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https://github.com/4jcraft/4jcraft.git
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878 lines
34 KiB
C++
878 lines
34 KiB
C++
#include "../Platform/stdafx.h"
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#include "../Headers/net.minecraft.world.level.h"
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#include "../Headers/net.minecraft.world.level.biome.h"
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#include "../Headers/net.minecraft.world.level.levelgen.h"
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#include "../Headers/net.minecraft.world.level.levelgen.feature.h"
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#include "../Headers/net.minecraft.world.level.levelgen.structure.h"
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#include "../Headers/net.minecraft.world.level.levelgen.synth.h"
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#include "../Headers/net.minecraft.world.level.tile.h"
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#include "../Headers/net.minecraft.world.level.storage.h"
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#include "../Headers/net.minecraft.world.entity.h"
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#include "RandomLevelSource.h"
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const double RandomLevelSource::SNOW_SCALE = 0.3;
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const double RandomLevelSource::SNOW_CUTOFF = 0.5;
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RandomLevelSource::RandomLevelSource(Level* level, int64_t seed,
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bool generateStructures)
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: generateStructures(generateStructures) {
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m_XZSize = level->getLevelData()->getXZSize();
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#if defined(_LARGE_WORLDS)
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level->getLevelData()->getMoatFlags(&m_classicEdgeMoat, &m_smallEdgeMoat,
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&m_mediumEdgeMoat);
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#endif
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caveFeature = new LargeCaveFeature();
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strongholdFeature = new StrongholdFeature();
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villageFeature = new VillageFeature(m_XZSize);
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mineShaftFeature = new MineShaftFeature();
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scatteredFeature = new RandomScatteredLargeFeature();
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canyonFeature = new CanyonFeature();
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this->level = level;
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random = new Random(seed);
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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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lperlinNoise1 = new PerlinNoise(random, 16);
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lperlinNoise2 = new PerlinNoise(random, 16);
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perlinNoise1 = new PerlinNoise(random, 8);
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perlinNoise3 = new PerlinNoise(random, 4);
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scaleNoise = new PerlinNoise(random, 10);
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depthNoise = new PerlinNoise(random, 16);
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if (FLOATING_ISLANDS) {
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floatingIslandScale = new PerlinNoise(random, 10);
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floatingIslandNoise = new PerlinNoise(random, 16);
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} else {
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floatingIslandScale = nullptr;
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floatingIslandNoise = nullptr;
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}
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forestNoise = new PerlinNoise(random, 8);
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}
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RandomLevelSource::~RandomLevelSource() {
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delete caveFeature;
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delete strongholdFeature;
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delete villageFeature;
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delete mineShaftFeature;
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delete scatteredFeature;
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delete canyonFeature;
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delete random;
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;
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delete lperlinNoise1;
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delete lperlinNoise2;
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delete perlinNoise1;
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delete perlinNoise3;
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delete scaleNoise;
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delete depthNoise;
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if (FLOATING_ISLANDS) {
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delete floatingIslandScale;
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delete floatingIslandNoise;
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}
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delete forestNoise;
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if (pows.data != nullptr) delete[] pows.data;
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}
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int g_numPrepareHeightCalls = 0;
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LARGE_INTEGER g_totalPrepareHeightsTime = {0, 0};
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LARGE_INTEGER g_averagePrepareHeightsTime = {0, 0};
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#if defined(_LARGE_WORLDS)
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int RandomLevelSource::getMinDistanceToEdge(int xxx, int zzz, int worldSize,
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float falloffStart) {
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// Get distance to edges of world in x
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// we have to do a proper line dist check here
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int min = -worldSize / 2;
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int max = (worldSize / 2) - 1;
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// // only check if either x or z values are within the falloff
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// if(xxx > (min - falloffStart)
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Vec3 topLeft(min, 0, min);
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Vec3 topRight(max, 0, min);
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Vec3 bottomLeft(min, 0, max);
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Vec3 bottomRight(max, 0, max);
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float closest = falloffStart;
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float dist;
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// make sure we're in range of the edges before we do a full distance check
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if ((xxx > (min - falloffStart) && xxx < (min + falloffStart)) ||
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(xxx > (max - falloffStart) && xxx < (max + falloffStart))) {
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Vec3 point(xxx, 0, zzz);
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if (xxx > 0)
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dist = point.distanceFromLine(topRight, bottomRight);
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else
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dist = point.distanceFromLine(topLeft, bottomLeft);
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closest = dist;
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}
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// make sure we're in range of the edges before we do a full distance check
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if ((zzz > (min - falloffStart) && zzz < (min + falloffStart)) ||
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(zzz > (max - falloffStart) && zzz < (max + falloffStart))) {
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Vec3 point(xxx, 0, zzz);
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if (zzz > 0)
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dist = point.distanceFromLine(bottomLeft, bottomRight);
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else
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dist = point.distanceFromLine(topLeft, topRight);
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if (dist < closest) closest = dist;
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}
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return closest;
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}
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float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin) {
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///////////////////////////////////////////////////////////////////
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// 4J - add this chunk of code to make land "fall-off" at the edges of
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// a finite world - size of that world is currently hard-coded in here
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const int worldSize = m_XZSize * 16;
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const int falloffStart =
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32; // chunks away from edge were we start doing fall-off
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const float falloffMax =
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128.0f; // max value we need to get to falloff by the edge of the map
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float comp = 0.0f;
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int emin = getMinDistanceToEdge(xxx, zzz, worldSize, falloffStart);
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// check if we have a larger world that should have moats
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int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC * 16,
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LEVEL_WIDTH_SMALL * 16,
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LEVEL_WIDTH_MEDIUM * 16};
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bool expandedMoatValues[3] = {m_classicEdgeMoat, m_smallEdgeMoat,
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m_mediumEdgeMoat};
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for (int i = 0; i < 3; i++) {
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if (expandedMoatValues[i] && (worldSize > expandedWorldSizes[i])) {
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// this world has been expanded, with moat settings, so we need
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// fallofs at this edges too
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int eminMoat = getMinDistanceToEdge(xxx, zzz, expandedWorldSizes[i],
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falloffStart);
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if (eminMoat < emin) {
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emin = eminMoat;
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}
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}
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}
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// Calculate how much we want the world to fall away, if we're in the
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// defined region to do so
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if (emin < falloffStart) {
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int falloff = falloffStart - emin;
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comp = ((float)falloff / (float)falloffStart) * falloffMax;
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}
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*pEMin = emin;
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return comp;
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// 4J - end of extra code
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///////////////////////////////////////////////////////////////////
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}
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#else
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// MGH - go back to using the simpler version for PS3/vita/360, as it was
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// causing a lot of slow down on the tuturial generation
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float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin) {
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///////////////////////////////////////////////////////////////////
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// 4J - add this chunk of code to make land "fall-off" at the edges of
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// a finite world - size of that world is currently hard-coded in here
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const int worldSize = m_XZSize * 16;
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const int falloffStart =
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32; // chunks away from edge were we start doing fall-off
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const float falloffMax =
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128.0f; // max value we need to get to falloff by the edge of the map
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// Get distance to edges of world in x
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int xxx0 = xxx + (worldSize / 2);
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if (xxx0 < 0) xxx0 = 0;
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int xxx1 = ((worldSize / 2) - 1) - xxx;
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if (xxx1 < 0) xxx1 = 0;
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// Get distance to edges of world in z
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int zzz0 = zzz + (worldSize / 2);
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if (zzz0 < 0) zzz0 = 0;
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int zzz1 = ((worldSize / 2) - 1) - zzz;
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if (zzz1 < 0) zzz1 = 0;
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// Get min distance to any edge
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int emin = xxx0;
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if (xxx1 < emin) emin = xxx1;
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if (zzz0 < emin) emin = zzz0;
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if (zzz1 < emin) emin = zzz1;
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float comp = 0.0f;
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// Calculate how much we want the world to fall away, if we're in the
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// defined region to do so
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if (emin < falloffStart) {
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int falloff = falloffStart - emin;
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comp = ((float)falloff / (float)falloffStart) * falloffMax;
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}
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// 4J - end of extra code
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///////////////////////////////////////////////////////////////////
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*pEMin = emin;
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return comp;
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}
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#endif
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void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) {
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LARGE_INTEGER startTime;
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int xChunks = 16 / CHUNK_WIDTH;
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int yChunks = Level::genDepth / CHUNK_HEIGHT;
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int waterHeight = level->seaLevel;
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int xSize = xChunks + 1;
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int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
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int zSize = xChunks + 1;
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BiomeArray biomes; // 4J created locally here for thread safety, java has
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// this as a class member
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level->getBiomeSource()->getRawBiomeBlock(biomes, xOffs * CHUNK_WIDTH - 2,
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zOffs * CHUNK_WIDTH - 2,
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xSize + 5, zSize + 5);
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doubleArray buffer; // 4J - used to be declared with class level scope but
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// tidying up for thread safety reasons
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buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize,
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ySize, zSize, biomes);
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QueryPerformanceCounter(&startTime);
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for (int xc = 0; xc < xChunks; xc++) {
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for (int zc = 0; zc < xChunks; zc++) {
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for (int yc = 0; yc < yChunks; yc++) {
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double yStep = 1 / (double)CHUNK_HEIGHT;
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double s0 =
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buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s1 =
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buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s2 =
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buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s3 =
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buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s0a =
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(buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] -
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s0) *
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yStep;
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double s1a =
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(buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] -
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s1) *
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yStep;
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double s2a =
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(buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] -
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s2) *
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yStep;
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double s3a =
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(buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] -
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s3) *
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yStep;
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for (int y = 0; y < CHUNK_HEIGHT; y++) {
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double xStep = 1 / (double)CHUNK_WIDTH;
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double _s0 = s0;
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double _s1 = s1;
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double _s0a = (s2 - s0) * xStep;
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double _s1a = (s3 - s1) * xStep;
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for (int x = 0; x < CHUNK_WIDTH; x++) {
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int offs = (unsigned)(x + (unsigned)xc * CHUNK_WIDTH)
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<< Level::genDepthBitsPlusFour |
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((unsigned)zc * CHUNK_WIDTH)
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<< Level::genDepthBits |
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(yc * CHUNK_HEIGHT + y);
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int step = 1 << Level::genDepthBits;
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offs -= step;
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double zStep = 1 / (double)CHUNK_WIDTH;
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double val = _s0;
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double vala = (_s1 - _s0) * zStep;
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val -= vala;
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for (int z = 0; z < CHUNK_WIDTH; z++) {
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// 4J Stu - I have removed all uses of the new
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// getHeightFalloff function for now as we had some
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// problems with PS3/PSVita world generation I have
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// fixed the non large worlds method, however we
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// will be happier if the current builds go out with
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// completely old code We can put the new code back
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// in mid-november 2014 once those PS3/Vita builds
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// are gone (and the PS4 doesn't have world
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// enlarging in these either anyway)
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int xxx = ((xOffs * 16) + x + (xc * CHUNK_WIDTH));
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int zzz = ((zOffs * 16) + z + (zc * CHUNK_WIDTH));
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int emin;
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float comp = getHeightFalloff(xxx, zzz, &emin);
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// 4J - slightly rearranged this code (as of
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// java 1.0.1 merge) to better fit with changes
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// we've made edge-of-world things - original sets
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// blocks[offs += step] directly here rather than
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// setting a tileId
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int tileId = 0;
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// 4J - this comparison used to just be with 0.0f
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// but is now varied by block above
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if ((val += vala) > comp) {
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tileId = (uint8_t)Tile::stone_Id;
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} else if (yc * CHUNK_HEIGHT + y < waterHeight) {
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tileId = (uint8_t)Tile::calmWater_Id;
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}
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// 4J - more extra code to make sure that the column
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// at the edge of the world is just water & rock, to
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// match the infinite sea that continues on after
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// the edge of the world.
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if (emin == 0) {
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// This matches code in MultiPlayerChunkCache
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// that makes the geometry which continues at
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// the edge of the world
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if (yc * CHUNK_HEIGHT + y <=
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(level->getSeaLevel() - 10))
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tileId = Tile::stone_Id;
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else if (yc * CHUNK_HEIGHT + y <
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level->getSeaLevel())
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tileId = Tile::calmWater_Id;
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}
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blocks[offs += step] = tileId;
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}
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_s0 += _s0a;
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_s1 += _s1a;
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}
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s0 += s0a;
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s1 += s1a;
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s2 += s2a;
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s3 += s3a;
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}
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}
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}
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}
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LARGE_INTEGER endTime;
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QueryPerformanceCounter(&endTime);
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LARGE_INTEGER timeInFunc;
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timeInFunc.QuadPart = endTime.QuadPart - startTime.QuadPart;
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g_numPrepareHeightCalls++;
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g_totalPrepareHeightsTime.QuadPart += timeInFunc.QuadPart;
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g_averagePrepareHeightsTime.QuadPart =
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g_totalPrepareHeightsTime.QuadPart / g_numPrepareHeightCalls;
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delete[] buffer.data;
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delete[] biomes.data;
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}
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void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks,
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BiomeArray biomes) {
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int waterHeight = level->seaLevel;
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double s = 1 / 32.0;
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doubleArray depthBuffer(16 *
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16); // 4J - used to be declared with class level
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// scope but moved here for thread safety
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depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16,
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0, 16, 16, 1, s * 2, s * 2, s * 2);
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for (int x = 0; x < 16; x++) {
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for (int z = 0; z < 16; z++) {
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Biome* b = biomes[z + x * 16];
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float temp = b->getTemperature();
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int runDepth = (int)(depthBuffer[x + z * 16] / 3 + 3 +
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random->nextDouble() * 0.25);
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int run = -1;
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uint8_t top = b->topMaterial;
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uint8_t material = b->material;
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LevelGenerationOptions* lgo = app.getLevelGenerationOptions();
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if (lgo != nullptr) {
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lgo->getBiomeOverride(b->id, material, top);
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}
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for (int y = Level::genDepthMinusOne; y >= 0; y--) {
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int offs = (z * 16 + x) * Level::genDepth + y;
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if (y <= 1 + random->nextInt(
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2)) // 4J - changed to make the bedrock not
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// have bits you can get stuck in
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// if (y <= 0 +
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// random->nextInt(5))
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{
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blocks[offs] = (uint8_t)Tile::unbreakable_Id;
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} else {
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int old = blocks[offs];
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if (old == 0) {
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run = -1;
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} else if (old == Tile::stone_Id) {
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if (run == -1) {
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if (runDepth <= 0) {
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top = 0;
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material = (uint8_t)Tile::stone_Id;
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} else if (y >= waterHeight - 4 &&
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y <= waterHeight + 1) {
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top = b->topMaterial;
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material = b->material;
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if (lgo != nullptr) {
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lgo->getBiomeOverride(b->id, material, top);
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}
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}
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if (y < waterHeight && top == 0) {
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if (temp < 0.15f)
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top = (uint8_t)Tile::ice_Id;
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else
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top = (uint8_t)Tile::calmWater_Id;
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}
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run = runDepth;
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if (y >= waterHeight - 1)
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blocks[offs] = top;
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else
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blocks[offs] = material;
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} else if (run > 0) {
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run--;
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blocks[offs] = material;
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// place a few sandstone blocks beneath sand runs
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if (run == 0 && material == Tile::sand_Id) {
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run = random->nextInt(4);
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material = (uint8_t)Tile::sandStone_Id;
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}
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}
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}
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}
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}
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}
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}
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delete[] depthBuffer.data;
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}
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LevelChunk* RandomLevelSource::create(int x, int z) { return getChunk(x, z); }
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LevelChunk* RandomLevelSource::getChunk(int xOffs, int zOffs) {
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random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
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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 blocksSize = Level::genDepth * 16 * 16;
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uint8_t* tileData = (uint8_t*)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096,
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PAGE_READWRITE);
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XMemSet128(tileData, 0, blocksSize);
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byteArray blocks = byteArray(tileData, blocksSize);
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// byteArray blocks = byteArray(16 * level->depth * 16);
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// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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// // 4J - moved to below
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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;
|
|
}
|
|
|
|
// 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 RandomLevelSource::lightChunk(LevelChunk* lc) { lc->recalcHeightmap(); }
|
|
|
|
doubleArray RandomLevelSource::getHeights(doubleArray buffer, int x, int y,
|
|
int z, int xSize, int ySize,
|
|
int zSize, BiomeArray& biomes) {
|
|
if (buffer.data == nullptr) {
|
|
buffer = doubleArray(xSize * ySize * zSize);
|
|
}
|
|
if (pows.data == nullptr) {
|
|
pows = floatArray(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;
|
|
|
|
doubleArray pnr, ar, br, sr, dr, fi,
|
|
fis; // 4J - used to be declared with class level scope but moved here
|
|
// for thread safety
|
|
|
|
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++;
|
|
}
|
|
}
|
|
}
|
|
|
|
delete[] pnr.data;
|
|
delete[] ar.data;
|
|
delete[] br.data;
|
|
delete[] sr.data;
|
|
delete[] dr.data;
|
|
delete[] fi.data;
|
|
delete[] fis.data;
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 4J - changed this to used pprandom rather than random, so that we can run it
|
|
// concurrently with getChunk
|
|
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;
|
|
// 4jcraft added casts to a higher int and unsigned
|
|
pprandom->setSeed((((uint64_t)xt * (uint64_t)xScale) +
|
|
((uint64_t)zt * (uint64_t)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();
|
|
|
|
PIXBeginNamedEvent(0, "Lakes");
|
|
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);
|
|
}
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0, "Lava");
|
|
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);
|
|
}
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0, "Monster rooms");
|
|
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);
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0, "Biome decorate");
|
|
biome->decorate(level, pprandom, xo, zo);
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0, "Process Schematics");
|
|
app.processSchematics(parent->getChunk(xt, zt));
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0, "Post process mobs");
|
|
MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16,
|
|
pprandom);
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0, "Update ice and snow");
|
|
// 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_CLIENTS);
|
|
}
|
|
if (level->shouldSnow(x + xo, y, z + zo)) {
|
|
level->setTileAndData(x + xo, y, z + zo, Tile::topSnow_Id, 0,
|
|
Tile::UPDATE_CLIENTS);
|
|
}
|
|
}
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
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) {
|
|
mineShaftFeature->apply(this, level, chunkX, chunkZ, byteArray());
|
|
villageFeature->apply(this, level, chunkX, chunkZ, byteArray());
|
|
strongholdFeature->apply(this, level, chunkX, chunkZ, byteArray());
|
|
scatteredFeature->apply(this, level, chunkX, chunkZ, byteArray());
|
|
}
|
|
}
|