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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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16 kB · 565 lines
C++
at main
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HellRandomLevelSource::HellRandomLevelSource(Level *level, __int64 seed){ int xzSize = level->getLevelData()->getXZSize(); int hellScale = level->getLevelData()->getHellScale(); m_XZSize = ceil((float)xzSize / hellScale);
netherBridgeFeature = new NetherBridgeFeature(); caveFeature = new LargeHellCaveFeature();
this->level = level;
random = new Random(seed); pprandom = new Random(seed); // 4J - added, so that we can have a separate random for doing post-processing in parallel with creation lperlinNoise1 = new PerlinNoise(random, 16); lperlinNoise2 = new PerlinNoise(random, 16); perlinNoise1 = new PerlinNoise(random, 8); perlinNoise2 = new PerlinNoise(random, 4); perlinNoise3 = new PerlinNoise(random, 4);
scaleNoise = new PerlinNoise(random, 10); depthNoise = new PerlinNoise(random, 16);}
HellRandomLevelSource::~HellRandomLevelSource(){ delete netherBridgeFeature; delete caveFeature;
delete random; delete pprandom; // 4J added delete lperlinNoise1; delete lperlinNoise2; delete perlinNoise1; delete perlinNoise2; delete perlinNoise3;
delete scaleNoise; delete depthNoise;}
void HellRandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks){ int xChunks = 16 / CHUNK_WIDTH; int waterHeight = 32;
int xSize = xChunks + 1; int ySize = Level::genDepth / CHUNK_HEIGHT + 1; int zSize = xChunks + 1; doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize);
for (int xc = 0; xc < xChunks; xc++) { for (int zc = 0; zc < xChunks; zc++) { for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; 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 = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y); int step = 1 << Level::genDepthBits; double zStep = 1 / (double) CHUNK_WIDTH;
double val = _s0; double vala = (_s1 - _s0) * zStep; for (int z = 0; z < CHUNK_WIDTH; z++) { int tileId = 0; if (yc * CHUNK_HEIGHT + y < waterHeight) { tileId = Tile::calmLava_Id; } if (val > 0) { tileId = Tile::netherRack_Id; }
blocks[offs] = (byte) tileId; offs += step; val += vala; } _s0 += _s0a; _s1 += _s1a; }
s0 += s0a; s1 += s1a; s2 += s2a; s3 += s3a; } } } } delete [] buffer.data;}
void HellRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks){ int waterHeight = Level::genDepth - 64;
double s = 1 / 32.0;
doubleArray sandBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety doubleArray gravelBuffer(16*16); doubleArray depthBuffer(16*16);
sandBuffer = perlinNoise2->getRegion(sandBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s, s, 1); gravelBuffer = perlinNoise2->getRegion(gravelBuffer, xOffs * 16, 109, zOffs * 16, 16, 1, 16, s, 1, s); 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++) { bool sand = (sandBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0; bool gravel = (gravelBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0; int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);
int run = -1;
byte top = (byte) Tile::netherRack_Id; byte material = (byte) Tile::netherRack_Id;
for (int y = Level::genDepthMinusOne; y >= 0; y--) { int offs = (z * 16 + x) * Level::genDepth + y;
// 4J Build walls around the level bool blockSet = false; if(xOffs <= -(m_XZSize/2)) { if( z - random->nextInt( 4 ) <= 0 || xOffs < -(m_XZSize/2) ) { blocks[offs] = (byte) Tile::unbreakable_Id; blockSet = true; } } if(zOffs <= -(m_XZSize/2)) { if( x - random->nextInt( 4 ) <= 0 || zOffs < -(m_XZSize/2)) { blocks[offs] = (byte) Tile::unbreakable_Id; blockSet = true; } } if(xOffs >= (m_XZSize/2)-1) { if( z + random->nextInt(4) >= 15 || xOffs > (m_XZSize/2)) { blocks[offs] = (byte) Tile::unbreakable_Id; blockSet = true; } } if(zOffs >= (m_XZSize/2)-1) { if( x + random->nextInt(4) >= 15 || zOffs > (m_XZSize/2) ) { blocks[offs] = (byte) Tile::unbreakable_Id; blockSet = true; } } if( blockSet ) continue; // End 4J Extra to build walls around the level
if (y >= Level::genDepthMinusOne - random->nextInt(5) || y <= 0 + random->nextInt(5)) { blocks[offs] = (byte) Tile::unbreakable_Id; } else { int old = blocks[offs];
if (old == 0) { run = -1; } else if (old == Tile::netherRack_Id) { if (run == -1) { if (runDepth <= 0) { top = 0; material = (byte) Tile::netherRack_Id; } else if (y >= waterHeight - 4 && y <= waterHeight + 1) { top = (byte) Tile::netherRack_Id; material = (byte) Tile::netherRack_Id; if (gravel) top = (byte) Tile::gravel_Id; if (gravel) material = (byte) Tile::netherRack_Id; if (sand) { // 4J Stu - Make some nether wart spawn outside of the nether fortresses if(random->nextInt(16) == 0) { top = (byte) Tile::netherStalk_Id;
// Place the nether wart on top of the soul sand y += 1; int genDepthMinusOne = Level::genDepthMinusOne; // Take into local int for PS4 as min takes a reference to the const int there and then needs the value to exist for the linker y = min(y, genDepthMinusOne); runDepth += 1; offs = (z * 16 + x) * Level::genDepth + y; } else { top = (byte) Tile::soulsand_Id; } } if (sand) material = (byte) Tile::soulsand_Id; }
if (y < waterHeight && top == 0) top = (byte) Tile::calmLava_Id;
run = runDepth; // 4J Stu - If sand, then allow adding nether wart at heights below the water level if (y >= waterHeight - 1 || sand) blocks[offs] = top; else blocks[offs] = material; } else if (run > 0) { run--; blocks[offs] = material; } } } } } } delete [] sandBuffer.data; delete [] gravelBuffer.data; delete [] depthBuffer.data;}
LevelChunk *HellRandomLevelSource::create(int x, int z){ return getChunk(x,z);}
LevelChunk *HellRandomLevelSource::getChunk(int xOffs, int zOffs){ random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
// 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed int blocksSize = Level::genDepth * 16 * 16; byte *tileData = (byte *)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE); XMemSet128(tileData,0,blocksSize); byteArray blocks = byteArray(tileData,blocksSize); // byteArray blocks = byteArray(16 * level->depth * 16);
prepareHeights(xOffs, zOffs, blocks); buildSurfaces(xOffs, zOffs, blocks);
caveFeature->apply(this, level, xOffs, zOffs, blocks); netherBridgeFeature->apply(this, level, xOffs, zOffs, blocks);
// 4J - this now creates compressed block data from the blocks array passed in, so needs to be after data is finalised. // 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); levelChunk->setCheckAllLight(); 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 HellRandomLevelSource::lightChunk(LevelChunk *lc){ lc->recalcHeightmap();}
doubleArray HellRandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize){ if (buffer.data == NULL) { buffer = doubleArray(xSize * ySize * zSize); }
double s = 1 * 684.412; double hs = 1 * 684.412 * 3;
doubleArray pnr, ar, br, sr, dr, fi, fis; // 4J - used to be declared with class level scope but moved here for thread safety
sr = scaleNoise->getRegion(sr, x, y, z, xSize, 1, zSize, 1.0, 0, 1.0); dr = depthNoise->getRegion(dr, x, y, z, xSize, 1, zSize, 100.0, 0, 100.0);
pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 60.0, 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);
int p = 0; int pp = 0; doubleArray yoffs = doubleArray(ySize); for (int yy = 0; yy < ySize; yy++) { yoffs[yy] = cos(yy * PI * 6 / (double) ySize) * 2;
double dd = yy; if (yy > ySize / 2) { dd = (ySize - 1) - yy; } if (dd < 4) { dd = 4 - dd; yoffs[yy] -= dd * dd * dd * 10; } }
for (int xx = 0; xx < xSize; xx++) { for (int zz = 0; zz < zSize; zz++) { double scale = ((sr[pp] + 256.0) / 512); if (scale > 1) scale = 1;
double floating = 0;
double depth = (dr[pp] / 8000.0); if (depth < 0) depth = -depth; depth = depth * 3.0 - 3.0;
if (depth < 0) { depth = depth / 2; if (depth < -1) depth = -1; depth = depth / 1.4; depth /= 2; scale = 0; } else { if (depth > 1) depth = 1; depth = depth / 6; } scale = (scale) + 0.5; depth = depth * ySize / 16; pp++;
for (int yy = 0; yy < ySize; yy++) { double val = 0;
double yOffs = yoffs[yy];
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; }
if (yy < floating) { double slide = (floating - yy) / (4); if (slide < 0) slide = 0; if (slide > 1) slide = 1; 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; delete [] yoffs.data;
return buffer;}
bool HellRandomLevelSource::hasChunk(int x, int y){ return true;}
void HellRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt){ HeavyTile::instaFall = true; int xo = xt * 16; int zo = zt * 16;
// 4J - added. The original java didn't do any setting of the random seed here. We'll be running our postProcess in parallel with getChunk etc. so // we need to use a separate random - have used the same initialisation code as used in RandomLevelSource::postProcess to make sure this random value // is consistent for each world generation. Also changed all uses of random here to pprandom. pprandom->setSeed(level->getSeed()); __int64 xScale = pprandom->nextLong() / 2 * 2 + 1; __int64 zScale = pprandom->nextLong() / 2 * 2 + 1; pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
netherBridgeFeature->postProcess(level, pprandom, xt, zt);
for (int i = 0; i < 8; i++) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth - 8) + 4; int z = zo + pprandom->nextInt(16) + 8; HellSpringFeature(Tile::lava_Id, false).place(level, pprandom, x, y, z); }
int count = pprandom->nextInt(pprandom->nextInt(10) + 1) + 1;
for (int i = 0; i < count; i++) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth - 8) + 4; int z = zo + pprandom->nextInt(16) + 8; HellFireFeature().place(level, pprandom, x, y, z); }
count = pprandom->nextInt(pprandom->nextInt(10) + 1); for (int i = 0; i < count; i++) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth - 8) + 4; int z = zo + pprandom->nextInt(16) + 8; LightGemFeature().place(level, pprandom, x, y, z); }
for (int i = 0; i < 10; i++) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth); int z = zo + pprandom->nextInt(16) + 8; HellPortalFeature().place(level, pprandom, x, y, z); }
if (pprandom->nextInt(1) == 0) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth); int z = zo + pprandom->nextInt(16) + 8; FlowerFeature(Tile::mushroom_brown_Id).place(level, pprandom, x, y, z); }
if (pprandom->nextInt(1) == 0) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth); int z = zo + pprandom->nextInt(16) + 8; FlowerFeature(Tile::mushroom_red_Id).place(level, pprandom, x, y, z); }
OreFeature quartzFeature(Tile::netherQuartz_Id, 13, Tile::netherRack_Id); for (int i = 0; i < 16; i++) { int x = xo + pprandom->nextInt(16); int y = pprandom->nextInt(Level::genDepth - 20) + 10; int z = zo + pprandom->nextInt(16); quartzFeature.place(level, pprandom, x, y, z); }
for (int i = 0; i < 16; i++) { int x = xo + random->nextInt(16); int y = random->nextInt(Level::genDepth - 20) + 10; int z = zo + random->nextInt(16); HellSpringFeature hellSpringFeature(Tile::lava_Id, true); hellSpringFeature.place(level, random, x, y, z); }
HeavyTile::instaFall = false;
app.processSchematics(parent->getChunk(xt,zt));
}
bool HellRandomLevelSource::save(bool force, ProgressListener *progressListener){ return true;}
bool HellRandomLevelSource::tick(){ return false;}
bool HellRandomLevelSource::shouldSave(){ return true;}
wstring HellRandomLevelSource::gatherStats(){ return L"HellRandomLevelSource";}
vector<Biome::MobSpawnerData *> *HellRandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z){ // check if the coordinates is within a netherbridge if (mobCategory == MobCategory::monster) { if(netherBridgeFeature->isInsideFeature(x, y, z)) { return netherBridgeFeature->getBridgeEnemies(); } if ((netherBridgeFeature->isInsideBoundingFeature(x, y, z) && level->getTile(x, y - 1, z) == Tile::netherBrick_Id)) { return netherBridgeFeature->getBridgeEnemies(); } }
Biome *biome = level->getBiome(x, z); if (biome == NULL) { return NULL; } return biome->getMobs(mobCategory);}
TilePos *HellRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z){ return NULL;}
void HellRandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ){ netherBridgeFeature->apply(this, level, chunkX, chunkZ, NULL);}