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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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4.3 kB · 149 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149#include "stdafx.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.level.tile.h"#include "OreFeature.h"
void OreFeature::_init(int tile, int count, int targetTile){ this->tile = tile; this->count = count; this->targetTile = targetTile;}
OreFeature::OreFeature(int tile, int count){ _init(tile, count, Tile::stone_Id);}
OreFeature::OreFeature(int tile, int count, int targetTile){ _init(tile, count, targetTile);}
bool OreFeature::place(Level *level, Random *random, int x, int y, int z){ PIXBeginNamedEvent(0,"Place Ore Feature"); float dir = random->nextFloat() * PI;
double x0 = x + 8 + Mth::sin(dir) * count / 8; double x1 = x + 8 - Mth::sin(dir) * count / 8; double z0 = z + 8 + Mth::cos(dir) * count / 8; double z1 = z + 8 - Mth::cos(dir) * count / 8;
double y0 = y + random->nextInt(3) - 2; double y1 = y + random->nextInt(3) - 2;
bool collisionsExpected = false;
LevelGenerationOptions *levelGenOptions = NULL; if( app.getLevelGenerationOptions() != NULL ) { levelGenOptions = app.getLevelGenerationOptions();
// 4J Stu - Optimise schematic intersection checks by first checking the max possible bounding box of this place call int minX = x0 - 1; int minY = y0 - 1; int minZ = z0 - 1;
double maxss = count / 16; double maxr = (Mth::sin(PI) + 1) * maxss + 1; double maxhr = (Mth::sin(PI) + 1) * maxss + 1; int maxX = Mth::floor(x1 + maxr / 2); int maxY = Mth::floor(y1 + maxhr / 2); int maxZ = Mth::floor(z1 + maxr / 2);
collisionsExpected = levelGenOptions->checkIntersects(minX, minY, minZ, maxX, maxY, maxZ); }
bool doEarlyRejectTest = false; if( y0 > level->getSeaLevel() ) { doEarlyRejectTest = true; }
for (int d = 0; d <= count; d++) { double xx = x0 + (x1 - x0) * d / count; double yy = y0 + (y1 - y0) * d / count; double zz = z0 + (z1 - z0) * d / count;
double ss = random->nextDouble() * count / 16; double r = (Mth::sin(d * PI / count) + 1) * ss + 1; double hr = r; //(Mth::sin(d * PI / count) + 1) * ss + 1;
double halfR = r/2; double halfHR = halfR; //hr/2;
int xt0 = Mth::floor(xx - halfR); int yt0 = Mth::floor(yy - halfHR); int zt0 = Mth::floor(zz - halfR);
int xt1 = Mth::floor(xx + halfR); int yt1 = Mth::floor(yy + halfHR); int zt1 = Mth::floor(zz + halfR);
// 4J Stu Added to stop ore features generating areas previously place by game rule generation if(collisionsExpected && levelGenOptions != NULL) { bool intersects = levelGenOptions->checkIntersects(xt0, yt0, zt0, xt1, yt1, zt1); if(intersects) { //app.DebugPrintf("Skipping ore feature generation as it overlaps a game rule structure\n"); continue; } }
// A large % of ore placement is entirely into the air. Attempt to identify some of these early, by check the corners // of the area we are placing in to see if we are going to (very probably) be entirely above the height stored in the heightmap
if( doEarlyRejectTest ) { bool earlyReject = true; if ( level->getHeightmap(xt0, zt0) >= yt0 ) earlyReject = false; else if( level->getHeightmap(xt1, zt0) >= yt0 ) earlyReject = false; else if( level->getHeightmap(xt0, zt1) >= yt0 ) earlyReject = false; else if( level->getHeightmap(xt1, zt1) >= yt0 ) earlyReject = false;
if( earlyReject ) continue; }
double xdxd,ydyd;
double xd0 = ((xt0 + 0.5) - xx); double yd0 = ((yt0 + 0.5) - yy); double zd0 = ((zt0 + 0.5) - zz);
double halfRSq = halfR * halfR;
double xd = xd0; for (int x2 = xt0; x2 <= xt1; x2++, xd++) { xdxd = xd * xd; if (xdxd < halfRSq) { double yd = yd0; for (int y2 = yt0; y2 <= yt1; y2++, yd++) { ydyd = yd * yd; if (xdxd + ydyd < halfRSq) { double zd = zd0; for (int z2 = zt0; z2 <= zt1; z2++, zd++) { if (xdxd + ydyd + zd * zd < halfRSq) { if ( level->getTile(x2, y2, z2) == targetTile) { level->setTileAndData(x2, y2, z2, tile, 0, Tile::UPDATE_INVISIBLE_NO_LIGHT); } } } } } } } }
PIXEndNamedEvent(); return true;}