#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "BasicTree.h"

byte BasicTree::axisConversionArray[] = { 2, 0, 0, 1, 2, 1 };

BasicTree::~BasicTree()
{
	delete rnd;

	for( int i = 0; i < foliageCoordsLength; i++ )
	{
		delete [] foliageCoords[i];
	}
	delete [] foliageCoords;
}

BasicTree::BasicTree(bool doUpdate) : Feature(doUpdate)
{
	rnd = new Random();
    origin[0] = 0;
	origin[1] = 0;
	origin[2] = 0;
    // Field to hold the tree height.
    height = 0;
    // Other important tree information.
    trunkHeight = 0;
    trunkHeightScale = 0.618;
    branchDensity = 1.0;
    branchSlope = 0.381;
    widthScale = 1.0;
    foliageDensity = 1.0;
    trunkWidth = 1;
    heightVariance = 12;
    foliageHeight = 4;
	foliageCoords = NULL;
	foliageCoordsLength = 0;
}

void BasicTree::prepare()
{
    // Initialize the instance variables.
    // Populate the list of foliage cluster locations.
    // Designed to be overridden in child classes to change basic
    // tree properties (trunk width, branch angle, foliage density, etc..).
    trunkHeight = (int) (height * trunkHeightScale);
    if (trunkHeight >= height) trunkHeight = height - 1;
    int clustersPerY = (int) (1.382 + pow(foliageDensity * height / 13.0, 2));
    if (clustersPerY < 1) clustersPerY = 1;
    // The foliage coordinates are a list of [x,y,z,y of branch base] values for each cluster
	int **tempFoliageCoords = new int *[clustersPerY * height];
	for( int i = 0; i < clustersPerY * height; i++ )
	{
		tempFoliageCoords[i] = new int[4];
	}
    int y = origin[1] + height - foliageHeight;
    int clusterCount = 1;
    int trunkTop = origin[1] + trunkHeight;
    int relativeY = y - origin[1];

    tempFoliageCoords[0][0] = origin[0];
    tempFoliageCoords[0][1] = y;
    tempFoliageCoords[0][2] = origin[2];
    tempFoliageCoords[0][3] = trunkTop;
    y--;

    while (relativeY >= 0)
	{
        int num = 0;

        float shapefac = treeShape(relativeY);
        if (shapefac < 0)
		{
            y--;
            relativeY--;
            continue;
        }

        // The originOffset is to put the value in the middle of the block.
        double originOffset = 0.5;
        while (num < clustersPerY)
		{
            double radius = widthScale * (shapefac * (rnd->nextFloat() + 0.328));
            double angle = rnd->nextFloat() * 2.0 * 3.14159;
            int x = Mth::floor(radius * sin(angle) + origin[0] + originOffset);
            int z = Mth::floor(radius * cos(angle) + origin[2] + originOffset);
            int checkStart[] = { x, y, z };
            int checkEnd[] = { x, y + foliageHeight, z };
            // check the center column of the cluster for obstructions.
            if (checkLine(checkStart, checkEnd) == -1) {
                // If the cluster can be created, check the branch path
                // for obstructions.
                int checkBranchBase[] = { origin[0], origin[1], origin[2] };
                double distance = sqrt(pow(abs(origin[0] - checkStart[0]), 2.0) + pow(abs(origin[2] - checkStart[2]), 2.0));
                double branchHeight = distance * branchSlope;
                if ((checkStart[1] - branchHeight) > trunkTop)
				{
                    checkBranchBase[1] = trunkTop;
                }
				else
				{
                    checkBranchBase[1] = (int) (checkStart[1] - branchHeight);
                }
                // Now check the branch path
                if (checkLine(checkBranchBase, checkStart) == -1)
				{
                    // If the branch path is clear, add the position to the list
                    // of foliage positions
                    tempFoliageCoords[clusterCount][0] = x;
                    tempFoliageCoords[clusterCount][1] = y;
                    tempFoliageCoords[clusterCount][2] = z;
                    tempFoliageCoords[clusterCount][3] = checkBranchBase[1];
                    clusterCount++;
                }
            }
            num++;
        }
        y--;
        relativeY--;
    }
	// 4J Stu - Rather than copying the array, we are storing the number of valid elements in the array
	foliageCoordsLength = clusterCount;
	foliageCoords = tempFoliageCoords;
	// Delete the rest of the array whilst we still know how big it was
	for( int i = clusterCount; i < clustersPerY * height; i++ )
	{
		delete [] tempFoliageCoords[i];
		tempFoliageCoords[i] = NULL;
	}
	// 4J - original code for above is the following, it isn't obvious to me why it is doing a copy of the array, so let's not for now
//    foliageCoords = new int[clusterCount][4];
//    System.arraycopy(tempFoliageCoords, 0, foliageCoords, 0, clusterCount);

}

void BasicTree::crossection(int x, int y, int z, float radius, byte direction, int material)
{
	PIXBeginNamedEvent(0, "BasicTree crossection");
    // Create a circular cross section.
    //
    // Used to nearly everything in the foliage, branches, and trunk.
    // This is a good target for performance optimization.

    // Passed values:
    // x,y,z is the center location of the cross section
    // radius is the radius of the section from the center
    // direction is the direction the cross section is pointed, 0 for x, 1 for y, 2 for z
    // material is the index number for the material to use
    int rad = (int) (radius + 0.618);
    byte secidx1 = axisConversionArray[direction];
    byte secidx2 = axisConversionArray[direction + 3];
    int center[] = { x, y, z };
    int position[] = { 0, 0, 0 };
    int offset1 = -rad;
    int offset2 = -rad;
    int thismat;
    position[direction] = center[direction];
    while (offset1 <= rad)
	{
        position[secidx1] = center[secidx1] + offset1;
        offset2 = -rad;
        while (offset2 <= rad)
		{
            double thisdistance = pow(abs(offset1) + 0.5, 2) + pow(abs(offset2) + 0.5, 2);
            if (thisdistance > radius * radius)
			{
                offset2++;
                continue;
            }
            position[secidx2] = center[secidx2] + offset2;
			PIXBeginNamedEvent(0,"BasicTree getting tile");
            thismat = thisLevel->getTile(position[0], position[1], position[2]);
			PIXEndNamedEvent();
            if (!((thismat == 0) || (thismat == Tile::leaves_Id)))
			{
                // If the material of the checked block is anything other than
                // air or foliage, skip this tile.
                offset2++;
                continue;
            }
			PIXBeginNamedEvent(0,"BasicTree placing block");
            placeBlock(thisLevel, position[0], position[1], position[2], material, 0);
			PIXEndNamedEvent();
            offset2++;
        }
        offset1++;
    }
	PIXEndNamedEvent();
}

float BasicTree::treeShape(int y)
{
    // Take the y position relative to the base of the tree.
    // Return the distance the foliage should be from the trunk axis.
    // Return a negative number if foliage should not be created at this height.
    // This method is intended for overriding in child classes, allowing
    // different shaped trees.
    // This method should return a consistent value for each y (don't randomize).
    if (y < (((float) height) * 0.3)) return (float) -1.618;
    float radius = ((float) height) / ((float) 2.0);
    float adjacent = (((float) height) / ((float) 2.0)) - y;
    float distance;
    if (adjacent == 0) distance = radius;
    else if (abs(adjacent) >= radius) distance = (float) 0.0;
    else distance = (float) sqrt(pow(abs(radius), 2) - pow(abs(adjacent), 2));
    // Alter this factor to change the overall width of the tree.
    distance *= (float) 0.5;
    return distance;
}

float BasicTree::foliageShape(int y)
{
    // Take the y position relative to the base of the foliage cluster.
    // Return the radius of the cluster at this y
    // Return a negative number if no foliage should be created at this level
    // this method is intended for overriding in child classes, allowing
    // foliage of different sizes and shapes.
    if ((y < 0) || (y >= foliageHeight)) return (float) -1;
    else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;
    else return (float) 3;
}

void BasicTree::foliageCluster(int x, int y, int z)
{
	PIXBeginNamedEvent(0,"BasicTree foliageCluster");
    // Generate a cluster of foliage, with the base at x, y, z.
    // The shape of the cluster is derived from  foliageShape
    // crossection is called to make each level.
    int topy = y + foliageHeight;
    int cury = topy - 1;
    float radius;
	// 4J Stu - Generate foliage from the top down so that we don't keep recalculating heightmaps
    while (cury >= y)
	{
        radius = foliageShape(cury - y);
        crossection(x, cury, z, radius, (byte) 1, Tile::leaves_Id);
        cury--;
    }
	PIXEndNamedEvent();
}

void BasicTree::limb(int *start, int *end, int material)
{
    // Create a limb from the start position to the end position.
    // Used for creating the branches and trunk.

    // Populate delta, the difference between start and end for all three axies.
    // Set primidx to the index with the largest overall distance traveled.
    int delta[] = { 0, 0, 0 };
    byte idx = 0;
    byte primidx = 0;
    while (idx < 3)
	{
        delta[idx] = end[idx] - start[idx];
        if (abs(delta[idx]) > abs(delta[primidx]))
		{
            primidx = idx;
        }
        idx++;
    }
    // If the largest distance is zero, don't bother to do anything else.
    if (delta[primidx] == 0) return;
    // set up the other two axis indices.
    byte secidx1 = axisConversionArray[primidx];
    byte secidx2 = axisConversionArray[primidx + 3];
    // primsign is digit 1 or -1 depending on whether the limb is headed
    // along the positive or negative primidx axis.
    char primsign;
    if (delta[primidx] > 0) primsign = 1;
    else primsign = -1;
    // Initilize the per-step movement for the non-primary axies.
    double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
    double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
    // Initialize the coordinates.
    int coordinate[] = { 0, 0, 0 };
    // Loop through each crossection along the primary axis, from start to end
    int primoffset = 0;
    int endoffset = delta[primidx] + primsign;
    while (primoffset != endoffset)
	{
        coordinate[primidx] = Mth::floor(start[primidx] + primoffset + 0.5);
        coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1) + 0.5);
        coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2) + 0.5);

		int dir = TreeTile::FACING_Y;
		int xdiff = abs(coordinate[0] - start[0]);
		int zdiff = abs(coordinate[2] - start[2]);
		int maxdiff = max(xdiff, zdiff);

		if (maxdiff > 0)
		{
			if (xdiff == maxdiff)
			{
				dir = TreeTile::FACING_X;
			}
			else if (zdiff == maxdiff)
			{
				dir = TreeTile::FACING_Z;
			}
		}
        placeBlock(thisLevel, coordinate[0], coordinate[1], coordinate[2], material, dir);
        primoffset += primsign;
    }
}

void BasicTree::makeFoliage()
{
    // Create the tree foliage.
    // Call foliageCluster at the correct locations
    int idx = 0;
    int finish = foliageCoordsLength;
    while (idx < finish)
	{
        int x = foliageCoords[idx][0];
        int y = foliageCoords[idx][1];
        int z = foliageCoords[idx][2];
        foliageCluster(x, y, z);
        idx++;
    }
}

bool BasicTree::trimBranches(int localY)
{
    // For larger trees, randomly "prune" the branches so there
    // aren't too many.
    // Return true if the branch should be created.
    // This method is intended for overriding in child classes, allowing
    // decent amounts of branches on very large trees.
    // Can also be used to disable branches on some tree types, or
    // make branches more sparse.
    if (localY < (height * 0.2)) return false;
    else return true;
}

void BasicTree::makeTrunk()
{
    // Create the trunk of the tree.
    int x = origin[0];
    int startY = origin[1];
    int topY = origin[1] + trunkHeight;
    int z = origin[2];
    int startCoord[] = { x, startY, z };
    int endCoord[] = { x, topY, z };
    limb(startCoord, endCoord, Tile::treeTrunk_Id);
    if (trunkWidth == 2)
	{
        startCoord[0] += 1;
        endCoord[0] += 1;
        limb(startCoord, endCoord, Tile::treeTrunk_Id);
        startCoord[2] += 1;
        endCoord[2] += 1;
        limb(startCoord, endCoord, Tile::treeTrunk_Id);
        startCoord[0] += -1;
        endCoord[0] += -1;
        limb(startCoord, endCoord, Tile::treeTrunk_Id);
    }
}

void BasicTree::makeBranches()
{
    // Create the tree branches.
    // Call trimBranches for each branch to see if you should create it.
    // Call taperedLimb to the correct locations
    int idx = 0;
    int finish = foliageCoordsLength;
    int baseCoord[] = { origin[0], origin[1], origin[2] };
    while (idx < finish)
	{
        int *coordValues = foliageCoords[idx];
        int endCoord[] = { coordValues[0], coordValues[1], coordValues[2] };
        baseCoord[1] = coordValues[3];
        int localY = baseCoord[1] - origin[1];
        if (trimBranches(localY))
		{
            limb(baseCoord, endCoord, Tile::treeTrunk_Id);
        }
        idx++;
    }
}

int BasicTree::checkLine(int *start, int *end)
{
    // Check from coordinates start to end (both inclusive) for blocks other than air and foliage
    // If a block other than air and foliage is found, return the number of steps taken.
    // If no block other than air and foliage is found, return -1.
    // Examples:
    // If the third block searched is stone, return 2
    // If the first block searched is lava, return 0

    int delta[] = { 0, 0, 0 };
    byte idx = 0;
    byte primidx = 0;
    while (idx < 3)
	{
        delta[idx] = end[idx] - start[idx];
        if (abs(delta[idx]) > abs(delta[primidx]))
		{
            primidx = idx;
        }
        idx++;
    }
    // If the largest distance is zero, don't bother to do anything else.
    if (delta[primidx] == 0) return -1;
    // set up the other two axis indices.
    byte secidx1 = axisConversionArray[primidx];
    byte secidx2 = axisConversionArray[primidx + 3];
    // primsign is digit 1 or -1 depending on whether the limb is headed
    // along the positive or negative primidx axis.
    char primsign; // 4J Stu - Was byte, but we use in a sum below and byte=unsigned char so we were setting endoffset incorrectly
    if (delta[primidx] > 0) primsign = 1;
    else primsign = -1;
    // Initilize the per-step movement for the non-primary axies.
    double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
    double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
    // Initialize the coordinates.
    int coordinate[] = { 0, 0, 0 };
    // Loop through each crossection along the primary axis, from start to end
    int primoffset = 0;
    int endoffset = delta[primidx] + primsign;
    int thismat;
    while (primoffset != endoffset)
	{
        coordinate[primidx] = start[primidx] + primoffset;
        coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1));
        coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2));
        thismat = thisLevel->getTile(coordinate[0], coordinate[1], coordinate[2]);
        if (!((thismat == 0) || (thismat == Tile::leaves_Id)))
		{
            // If the material of the checked block is anything other than
            // air or foliage, stop looking.
            break;
        }
        primoffset += primsign;
    }
    // If you reached the end without finding anything, return -1.
    if (primoffset == endoffset)
	{
        return -1;
    }
    // Otherwise, return the number of steps you took.
    else
	{
        return abs(primoffset);
    }
}

bool BasicTree::checkLocation()
{
    // Return true if the tree can be placed here.
    // Return false if the tree can not be placed here.

    // Examine the square under the trunk.  Is it grass or dirt?
    // If not, return false
    // Examine center column for how tall the tree can be.
    // If the checked height is shorter than height, but taller
    // than 4, set the tree to the maximum height allowed.
    // If the space is too short, return false.
    int startPosition[] = { origin[0], origin[1], origin[2] };
    int endPosition[] = { origin[0], origin[1] + height - 1, origin[2] };

	// 4J Stu Added to stop tree features generating areas previously place by game rule generation
	if(app.getLevelGenerationOptions() != NULL)
	{
		LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
		bool intersects = levelGenOptions->checkIntersects(startPosition[0], startPosition[1], startPosition[2], endPosition[0], endPosition[1], endPosition[2]);
		if(intersects)
		{
			//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
			return false;
		}
	}

    // Check the location it is resting on
    int baseMaterial = thisLevel->getTile(origin[0], origin[1] - 1, origin[2]);
    if (!((baseMaterial == 2) || (baseMaterial == 3)))
	{
        return false;
    }
    int allowedHeight = checkLine(startPosition, endPosition);
    // If the set height is good, go with that
    if (allowedHeight == -1)
	{
        return true;
    }
    // If the space is too short, tell the build to abort
    else if (allowedHeight < 6)
	{
        return false;
    }
    // If the space is shorter than the set height, but not too short
    // shorten the height, and tell the build to continue
    else
	{
        height = allowedHeight;
        //System.out.println("Shortened the tree");
        return true;
    }
}

void BasicTree::init(double heightInit, double widthInit, double foliageDensityInit)
{
    // all of the parameters should be from 0.0 to 1.0
    // heightInit scales the maximum overall height of the tree (still randomizes height within the possible range)
    // widthInit scales the maximum overall width of the tree (keep this above 0.3 or so)
    // foliageDensityInit scales how many foliage clusters are created.
    //
    // Note, you can call "place" without calling "init".
    // This is the same as calling init(1.0,1.0,1.0) and then calling place.
    heightVariance = (int) (heightInit * 12);
    if (heightInit > 0.5) foliageHeight = 5;
    widthScale = widthInit;
    foliageDensity = foliageDensityInit;
}

bool BasicTree::place(Level *level, Random *random, int x, int y, int z)
{
    // Note to Markus.
    // currently the following fields are set randomly.  If you like, make them
    // parameters passed into "place".
    //
    // height: so the map generator can intelligently set the height of the tree,
    // and make forests with large trees in the middle and smaller ones on the edges.

    // Initialize the instance fields for the level and the seed.
    thisLevel = level;
    __int64 seed = random->nextLong();
    rnd->setSeed(seed);
    // Initialize the origin of the tree trunk
    origin[0] = x;
    origin[1] = y;
    origin[2] = z;
    // Sets the height.  Take out this line if height is passed as a parameter
    if (height == 0)
	{
        height = 5 + rnd->nextInt(heightVariance);
    }
    if (!(checkLocation()))
	{
        //System.out.println("Tree location failed");
        return false;
    }
	PIXBeginNamedEvent(0, "Placing BasicTree");
    //System.out.println("The height is");
    //System.out.println(height);
    //System.out.println("Trunk Height check done");
	PIXBeginNamedEvent(0, "Preparing tree");
    prepare();
	PIXEndNamedEvent();
    //System.out.println("Prepare done");
	PIXBeginNamedEvent(0, "Making foliage");
    makeFoliage();
	PIXEndNamedEvent();
    //System.out.println("Foliage done");
	PIXBeginNamedEvent(0, "Making trunk");
    makeTrunk();
	PIXEndNamedEvent();
    //System.out.println("Trunk done");
	PIXBeginNamedEvent(0, "Making branches");
    makeBranches();
	PIXEndNamedEvent();
    //System.out.println("Branches done");
	PIXEndNamedEvent();
    return true;
}