id;
uint8_t material = (uint8_t)Tile::endStone_Id;
for (int y = Level::genDepthMinusOne; y >= 0; y--) {
int offs = (z * 16 + x) * Level::genDepth + y;
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::endStone_Id;
}
run = runDepth;
if (y >= 0)
blocks[offs] = top;
else
blocks[offs] = material;
} else if (run > 0) {
run--;
blocks[offs] = material;
}
}
}
}
}
}
LevelChunk* TheEndLevelRandomLevelSource::create(int x, int z) {
return getChunk(x, z);
}
LevelChunk* TheEndLevelRandomLevelSource::getChunk(int xOffs, int zOffs) {
random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
BiomeArray biomes;
// 4J - now allocating this with a physical alloc & bypassing general memory
// management so that it will get cleanly freed
unsigned 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 below
level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16,
16, true);
prepareHeights(xOffs, zOffs, blocks, biomes);
buildSurfaces(xOffs, zOffs, blocks, biomes);
// 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);
levelChunk->recalcHeightmap();
// delete blocks.data; // Don't delete the blocks as the array data is
// actually owned by the chunk now
delete biomes.data;
return levelChunk;
}
doubleArray TheEndLevelRandomLevelSource::getHeights(doubleArray buffer, int x,
int y, int z, int xSize,
int ySize, int zSize) {
if (buffer.data == NULL) {
buffer = doubleArray(xSize * ySize * zSize);
}
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
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);
s *= 2;
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);
int p = 0;
int pp = 0;
for (int xx = 0; xx < xSize; xx++) {
for (int zz = 0; zz < zSize; zz++) {
double scale = ((sr[pp] + 256.0) / 512);
if (scale > 1) scale = 1;
double depth = (dr[pp] / 8000.0);
if (depth < 0) depth = -depth * 0.3;
depth = depth * 3.0 - 2.0;
float xd = ((xx + x) - 0) / 1.0f;
float zd = ((zz + z) - 0) / 1.0f;
float doffs = 100 - sqrt(xd * xd + zd * zd) * 8;
if (doffs > 80) doffs = 80;
if (doffs < -100) doffs = -100;
if (depth > 1) depth = 1;
depth = depth / 8;
depth = 0;
if (scale < 0) scale = 0;
scale = (scale) + 0.5;
depth = depth * ySize / 16;
pp++;
double yCenter = ySize / 2.0;
for (int yy = 0; yy < ySize; yy++) {
double val = 0;
double yOffs = (yy - (yCenter)) * 8 / scale;
if (yOffs < 0) yOffs *= -1;
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 -= 8;
val += doffs;
int r = 2;
if (yy > ySize / 2 - r) {
double slide = (yy - (ySize / 2 - r)) / (64.0f);
if (slide < 0) slide = 0;
if (slide > 1) slide = 1;
val = val * (1 - slide) + -3000 * slide;
}
r = 8;
if (yy < r) {
double slide = (r - yy) / (r - 1.0f);
val = val * (1 - slide) + -30 * 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 TheEndLevelRandomLevelSource::hasChunk(int x, int y) { return true; }
void TheEndLevelRandomLevelSource::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_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);
}
}
}
}
}
}
}
}
void TheEndLevelRandomLevelSource::postProcess(ChunkSource* parent, int xt,
int zt) {
HeavyTile::instaFall = true;
int xo = xt * 16;
int zo = zt * 16;
// 4J - added. The original java didn't do any setting of the random seed
// here, and passes the level random to the biome decorator. We'll be
// running our postProcess in parallel with getChunk etc. so we need to use
// a separate random - have used the same initialisation code as used in
// RandomLevelSource::postProcess to make sure this random value is
// consistent for each world generation.
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());
Biome* biome = level->getBiome(xo + 16, zo + 16);
biome->decorate(
level, pprandom, xo,
zo); // 4J - passing pprandom rather than level->random here to make
// this consistent with our parallel world generation
HeavyTile::instaFall = false;
app.processSchematics(parent->getChunk(xt, zt));
}
bool TheEndLevelRandomLevelSource::save(bool force,
ProgressListener* progressListener) {
return true;
}
bool TheEndLevelRandomLevelSource::tick() { return false; }
bool TheEndLevelRandomLevelSource::shouldSave() { return true; }
std::wstring TheEndLevelRandomLevelSource::gatherStats() {
return L"RandomLevelSource";
}
std::vector<Biome::MobSpawnerData*>* TheEndLevelRandomLevelSource::getMobsAt(
MobCategory* mobCategory, int x, int y, int z) {
Biome* biome = level->getBiome(x, z);
if (biome == NULL) {
return NULL;
}
return biome->getMobs(mobCategory);
}
TilePos* TheEndLevelRandomLevelSource::findNearestMapFeature(
Level* level, const std::wstring& featureName, int x, int y, int z) {
return NULL;
}
void TheEndLevelRandomLevelSource::recreateLogicStructuresForChunk(int chunkX,
int chunkZ) {
}