4jcraft/Minecraft.World/WorldGen/Features/StructureFeature.cpp

202 lines
7.5 KiB
C++

#include "../../Platform/stdafx.h"
#include "StructureFeature.h"
#include "../Structures/StructureStart.h"
#include "../Structures/StructurePiece.h"
#include "../../Level/ChunkPos.h"
#include "../../Util/BoundingBox.h"
#include "../../Headers/net.minecraft.world.level.h"
#include "../../Level/LevelData.h"
StructureFeature::~StructureFeature() {
for (AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end();
it++) {
delete it->second;
}
}
void StructureFeature::addFeature(Level* level, int x, int z, int xOffs,
int zOffs, byteArray blocks) {
// this method is called for each chunk within 8 chunk's distance from
// the chunk being generated, but not all chunks are the sources of
// structures
if (cachedStructures.find(ChunkPos::hashCode(x, z)) !=
cachedStructures.end()) {
return;
}
// clear random key
random->nextInt();
// 4J-PB - want to know if it's a superflat land, so we don't generate so
// many villages - we've changed the distance required between villages on
// the xbox
if (isFeatureChunk(
x, z,
level->getLevelData()->getGenerator() == LevelType::lvl_flat)) {
StructureStart* start = createStructureStart(x, z);
cachedStructures[ChunkPos::hashCode(x, z)] = start;
}
}
bool StructureFeature::postProcess(Level* level, Random* random, int chunkX,
int chunkZ) {
// 4J Stu - The x and z used to be offset by (+8) here, but that means we
// can miss out half structures on the edge of the world Normal feature
// generation offsets generation by half a chunk to ensure that it can
// generate the entire feature in chunks already created Structure features
// don't need this, as the PlaceBlock function only places blocks inside the
// BoundingBox specified, and parts of a struture piece can be added in more
// than one post-process call
int cx = ((unsigned)chunkX << 4); // + 8;
int cz = ((unsigned)chunkZ << 4); // + 8;
bool intersection = false;
for (AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end();
it++) {
StructureStart* structureStart = it->second;
if (structureStart->isValid()) {
if (structureStart->getBoundingBox()->intersects(cx, cz, cx + 15,
cz + 15)) {
BoundingBox* bb = new BoundingBox(cx, cz, cx + 15, cz + 15);
structureStart->postProcess(level, random, bb);
delete bb;
intersection = true;
}
}
}
return intersection;
}
bool StructureFeature::isIntersection(int cellX, int cellZ) {
for (AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end();
it++) {
StructureStart* structureStart = it->second;
if (structureStart->isValid()) {
if (structureStart->getBoundingBox()->intersects(cellX, cellZ,
cellX, cellZ)) {
AUTO_VAR(it2, structureStart->getPieces()->begin());
while (it2 != structureStart->getPieces()->end()) {
StructurePiece* next = *it2++;
if (next->getBoundingBox()->intersects(cellX, cellZ, cellX,
cellZ)) {
return true;
}
}
}
}
}
return false;
}
///////////////////////////////////////////
// 4J-PB - Below functions added from 1.2.3
///////////////////////////////////////////
bool StructureFeature::isInsideFeature(int cellX, int cellY, int cellZ) {
// for (StructureStart structureStart : cachedStructures.values())
for (AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end();
++it) {
StructureStart* pStructureStart = it->second;
if (pStructureStart->isValid()) {
if (pStructureStart->getBoundingBox()->intersects(cellX, cellZ,
cellX, cellZ)) {
/*
Iterator<StructurePiece> it =
structureStart.getPieces().iterator(); while (it.hasNext()) {
StructurePiece next = it.next();
if (next.getBoundingBox().isInside(cellX, cellY, cellZ)) {
return true;
}
*/
std::list<StructurePiece*>* pieces =
pStructureStart->getPieces();
for (AUTO_VAR(it2, pieces->begin()); it2 != pieces->end();
it2++) {
StructurePiece* piece = *it2;
if (piece->getBoundingBox()->isInside(cellX, cellY,
cellZ)) {
return true;
}
}
}
}
}
return false;
}
TilePos* StructureFeature::getNearestGeneratedFeature(Level* level, int cellX,
int cellY, int cellZ) {
// this is a hack that will "force" the feature to generate positions
// even if the player hasn't generated new chunks yet
this->level = level;
random->setSeed(level->getSeed());
int64_t xScale = random->nextLong();
int64_t zScale = random->nextLong();
int64_t xx = (cellX >> 4) * xScale;
int64_t zz = (cellZ >> 4) * zScale;
random->setSeed(xx ^ zz ^ level->getSeed());
addFeature(level, cellX >> 4, cellZ >> 4, 0, 0, byteArray());
double minDistance = DBL_MAX;
TilePos* selected = NULL;
for (AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end();
++it) {
StructureStart* pStructureStart = it->second;
if (pStructureStart->isValid()) {
// StructurePiece *pStructurePiece =
// pStructureStart->getPieces().get(0);
StructurePiece* pStructurePiece =
*pStructureStart->getPieces()->begin();
TilePos* locatorPosition = pStructurePiece->getLocatorPosition();
int dx = locatorPosition->x - cellX;
int dy = locatorPosition->y - cellY;
int dz = locatorPosition->z - cellZ;
double dist = dx + dx * dy * dy + dz * dz;
if (dist < minDistance) {
minDistance = dist;
selected = locatorPosition;
}
}
}
if (selected != NULL) {
return selected;
} else {
std::vector<TilePos>* guesstimatedFeaturePositions =
getGuesstimatedFeaturePositions();
if (guesstimatedFeaturePositions != NULL) {
TilePos* pSelectedPos = new TilePos(0, 0, 0);
for (AUTO_VAR(it, guesstimatedFeaturePositions->begin());
it != guesstimatedFeaturePositions->end(); ++it) {
int dx = (*it).x - cellX;
int dy = (*it).y - cellY;
int dz = (*it).z - cellZ;
double dist = dx + dx * dy * dy + dz * dz;
if (dist < minDistance) {
minDistance = dist;
pSelectedPos->x = (*it).x;
pSelectedPos->y = (*it).y;
pSelectedPos->z = (*it).z;
}
}
delete guesstimatedFeaturePositions;
return pSelectedPos;
}
}
return NULL;
}
std::vector<TilePos>* StructureFeature::getGuesstimatedFeaturePositions() {
return NULL;
}