4jcraft/Minecraft.World/Level/CustomLevelSource.cpp
2026-03-21 17:07:51 -05:00

667 lines
26 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 "../Headers/net.minecraft.world.entity.h"
#include "CustomLevelSource.h"
const double CustomLevelSource::SNOW_SCALE = 0.3;
const double CustomLevelSource::SNOW_CUTOFF = 0.5;
CustomLevelSource::CustomLevelSource(Level* level, int64_t seed,
bool generateStructures)
: generateStructures(generateStructures) {
#ifdef _OVERRIDE_HEIGHTMAP
m_XZSize = level->getLevelData()->getXZSize();
m_heightmapOverride = byteArray((m_XZSize * 16) * (m_XZSize * 16));
#ifdef _UNICODE
std::wstring path = L"GAME:\\GameRules\\heightmap.bin";
#else
#ifdef _WINDOWS64
std::string path = "GameRules\\heightmap.bin";
#else
std::string path = "GAME:\\GameRules\\heightmap.bin";
#endif
#endif
HANDLE file = CreateFile(path.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL, NULL);
if (file == INVALID_HANDLE_VALUE) {
app.FatalLoadError();
DWORD error = GetLastError();
assert(false);
} else {
#ifdef _DURANGO
__debugbreak(); // TODO
DWORD bytesRead, dwFileSize = 0;
#else
DWORD bytesRead, dwFileSize = GetFileSize(file, NULL);
#endif
if (dwFileSize > m_heightmapOverride.length) {
app.DebugPrintf("Heightmap binary is too large!!\n");
__debugbreak();
}
BOOL bSuccess = ReadFile(file, m_heightmapOverride.data, dwFileSize,
&bytesRead, NULL);
if (bSuccess == FALSE) {
app.FatalLoadError();
}
CloseHandle(file);
}
m_waterheightOverride = byteArray((m_XZSize * 16) * (m_XZSize * 16));
#ifdef _UNICODE
std::wstring waterHeightPath = L"GAME:\\GameRules\\waterheight.bin";
#else
#ifdef _WINDOWS64
std::string waterHeightPath = "GameRules\\waterheight.bin";
#else
std::string waterHeightPath = "GAME:\\GameRules\\waterheight.bin";
#endif
#endif
file = CreateFile(waterHeightPath.c_str(), GENERIC_READ, 0, NULL,
OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if (file == INVALID_HANDLE_VALUE) {
DWORD error = GetLastError();
// assert(false);
memset(m_waterheightOverride.data, level->seaLevel,
m_waterheightOverride.length);
} else {
#ifdef _DURANGO
__debugbreak(); // TODO
DWORD bytesRead, dwFileSize = 0;
#else
DWORD bytesRead, dwFileSize = GetFileSize(file, NULL);
#endif
if (dwFileSize > m_waterheightOverride.length) {
app.DebugPrintf("waterheight binary is too large!!\n");
__debugbreak();
}
BOOL bSuccess = ReadFile(file, m_waterheightOverride.data, dwFileSize,
&bytesRead, NULL);
if (bSuccess == FALSE) {
app.FatalLoadError();
}
CloseHandle(file);
}
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
perlinNoise3 = new PerlinNoise(random, 4);
#endif
}
CustomLevelSource::~CustomLevelSource() {
#ifdef _OVERRIDE_HEIGHTMAP
delete caveFeature;
delete strongholdFeature;
delete villageFeature;
delete mineShaftFeature;
delete canyonFeature;
this->level = level;
delete random;
delete perlinNoise3;
#endif
}
void CustomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) {
#ifdef _OVERRIDE_HEIGHTMAP
int xChunks = 16 / CHUNK_WIDTH;
int yChunks = Level::maxBuildHeight / CHUNK_HEIGHT;
int waterHeight = level->seaLevel;
int xSize = xChunks + 1;
int ySize = Level::maxBuildHeight / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
int xMapStart = xOffs + m_XZSize / 2;
int zMapStart = zOffs + m_XZSize / 2;
for (int xc = 0; xc < xChunks; xc++) {
for (int zc = 0; zc < xChunks; zc++) {
for (int yc = 0; yc < yChunks; yc++) {
for (int y = 0; y < CHUNK_HEIGHT; y++) {
for (int x = 0; x < CHUNK_WIDTH; x++) {
for (int z = 0; z < CHUNK_WIDTH; z++) {
int mapIndex =
(zMapStart * 16 + z + (zc * CHUNK_WIDTH)) *
(m_XZSize * 16) +
(xMapStart * 16 + x + (xc * CHUNK_WIDTH));
int mapHeight = m_heightmapOverride[mapIndex];
waterHeight = m_waterheightOverride[mapIndex];
// app.DebugPrintf("MapHeight = %d, y = %d\n",
// mapHeight, yc * CHUNK_HEIGHT + y);
///////////////////////////////////////////////////////////////////
// 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
int xxx = ((xOffs * 16) + x + (xc * CHUNK_WIDTH));
int zzz = ((zOffs * 16) + z + (zc * CHUNK_WIDTH));
// 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
///////////////////////////////////////////////////////////////////
int tileId = 0;
// 4J - this comparison used to just be with 0.0f
// but is now varied by block above
if (yc * CHUNK_HEIGHT + y < mapHeight) {
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;
}
int indexY = (yc * CHUNK_HEIGHT + y);
int offsAdjustment = 0;
if (indexY >=
Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -=
Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offsAdjustment =
Level::COMPRESSED_CHUNK_SECTION_TILES;
}
int offs =
((x + xc * CHUNK_WIDTH)
<< Level::genDepthBitsPlusFour |
(z + zc * CHUNK_WIDTH) << Level::genDepthBits |
indexY) +
offsAdjustment;
blocks[offs] = tileId;
}
}
}
}
}
}
#endif
}
void CustomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks,
BiomeArray biomes) {
#ifdef _OVERRIDE_HEIGHTMAP
int waterHeight = level->seaLevel;
int xMapStart = xOffs + m_XZSize / 2;
int zMapStart = zOffs + m_XZSize / 2;
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++) {
int mapIndex =
(zMapStart * 16 + z) * (m_XZSize * 16) + (xMapStart * 16 + x);
waterHeight = m_waterheightOverride[mapIndex];
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::maxBuildHeight - 1; y >= 0; y--) {
int indexY = y;
int offsAdjustment = 0;
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
int offs = (x << Level::genDepthBitsPlusFour |
z << Level::genDepthBits | indexY) +
offsAdjustment;
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;
#endif
}
LevelChunk* CustomLevelSource::create(int x, int z) {
#ifdef _OVERRIDE_HEIGHTMAP
return getChunk(x, z);
#else
return NULL;
#endif
}
LevelChunk* CustomLevelSource::getChunk(int xOffs, int zOffs) {
#ifdef _OVERRIDE_HEIGHTMAP
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::maxBuildHeight * 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;
#else
return NULL;
#endif
}
// 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 CustomLevelSource::lightChunk(LevelChunk* lc) {
#ifdef _OVERRIDE_HEIGHTMAP
lc->recalcHeightmap();
#endif
}
bool CustomLevelSource::hasChunk(int x, int y) { return true; }
void CustomLevelSource::calcWaterDepths(ChunkSource* parent, int xt, int zt) {
#ifdef _OVERRIDE_HEIGHTMAP
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);
}
}
}
}
}
}
}
#endif
}
// 4J - changed this to used pprandom rather than random, so that we can run it
// concurrently with getChunk
void CustomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
#ifdef _OVERRIDE_HEIGHTMAP
HeavyTile::instaFall = true;
int xo = xt * 16;
int zo = zt * 16;
Biome* biome = level->getBiome(xo + 16, zo + 16);
if (CustomLevelSource::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;
pprandom->setSeed(((xt * xScale) + (zt * 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();
#if 0
PIXBeginNamedEvent(0,"Lakes");
if (!hasVillage && pprandom->nextInt(4) == 0)
{
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::maxBuildHeight);
int z = zo + pprandom->nextInt(16) + 8;
LakeFeature *calmWater = new LakeFeature(Tile::calmWater_Id);
calmWater->place(level, pprandom, x, y, z);
delete calmWater;
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Lava");
if (!hasVillage && pprandom->nextInt(8) == 0)
{
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(pprandom->nextInt(Level::maxBuildHeight - 8) + 8);
int z = zo + pprandom->nextInt(16) + 8;
if (y < level->seaLevel || pprandom->nextInt(10) == 0)
{
LakeFeature *calmLava = new LakeFeature(Tile::calmLava_Id);
calmLava->place(level, pprandom, x, y, z);
delete calmLava;
}
}
PIXEndNamedEvent();
#endif
PIXBeginNamedEvent(0, "Monster rooms");
for (int i = 0; i < 8; i++) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::maxBuildHeight);
int z = zo + pprandom->nextInt(16) + 8;
MonsterRoomFeature* mrf = new MonsterRoomFeature();
if (mrf->place(level, pprandom, x, y, z)) {
}
delete mrf;
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Biome decorate");
biome->decorate(level, pprandom, xo, zo);
PIXEndNamedEvent();
app.processSchematics(parent->getChunk(xt, zt));
MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16,
pprandom);
// 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_INVISIBLE); // 4J - changed from setTile,
// otherwise we end up creating a
// *lot* of dynamic water tiles as
// these ice tiles are set
}
if (level->shouldSnow(x + xo, y, z + zo)) {
level->setTileAndData(x + xo, y, z + zo, Tile::topSnow_Id, 0,
Tile::UPDATE_CLIENTS);
}
}
}
HeavyTile::instaFall = false;
#endif
}
bool CustomLevelSource::save(bool force, ProgressListener* progressListener) {
return true;
}
bool CustomLevelSource::tick() { return false; }
bool CustomLevelSource::shouldSave() { return true; }
std::wstring CustomLevelSource::gatherStats() { return L"CustomLevelSource"; }
std::vector<Biome::MobSpawnerData*>* CustomLevelSource::getMobsAt(
MobCategory* mobCategory, int x, int y, int z) {
#ifdef _OVERRIDE_HEIGHTMAP
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);
#else
return NULL;
#endif
}
TilePos* CustomLevelSource::findNearestMapFeature(
Level* level, const std::wstring& featureName, int x, int y, int z) {
#ifdef _OVERRIDE_HEIGHTMAP
if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL) {
return strongholdFeature->getNearestGeneratedFeature(level, x, y, z);
}
#endif
return NULL;
}
void CustomLevelSource::recreateLogicStructuresForChunk(int chunkX,
int chunkZ) {
if (generateStructures) {
#ifdef _OVERRIDE_HEIGHTMAP
mineShaftFeature->apply(this, level, chunkX, chunkZ, NULL);
villageFeature->apply(this, level, chunkX, chunkZ, NULL);
strongholdFeature->apply(this, level, chunkX, chunkZ, NULL);
scatteredFeature->apply(this, level, chunkX, chunkZ, NULL);
#endif
}
}