4jcraft/Minecraft.World/WorldGen/Features/StructureFeature.cpp
2026-03-30 02:17:54 -05:00

286 lines
10 KiB
C++

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