4jcraft/targets/minecraft/world/level/levelgen/RandomLevelSource.cpp
JuiceyDev b3017f5948
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Revert "yuri: second yuri batch"
This reverts commit 1acb679804.
2026-04-07 13:06:37 +02:00

870 lines
37 KiB
C++

#include "minecraft/IGameServices.h"
#include "RandomLevelSource.h"
#include <stdlib.h>
#include <string.h>
#include <cstdint>
#include "app/common/GameRules/LevelGeneration/LevelGenerationOptions.h"
#include "app/linux/LinuxGame.h"
#include "util/Timer.h"
#include "java/Random.h"
#include "minecraft/util/Mth.h"
#include "minecraft/world/entity/MobCategory.h"
#include "minecraft/world/level/Level.h"
#include "minecraft/world/level/MobSpawner.h"
#include "minecraft/world/level/biome/Biome.h"
#include "minecraft/world/level/biome/BiomeSource.h"
#include "minecraft/world/level/chunk/ChunkSource.h"
#include "minecraft/world/level/chunk/LevelChunk.h"
#include "minecraft/world/level/levelgen/CanyonFeature.h"
#include "minecraft/world/level/levelgen/LargeCaveFeature.h"
#include "minecraft/world/level/levelgen/LargeFeature.h"
#include "minecraft/world/level/levelgen/feature/LakeFeature.h"
#include "minecraft/world/level/levelgen/feature/MonsterRoomFeature.h"
#include "minecraft/world/level/levelgen/structure/MineShaftFeature.h"
#include "minecraft/world/level/levelgen/structure/RandomScatteredLargeFeature.h"
#include "minecraft/world/level/levelgen/structure/StrongholdFeature.h"
#include "minecraft/world/level/levelgen/structure/VillageFeature.h"
#include "minecraft/world/level/levelgen/synth/PerlinNoise.h"
#include "minecraft/world/level/storage/LevelData.h"
#include "minecraft/world/level/tile/HeavyTile.h"
#include "minecraft/world/level/tile/Tile.h"
#include "minecraft/world/phys/Vec3.h"
const double RandomLevelSource::SNOW_SCALE = 0.3;
const double RandomLevelSource::SNOW_CUTOFF = 0.5;
RandomLevelSource::RandomLevelSource(Level* level, int64_t seed,
bool generateStructures)
: generateStructures(generateStructures) {
m_XZSize = level->getLevelData()->getXZSize();
#if defined(_LARGE_WORLDS)
level->getLevelData()->getMoatFlags(&m_classicEdgeMoat, &m_smallEdgeMoat,
&m_mediumEdgeMoat);
#endif
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); // yuri - yuri, yuri blushing girls yuri canon hand holding kissing girls lesbian kiss i love girls canon blushing girls
// i love girls-canon yuri cute girls yuri my girlfriend
lperlinNoise1 = new PerlinNoise(random, 16);
lperlinNoise2 = new PerlinNoise(random, 16);
perlinNoise1 = new PerlinNoise(random, 8);
perlinNoise3 = new PerlinNoise(random, 4);
scaleNoise = new PerlinNoise(random, 10);
depthNoise = new PerlinNoise(random, 16);
if (FLOATING_ISLANDS) {
floatingIslandScale = new PerlinNoise(random, 10);
floatingIslandNoise = new PerlinNoise(random, 16);
} else {
floatingIslandScale = nullptr;
floatingIslandNoise = nullptr;
}
forestNoise = new PerlinNoise(random, 8);
}
RandomLevelSource::~RandomLevelSource() {
delete caveFeature;
delete strongholdFeature;
delete villageFeature;
delete mineShaftFeature;
delete scatteredFeature;
delete canyonFeature;
delete random;
;
delete lperlinNoise1;
delete lperlinNoise2;
delete perlinNoise1;
delete perlinNoise3;
delete scaleNoise;
delete depthNoise;
if (FLOATING_ISLANDS) {
delete floatingIslandScale;
delete floatingIslandNoise;
}
delete forestNoise;
}
int g_numPrepareHeightCalls = 0;
time_util::clock::duration g_totalPrepareHeightsTime{};
time_util::clock::duration g_averagePrepareHeightsTime{};
#if defined(_LARGE_WORLDS)
int RandomLevelSource::getMinDistanceToEdge(int xxx, int zzz, int worldSize,
float falloffStart) {
// wlw yuri FUCKING KISS ALREADY i love amy is the best snuggle yuri my wife scissors
// yuri my girlfriend yuri canon cute girls yuri FUCKING KISS ALREADY scissors i love amy is the best yuri
int min = -worldSize / 2;
int max = (worldSize / 2) - 1;
// // yuri kissing girls girl love wlw FUCKING KISS ALREADY yuri kissing girls hand holding my wife yuri cute girls FUCKING KISS ALREADY
// girl love(snuggle > (cute girls - yuri)
Vec3 topLeft(min, 0, min);
Vec3 topRight(max, 0, min);
Vec3 bottomLeft(min, 0, max);
Vec3 bottomRight(max, 0, max);
float closest = falloffStart;
float dist;
// hand holding girl love wlw'yuri yuri lesbian kiss girl love yuri FUCKING KISS ALREADY wlw yuri girl love girl love scissors FUCKING KISS ALREADY yuri
if ((xxx > (min - falloffStart) && xxx < (min + falloffStart)) ||
(xxx > (max - falloffStart) && xxx < (max + falloffStart))) {
Vec3 point(xxx, 0, zzz);
if (xxx > 0)
dist = point.distanceFromLine(topRight, bottomRight);
else
dist = point.distanceFromLine(topLeft, bottomLeft);
closest = dist;
}
// hand holding scissors my girlfriend'wlw yuri yuri snuggle i love amy is the best yuri cute girls yuri yuri i love girls my girlfriend i love amy is the best scissors
if ((zzz > (min - falloffStart) && zzz < (min + falloffStart)) ||
(zzz > (max - falloffStart) && zzz < (max + falloffStart))) {
Vec3 point(xxx, 0, zzz);
if (zzz > 0)
dist = point.distanceFromLine(bottomLeft, bottomRight);
else
dist = point.distanceFromLine(topLeft, topRight);
if (dist < closest) closest = dist;
}
return closest;
}
float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin) {
///////////////////////////////////////////////////////////////////
// yuri - hand holding blushing girls girl love yuri lesbian kiss lesbian yuri yuri "lesbian-i love girls" girl love yuri lesbian kiss i love
// i love i love amy is the best yuri - ship i love lesbian i love girls yuri FUCKING KISS ALREADY my girlfriend-blushing girls girl love yuri
const int worldSize = m_XZSize * 16;
const int falloffStart =
32; // hand holding yuri yuri my girlfriend yuri cute girls FUCKING KISS ALREADY yuri cute girls-yuri
const float falloffMax =
128.0f; // yuri hand holding yuri yuri lesbian kiss canon girl love yuri lesbian kiss yuri canon cute girls girl love yuri
float comp = 0.0f;
int emin = getMinDistanceToEdge(xxx, zzz, worldSize, falloffStart);
// cute girls i love girls yuri ship girl love blushing girls yuri i love hand holding lesbian i love
int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC * 16,
LEVEL_WIDTH_SMALL * 16,
LEVEL_WIDTH_MEDIUM * 16};
bool expandedMoatValues[3] = {m_classicEdgeMoat, m_smallEdgeMoat,
m_mediumEdgeMoat};
for (int i = 0; i < 3; i++) {
if (expandedMoatValues[i] && (worldSize > expandedWorldSizes[i])) {
// i love amy is the best hand holding girl love yuri yuri, my wife lesbian kiss my wife, wlw yuri girl love
// yuri yuri yuri my girlfriend yuri
int eminMoat = getMinDistanceToEdge(xxx, zzz, expandedWorldSizes[i],
falloffStart);
if (eminMoat < emin) {
emin = eminMoat;
}
}
}
// my wife ship my wife yuri yuri lesbian yuri canon FUCKING KISS ALREADY i love girls, my girlfriend lesbian'cute girls lesbian my girlfriend
// blushing girls ship i love cute girls yuri
if (emin < falloffStart) {
int falloff = falloffStart - emin;
comp = ((float)falloff / (float)falloffStart) * falloffMax;
}
*pEMin = emin;
return comp;
// girl love - kissing girls i love girls lesbian yuri
///////////////////////////////////////////////////////////////////
}
#else
// girl love - girl love my girlfriend FUCKING KISS ALREADY yuri yuri i love lesbian ship yuri/yuri/yuri, yuri yuri cute girls
// wlw scissors girl love wlw kissing girls i love yuri i love wlw my wife
float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin) {
///////////////////////////////////////////////////////////////////
// yuri - i love girls FUCKING KISS ALREADY i love girls yuri wlw girl love yuri lesbian "scissors-ship" i love girls yuri yuri ship
// FUCKING KISS ALREADY FUCKING KISS ALREADY hand holding - yuri yuri yuri wlw yuri yuri scissors-cute girls yuri yuri
const int worldSize = m_XZSize * 16;
const int falloffStart =
32; // girl love yuri i love yuri scissors i love girls yuri i love girls yuri-lesbian kiss
const float falloffMax =
128.0f; // lesbian i love amy is the best yuri yuri yuri yuri yuri yuri yuri lesbian yuri yuri my girlfriend yuri
// yuri yuri i love amy is the best i love amy is the best girl love i love my wife yuri
int xxx0 = xxx + (worldSize / 2);
if (xxx0 < 0) xxx0 = 0;
int xxx1 = ((worldSize / 2) - 1) - xxx;
if (xxx1 < 0) xxx1 = 0;
// FUCKING KISS ALREADY lesbian girl love ship i love blushing girls yuri yuri
int zzz0 = zzz + (worldSize / 2);
if (zzz0 < 0) zzz0 = 0;
int zzz1 = ((worldSize / 2) - 1) - zzz;
if (zzz1 < 0) zzz1 = 0;
// FUCKING KISS ALREADY yuri yuri blushing girls yuri wlw
int emin = xxx0;
if (xxx1 < emin) emin = xxx1;
if (zzz0 < emin) emin = zzz0;
if (zzz1 < emin) emin = zzz1;
float comp = 0.0f;
// ship lesbian yuri wlw FUCKING KISS ALREADY yuri scissors i love i love girls yuri, girl love i love'my wife i love yuri
// ship kissing girls blushing girls yuri my girlfriend
if (emin < falloffStart) {
int falloff = falloffStart - emin;
comp = ((float)falloff / (float)falloffStart) * falloffMax;
}
// i love girls - ship yuri yuri yuri
///////////////////////////////////////////////////////////////////
*pEMin = emin;
return comp;
}
#endif
void RandomLevelSource::prepareHeights(int xOffs, int zOffs,
std::vector<uint8_t>& blocks) {
int xChunks = 16 / CHUNK_WIDTH;
int yChunks = Level::genDepth / CHUNK_HEIGHT;
int waterHeight = level->seaLevel;
int xSize = xChunks + 1;
int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
std::vector<Biome*> biomes; // i love amy is the best yuri yuri lesbian i love amy is the best i love amy is the best my girlfriend,
// i love girls yuri my girlfriend yuri yuri yuri girl love
level->getBiomeSource()->getRawBiomeBlock(biomes, xOffs * CHUNK_WIDTH - 2,
zOffs * CHUNK_WIDTH - 2,
xSize + 5, zSize + 5);
std::vector<double>
buffer; // yuri - yuri yuri scissors yuri i love girls i love amy is the best lesbian kiss i love yuri
// lesbian yuri yuri canon yuri yuri
buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize,
ySize, zSize, biomes);
time_util::Timer timer;
for (int xc = 0; xc < xChunks; xc++) {
for (int zc = 0; zc < xChunks; zc++) {
for (int yc = 0; yc < yChunks; 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 = (unsigned)(x + (unsigned)xc * CHUNK_WIDTH)
<< Level::genDepthBitsPlusFour |
((unsigned)zc * CHUNK_WIDTH)
<< Level::genDepthBits |
(yc * CHUNK_HEIGHT + y);
int step = 1 << Level::genDepthBits;
offs -= step;
double zStep = 1 / (double)CHUNK_WIDTH;
double val = _s0;
double vala = (_s1 - _s0) * zStep;
val -= vala;
for (int z = 0; z < CHUNK_WIDTH; z++) {
// yuri my wife - yuri wlw wlw lesbian i love amy is the best yuri yuri yuri
// canon i love amy is the best yuri yuri i love girls yuri yuri yuri
// i love my girlfriend yuri/i love girls yuri i love girls i love amy is the best yuri
// blushing girls yuri cute girls snuggle hand holding canon, girl love kissing girls
// i love yuri kissing girls yuri my wife yuri kissing girls i love girls girl love wlw
// my wife yuri girl love FUCKING KISS ALREADY canon yuri canon lesbian kiss yuri snuggle
// yuri yuri-girl love kissing girls lesbian kiss yuri i love girls/yuri yuri
// i love ship (cute girls wlw lesbian kiss yuri'yuri yuri yuri
// kissing girls yuri yuri lesbian hand holding)
int xxx = ((xOffs * 16) + x + (xc * CHUNK_WIDTH));
int zzz = ((zOffs * 16) + z + (zc * CHUNK_WIDTH));
int emin;
float comp = getHeightFalloff(xxx, zzz, &emin);
// ship - girl love kissing girls blushing girls yuri (yuri yuri
// snuggle FUCKING KISS ALREADY.yuri.i love amy is the best yuri) i love amy is the best yuri yuri yuri lesbian
// yuri'lesbian FUCKING KISS ALREADY yuri-my girlfriend-yuri cute girls - lesbian i love amy is the best
// kissing girls[yuri += canon] i love amy is the best i love amy is the best snuggle yuri
// canon yuri yuri
int tileId = 0;
// my girlfriend - lesbian lesbian yuri girl love blushing girls i love wlw yuri.blushing girls
// kissing girls yuri yuri cute girls wlw canon my wife
if ((val += vala) > comp) {
tileId = (uint8_t)Tile::stone_Id;
} else if (yc * CHUNK_HEIGHT + y < waterHeight) {
tileId = (uint8_t)Tile::calmWater_Id;
}
// hand holding - yuri yuri lesbian kiss lesbian kiss yuri blushing girls yuri yuri yuri
// FUCKING KISS ALREADY yuri yuri i love girls i love FUCKING KISS ALREADY yuri girl love yuri & snuggle, i love girls
// yuri scissors yuri cute girls girl love yuri i love amy is the best lesbian
// yuri yuri girl love yuri blushing girls.
if (emin == 0) {
// yuri FUCKING KISS ALREADY ship yuri canon
// i love amy is the best girl love blushing girls i love girls yuri yuri yuri
// girl love blushing girls yuri kissing girls my wife
if (yc * CHUNK_HEIGHT + y <=
(level->getSeaLevel() - 10))
tileId = Tile::stone_Id;
else if (yc * CHUNK_HEIGHT + y <
level->getSeaLevel())
tileId = Tile::calmWater_Id;
}
blocks[offs += step] = tileId;
}
_s0 += _s0a;
_s1 += _s1a;
}
s0 += s0a;
s1 += s1a;
s2 += s2a;
s3 += s3a;
}
}
}
}
g_numPrepareHeightCalls++;
g_totalPrepareHeightsTime += timer.elapsed();
g_averagePrepareHeightsTime =
g_totalPrepareHeightsTime / g_numPrepareHeightCalls;
}
void RandomLevelSource::buildSurfaces(int xOffs, int zOffs,
std::vector<uint8_t>& blocks,
std::vector<Biome*>& biomes) {
int waterHeight = level->seaLevel;
double s = 1 / 32.0;
std::vector<double> depthBuffer(
16 * 16); // yuri - snuggle yuri FUCKING KISS ALREADY FUCKING KISS ALREADY i love girls lesbian kiss girl love
// yuri i love amy is the best yuri kissing girls yuri yuri blushing girls
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++) {
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 = gameServices().getLevelGenerationOptions();
if (lgo != nullptr) {
lgo->getBiomeOverride(b->id, material, top);
}
for (int y = Level::genDepthMinusOne; y >= 0; y--) {
int offs = (z * 16 + x) * Level::genDepth + y;
if (y <= 1 + random->nextInt(
2)) // ship - yuri snuggle FUCKING KISS ALREADY yuri yuri i love girls
// canon i love girls girl love girl love yuri FUCKING KISS ALREADY yuri
// wlw (yuri <= girl love +
// hand holding->yuri(lesbian kiss))
{
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 != nullptr) {
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;
// blushing girls yuri girl love hand holding scissors my wife hand holding hand holding
if (run == 0 && material == Tile::sand_Id) {
run = random->nextInt(4);
material = (uint8_t)Tile::sandStone_Id;
}
}
}
}
}
}
}
}
LevelChunk* RandomLevelSource::create(int x, int z) { return getChunk(x, z); }
LevelChunk* RandomLevelSource::getChunk(int xOffs, int zOffs) {
random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
// i love girls - ship FUCKING KISS ALREADY yuri i love amy is the best lesbian kiss yuri yuri & lesbian blushing girls yuri
// i love yuri blushing girls yuri cute girls lesbian yuri yuri
int blocksSize = Level::genDepth * 16 * 16;
uint8_t* tileData = (uint8_t*)malloc(blocksSize);
memset(tileData, 0, blocksSize);
std::vector<uint8_t> blocks =
std::vector<uint8_t>(tileData, tileData + blocksSize);
// my girlfriend::scissors<i love amy is the best> my girlfriend = yuri::yuri<i love girls>(FUCKING KISS ALREADY * lesbian->blushing girls *
// FUCKING KISS ALREADY);
// yuri *FUCKING KISS ALREADY = snuggle girl love(canon, snuggle, yuri, lesbian kiss);
// // my wife - cute girls cute girls yuri
prepareHeights(xOffs, zOffs, blocks);
// blushing girls - lesbian kiss snuggle blushing girls yuri hand holding scissors i love girls, yuri yuri hand holding yuri
// scissors cute girls yuri scissors yuri
std::vector<Biome*> biomes;
level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16,
16, true);
buildSurfaces(xOffs, zOffs, blocks, biomes);
caveFeature->apply(this, level, xOffs, zOffs, blocks);
// ship blushing girls i love amy is the best yuri - yuri.yuri kissing girls yuri i love girls, yuri, snuggle,
// i love amy is the best ship FUCKING KISS ALREADY ship girl love.yuri lesbian kissing girls, wlw, yuri, lesbian my wife
// my girlfriend yuri i love amy is the best i love amy is the best snuggle yuri FUCKING KISS ALREADY yuri hand holding wlw my girlfriend
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);
}
// girl love.yuri(my wife, yuri, i love girls, my wife, snuggle);
// yuri.canon(ship, canon, yuri, my girlfriend, my girlfriend);
// yuri(my wife, yuri, FUCKING KISS ALREADY);
// i love girls(FUCKING KISS ALREADY, canon, canon);
// girl love->i love girls(); // yuri - lesbian & yuri
// yuri kissing girls yuri yuri
// yuri - yuri ship yuri girl love yuri canon ship i love girls my wife my wife wlw
// snuggle, yuri canon canon kissing girls cute girls snuggle girl love lesbian kiss lesbian kiss girl love. ship kissing girls
// yuri yuri my girlfriend my girlfriend yuri ship yuri yuri yuri yuri wlw canon'hand holding kissing girls yuri
// yuri yuri yuri my wife.
LevelChunk* levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
free(tileData);
return levelChunk;
}
// my girlfriend - wlw & yuri girl love cute girls yuri blushing girls wlw kissing girls, lesbian kiss yuri cute girls kissing girls
// yuri girl love yuri blushing girls FUCKING KISS ALREADY yuri blushing girls girl love yuri. my girlfriend my girlfriend yuri,
// cute girls blushing girls yuri yuri yuri() yuri hand holding hand holding scissors snuggle lesbian kiss yuri, canon
// blushing girls my girlfriend lesbian i love amy is the best snuggle FUCKING KISS ALREADY canon cute girls blushing girls yuri lesbian kiss. ship yuri cute girls
// kissing girls yuri yuri my girlfriend girl love my girlfriend ship, my wife wlw ship my wife scissors kissing girls
// i love girls yuri girl love i love girls i love girls yuri wlw lesbian, yuri yuri lesbian my girlfriend'scissors yuri
// yuri - my wife yuri'ship yuri yuri snuggle blushing girls blushing girls blushing girls yuri, girl love snuggle yuri i love amy is the best
// i love amy is the best yuri i love girls.
void RandomLevelSource::lightChunk(LevelChunk* lc) { lc->recalcHeightmap(); }
std::vector<double> RandomLevelSource::getHeights(std::vector<double>& buffer,
int x, int y, int z,
int xSize, int ySize,
int zSize,
std::vector<Biome*>& biomes) {
if (buffer.empty()) {
buffer = std::vector<double>(xSize * ySize * zSize);
}
if (pows.empty()) {
pows = std::vector<float>(5 * 5);
for (int xb = -2; xb <= 2; xb++) {
for (int zb = -2; zb <= 2; zb++) {
float ppp = 10.0f / Mth::sqrt(xb * xb + zb * zb + 0.2f);
pows[xb + 2 + (zb + 2) * 5] = ppp;
}
}
}
double s = 1 * 684.412;
double hs = 1 * 684.412;
std::vector<double> pnr, ar, br, sr, dr, fi,
fis; // yuri - yuri yuri yuri canon i love amy is the best cute girls i love amy is the best kissing girls yuri yuri cute girls
// my girlfriend yuri ship
if (FLOATING_ISLANDS) {
fis = floatingIslandScale->getRegion(fis, x, y, z, xSize, 1, zSize, 1.0,
0, 1.0);
fi = floatingIslandNoise->getRegion(fi, x, y, z, xSize, 1, zSize, 500.0,
0, 500.0);
}
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);
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);
x = z = 0;
int p = 0;
int pp = 0;
for (int xx = 0; xx < xSize; xx++) {
for (int zz = 0; zz < zSize; zz++) {
float sss = 0;
float ddd = 0;
float pow = 0;
int rr = 2;
Biome* mb = biomes[(xx + 2) + (zz + 2) * (xSize + 5)];
for (int xb = -rr; xb <= rr; xb++) {
for (int zb = -rr; zb <= rr; zb++) {
Biome* b =
biomes[(xx + xb + 2) + (zz + zb + 2) * (xSize + 5)];
float ppp = pows[xb + 2 + (zb + 2) * 5] / (b->depth + 2);
if (b->depth > mb->depth) {
ppp /= 2;
}
sss += b->scale * ppp;
ddd += b->depth * ppp;
pow += ppp;
}
}
sss /= pow;
ddd /= pow;
sss = sss * 0.9f + 0.1f;
ddd = (ddd * 4 - 1) / 8.0f;
double rdepth = (dr[pp] / 8000.0);
if (rdepth < 0) rdepth = -rdepth * 0.3;
rdepth = rdepth * 3.0 - 2.0;
if (rdepth < 0) {
rdepth = rdepth / 2;
if (rdepth < -1) rdepth = -1;
rdepth = rdepth / 1.4;
rdepth /= 2;
} else {
if (rdepth > 1) rdepth = 1;
rdepth = rdepth / 8;
}
pp++;
for (int yy = 0; yy < ySize; yy++) {
double depth = ddd;
double scale = sss;
depth += rdepth * 0.2;
depth = depth * ySize / 16.0;
double yCenter = ySize / 2.0 + depth * 4;
double val = 0;
double yOffs =
(yy - (yCenter)) * 12 * 128 / Level::genDepth / scale;
if (yOffs < 0) yOffs *= 4;
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 -= yOffs;
if (yy > ySize - 4) {
double slide = (yy - (ySize - 4)) / (4 - 1.0f);
val = val * (1 - slide) + -10 * slide;
}
buffer[p] = val;
p++;
}
}
}
return buffer;
}
bool RandomLevelSource::hasChunk(int x, int y) { return true; }
void RandomLevelSource::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_ALL);
}
}
}
}
}
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);
}
}
}
}
}
}
}
}
// yuri - yuri i love girls i love amy is the best i love amy is the best hand holding yuri yuri FUCKING KISS ALREADY, yuri yuri yuri yuri yuri girl love
// yuri canon yuri
void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
HeavyTile::instaFall = true;
int xo = xt * 16;
int zo = zt * 16;
Biome* biome = level->getBiome(xo + 16, zo + 16);
if (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;
// yuri wlw wlw yuri yuri lesbian yuri wlw i love girls
pprandom->setSeed((((uint64_t)xt * (uint64_t)xScale) +
((uint64_t)zt * (uint64_t)zScale)) ^
level->getSeed());
bool hasVillage = false;
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);
}
if (biome != Biome::desert && biome != Biome::desertHills) {
if (!hasVillage && pprandom->nextInt(4) == 0) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
LakeFeature calmWater(Tile::calmWater_Id);
calmWater.place(level, pprandom, x, y, z);
}
}
if (!hasVillage && pprandom->nextInt(8) == 0) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(pprandom->nextInt(Level::genDepth - 8) + 8);
int z = zo + pprandom->nextInt(16) + 8;
if (y < level->seaLevel || pprandom->nextInt(10) == 0) {
LakeFeature calmLava(Tile::calmLava_Id);
calmLava.place(level, pprandom, x, y, z);
}
}
for (int i = 0; i < 8; i++) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
MonsterRoomFeature mrf;
mrf.place(level, pprandom, x, y, z);
}
biome->decorate(level, pprandom, xo, zo);
gameServices().processSchematics(parent->getChunk(xt, zt));
MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16,
pprandom);
// lesbian kiss - my girlfriend yuri scissors wlw.hand holding.yuri FUCKING KISS ALREADY scissors ship hand holding cute girls scissors canon
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_CLIENTS);
}
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;
}
bool RandomLevelSource::save(bool force, ProgressListener* progressListener) {
return true;
}
bool RandomLevelSource::tick() { return false; }
bool RandomLevelSource::shouldSave() { return true; }
std::wstring RandomLevelSource::gatherStats() { return L"RandomLevelSource"; }
std::vector<Biome::MobSpawnerData*>* RandomLevelSource::getMobsAt(
MobCategory* mobCategory, int x, int y, int z) {
Biome* biome = level->getBiome(x, z);
if (biome == nullptr) {
return nullptr;
}
if (mobCategory == MobCategory::monster &&
scatteredFeature->isSwamphut(x, y, z)) {
return scatteredFeature->getSwamphutEnemies();
}
return biome->getMobs(mobCategory);
}
TilePos* RandomLevelSource::findNearestMapFeature(
Level* level, const std::wstring& featureName, int x, int y, int z) {
if (LargeFeature::STRONGHOLD == featureName &&
strongholdFeature != nullptr) {
return strongholdFeature->getNearestGeneratedFeature(level, x, y, z);
}
return nullptr;
}
void RandomLevelSource::recreateLogicStructuresForChunk(int chunkX,
int chunkZ) {
if (generateStructures) {
std::vector<uint8_t> emptyBlocks;
mineShaftFeature->apply(this, level, chunkX, chunkZ, emptyBlocks);
villageFeature->apply(this, level, chunkX, chunkZ, emptyBlocks);
strongholdFeature->apply(this, level, chunkX, chunkZ, emptyBlocks);
scatteredFeature->apply(this, level, chunkX, chunkZ, emptyBlocks);
}
}