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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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28 kB · 914 lines
C++
at master
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#ifdef __PS3__#include "..\Minecraft.Client\PS3\SPU_Tasks\PerlinNoise\PerlinNoiseJob.h"#include "C4JSpursJob.h"static PerlinNoise_DataIn g_lperlinNoise1_SPU __attribute__((__aligned__(16)));static PerlinNoise_DataIn g_lperlinNoise2_SPU __attribute__((__aligned__(16)));static PerlinNoise_DataIn g_perlinNoise1_SPU __attribute__((__aligned__(16)));static PerlinNoise_DataIn g_scaleNoise_SPU __attribute__((__aligned__(16)));static PerlinNoise_DataIn g_depthNoise_SPU __attribute__((__aligned__(16)));//#define DISABLE_SPU_CODE
#endif
const double RandomLevelSource::SNOW_SCALE = 0.3;const double RandomLevelSource::SNOW_CUTOFF = 0.5;
RandomLevelSource::RandomLevelSource(Level *level, __int64 seed, bool generateStructures) : generateStructures( generateStructures ){ m_XZSize = level->getLevelData()->getXZSize();#ifdef _LARGE_WORLDS level->getLevelData()->getMoatFlags(&m_classicEdgeMoat, &m_smallEdgeMoat, &m_mediumEdgeMoat);#endif caveFeature = new LargeCaveFeature(); strongholdFeature = new StrongholdFeature(); villageFeature = new VillageFeature(m_XZSize); mineShaftFeature = new MineShaftFeature(); scatteredFeature = new RandomScatteredLargeFeature(); canyonFeature = new CanyonFeature();
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); perlinNoise3 = new PerlinNoise(random, 4);
scaleNoise = new PerlinNoise(random, 10); depthNoise = new PerlinNoise(random, 16);
if (FLOATING_ISLANDS) { floatingIslandScale = new PerlinNoise(random, 10); floatingIslandNoise = new PerlinNoise(random, 16); } else { floatingIslandScale = NULL; floatingIslandNoise = NULL; }
forestNoise = new PerlinNoise(random, 8);}
RandomLevelSource::~RandomLevelSource(){ delete caveFeature; delete strongholdFeature; delete villageFeature; delete mineShaftFeature; delete scatteredFeature; delete canyonFeature;
this->level = level;
delete random;; delete lperlinNoise1; delete lperlinNoise2; delete perlinNoise1; delete perlinNoise3;
delete scaleNoise; delete depthNoise;
if (FLOATING_ISLANDS) { delete floatingIslandScale; delete floatingIslandNoise; }
delete forestNoise;
if( pows.data != NULL ) delete [] pows.data;}
int g_numPrepareHeightCalls = 0;LARGE_INTEGER g_totalPrepareHeightsTime = {0,0};LARGE_INTEGER g_averagePrepareHeightsTime = {0, 0};
#ifdef _LARGE_WORLDS
int RandomLevelSource::getMinDistanceToEdge(int xxx, int zzz, int worldSize, float falloffStart){ // Get distance to edges of world in x // we have to do a proper line dist check here int min = -worldSize/2; int max = (worldSize/2)-1;
// // only check if either x or z values are within the falloff // if(xxx > (min - falloffStart)
Vec3* topLeft = Vec3::newTemp(min, 0, min); Vec3* topRight = Vec3::newTemp(max, 0, min); Vec3* bottomLeft = Vec3::newTemp(min, 0, max); Vec3* bottomRight = Vec3::newTemp(max, 0, max);
float closest = falloffStart; float dist; // make sure we're in range of the edges before we do a full distance check if( (xxx > (min-falloffStart) && xxx < (min+falloffStart)) || (xxx > (max-falloffStart) && xxx < (max+falloffStart)) ) { Vec3* point = Vec3::newTemp(xxx, 0, zzz); if(xxx>0) dist = point->distanceFromLine(topRight, bottomRight); else dist = point->distanceFromLine(topLeft, bottomLeft); closest = dist; }
// make sure we're in range of the edges before we do a full distance check if( (zzz > (min-falloffStart) && zzz < (min+falloffStart)) || (zzz > (max-falloffStart) && zzz < (max+falloffStart)) ) { Vec3* point = Vec3::newTemp(xxx, 0, zzz); if(zzz>0) dist = point->distanceFromLine(bottomLeft, bottomRight); else dist = point->distanceFromLine(topLeft, topRight); if(dist<closest) closest = dist; }
return closest;}
float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin){ /////////////////////////////////////////////////////////////////// // 4J - add this chunk of code to make land "fall-off" at the edges of // a finite world - size of that world is currently hard-coded in here const int worldSize = m_XZSize * 16; const int falloffStart = 32; // chunks away from edge were we start doing fall-off const float falloffMax = 128.0f; // max value we need to get to falloff by the edge of the map
float comp = 0.0f; int emin = getMinDistanceToEdge(xxx, zzz, worldSize, falloffStart); // check if we have a larger world that should have moats int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC*16, LEVEL_WIDTH_SMALL*16, LEVEL_WIDTH_MEDIUM*16}; bool expandedMoatValues[3] = {m_classicEdgeMoat, m_smallEdgeMoat, m_mediumEdgeMoat}; for(int i=0;i<3;i++) { if(expandedMoatValues[i] && (worldSize > expandedWorldSizes[i])) { // this world has been expanded, with moat settings, so we need fallofs at this edges too int eminMoat = getMinDistanceToEdge(xxx, zzz, expandedWorldSizes[i], falloffStart); if(eminMoat < emin) { emin = eminMoat; } } }
// Calculate how much we want the world to fall away, if we're in the defined region to do so if( emin < falloffStart ) { int falloff = falloffStart - emin; comp = ((float)falloff / (float)falloffStart ) * falloffMax; } *pEMin = emin; return comp; // 4J - end of extra code ///////////////////////////////////////////////////////////////////}
#else
// MGH - go back to using the simpler version for PS3/vita/360, as it was causing a lot of slow down on the tuturial generationfloat RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin){ /////////////////////////////////////////////////////////////////// // 4J - add this chunk of code to make land "fall-off" at the edges of // a finite world - size of that world is currently hard-coded in here const int worldSize = m_XZSize * 16; const int falloffStart = 32; // chunks away from edge were we start doing fall-off const float falloffMax = 128.0f; // max value we need to get to falloff by the edge of the map
// Get distance to edges of world in x int xxx0 = xxx + ( worldSize / 2 ); if( xxx0 < 0 ) xxx0 = 0; int xxx1 = ( ( worldSize / 2 ) - 1 ) - xxx; if( xxx1 < 0 ) xxx1 = 0;
// Get distance to edges of world in z int zzz0 = zzz + ( worldSize / 2 ); if( zzz0 < 0 ) zzz0 = 0; int zzz1 = ( ( worldSize / 2 ) - 1 ) - zzz; if( zzz1 < 0 ) zzz1 = 0;
// Get min distance to any edge int emin = xxx0; if (xxx1 < emin ) emin = xxx1; if (zzz0 < emin ) emin = zzz0; if (zzz1 < emin ) emin = zzz1;
float comp = 0.0f;
// Calculate how much we want the world to fall away, if we're in the defined region to do so if( emin < falloffStart ) { int falloff = falloffStart - emin; comp = ((float)falloff / (float)falloffStart ) * falloffMax; } // 4J - end of extra code /////////////////////////////////////////////////////////////////// *pEMin = emin; return comp;}
#endif // _LARGE_WORLDS
void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks){ LARGE_INTEGER startTime; int xChunks = 16 / CHUNK_WIDTH; int yChunks = Level::genDepth / CHUNK_HEIGHT; int waterHeight = level->seaLevel;
int xSize = xChunks + 1; int ySize = Level::genDepth / CHUNK_HEIGHT + 1; int zSize = xChunks + 1;
BiomeArray biomes; // 4J created locally here for thread safety, java has this as a class member
level->getBiomeSource()->getRawBiomeBlock(biomes, xOffs * CHUNK_WIDTH - 2, zOffs * CHUNK_WIDTH - 2, xSize + 5, zSize + 5);
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, biomes);
QueryPerformanceCounter(&startTime); for (int xc = 0; xc < xChunks; xc++) { for (int zc = 0; zc < xChunks; zc++) { for (int yc = 0; yc < yChunks; 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; offs -= step; double zStep = 1 / (double) CHUNK_WIDTH;
double val = _s0; double vala = (_s1 - _s0) * zStep; val -= vala; for (int z = 0; z < CHUNK_WIDTH; z++) {// 4J Stu - I have removed all uses of the new getHeightFalloff function for now as we had some problems with PS3/PSVita world generation// I have fixed the non large worlds method, however we will be happier if the current builds go out with completely old code// We can put the new code back in mid-november 2014 once those PS3/Vita builds are gone (and the PS4 doesn't have world enlarging in these either anyway) int xxx = ( ( xOffs * 16 ) + x + ( xc * CHUNK_WIDTH ) ); int zzz = ( ( zOffs * 16 ) + z + ( zc * CHUNK_WIDTH ) ); int emin; float comp = getHeightFalloff(xxx, zzz, &emin);
// 4J - slightly rearranged this code (as of java 1.0.1 merge) to better fit with // changes we've made edge-of-world things - original sets blocks[offs += step] directly // here rather than setting a tileId int tileId = 0; // 4J - this comparison used to just be with 0.0f but is now varied by block above if ((val += vala) > comp) { tileId = (byte) Tile::stone_Id; } else if (yc * CHUNK_HEIGHT + y < waterHeight) { tileId = (byte) Tile::calmWater_Id; }
// 4J - more extra code to make sure that the column at the edge of the world is just water & rock, to match the infinite sea that // continues on after the edge of the world.
if( emin == 0 ) { // This matches code in MultiPlayerChunkCache that makes the geometry which continues at the edge of the world if( yc * CHUNK_HEIGHT + y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::stone_Id; else if( yc * CHUNK_HEIGHT + y < level->getSeaLevel() ) tileId = Tile::calmWater_Id; }
blocks[offs += step] = tileId; } _s0 += _s0a; _s1 += _s1a; }
s0 += s0a; s1 += s1a; s2 += s2a; s3 += s3a; } } } } LARGE_INTEGER endTime; QueryPerformanceCounter(&endTime); LARGE_INTEGER timeInFunc; timeInFunc.QuadPart = endTime.QuadPart - startTime.QuadPart; g_numPrepareHeightCalls++; g_totalPrepareHeightsTime.QuadPart += timeInFunc.QuadPart; g_averagePrepareHeightsTime.QuadPart = g_totalPrepareHeightsTime.QuadPart / g_numPrepareHeightCalls;
delete [] buffer.data; delete [] biomes.data;
}
void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes){ int waterHeight = level->seaLevel;
double s = 1 / 32.0;
doubleArray depthBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety
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++) { Biome *b = biomes[z + x * 16]; float temp = b->getTemperature(); int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);
int run = -1;
byte top = b->topMaterial; byte material = b->material;
LevelGenerationOptions *lgo = app.getLevelGenerationOptions(); if(lgo != NULL) { lgo->getBiomeOverride(b->id,material,top); }
for (int y = Level::genDepthMinusOne; y >= 0; y--) { int offs = (z * 16 + x) * Level::genDepth + y;
if (y <= 1 + random->nextInt(2)) // 4J - changed to make the bedrock not have bits you can get stuck in // if (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::stone_Id) { if (run == -1) { if (runDepth <= 0) { top = 0; material = (byte) Tile::stone_Id; } else if (y >= waterHeight - 4 && y <= waterHeight + 1) { top = b->topMaterial; material = b->material; if(lgo != NULL) { lgo->getBiomeOverride(b->id,material,top); } }
if (y < waterHeight && top == 0) { if (temp < 0.15f) top = (byte) Tile::ice_Id; else top = (byte) Tile::calmWater_Id; }
run = runDepth; if (y >= waterHeight - 1) blocks[offs] = top; else blocks[offs] = material; } else if (run > 0) { run--; blocks[offs] = material;
// place a few sandstone blocks beneath sand runs if (run == 0 && material == Tile::sand_Id) { run = random->nextInt(4); material = (byte) Tile::sandStone_Id; } } } } } } }
delete [] depthBuffer.data;
}
LevelChunk *RandomLevelSource::create(int x, int z){ return getChunk(x,z);}
LevelChunk *RandomLevelSource::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);
// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J - moved to below
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 == NULL) { buffer = doubleArray(xSize * ySize * zSize); } if (pows.data == NULL) { 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); }
#if defined __PS3__ && !defined DISABLE_SPU_CODE C4JSpursJobQueue::Port port("C4JSpursJob_PerlinNoise"); C4JSpursJob_PerlinNoise perlinJob1(&g_scaleNoise_SPU); C4JSpursJob_PerlinNoise perlinJob2(&g_depthNoise_SPU); C4JSpursJob_PerlinNoise perlinJob3(&g_perlinNoise1_SPU); C4JSpursJob_PerlinNoise perlinJob4(&g_lperlinNoise1_SPU); C4JSpursJob_PerlinNoise perlinJob5(&g_lperlinNoise2_SPU);
g_scaleNoise_SPU.set(scaleNoise, sr, x, z, xSize, zSize, 1.121, 1.121, 0.5); g_depthNoise_SPU.set(depthNoise, dr, x, z, xSize, zSize, 200.0, 200.0, 0.5); g_perlinNoise1_SPU.set(perlinNoise1, pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 160.0, s / 80.0); g_lperlinNoise1_SPU.set(lperlinNoise1, ar, x, y, z, xSize, ySize, zSize, s, hs, s); g_lperlinNoise2_SPU.set(lperlinNoise2, br, x, y, z, xSize, ySize, zSize, s, hs, s);
port.submitJob(&perlinJob1); port.submitJob(&perlinJob2); port.submitJob(&perlinJob3); port.submitJob(&perlinJob4); port.submitJob(&perlinJob5); port.waitForCompletion();#else 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);
#endif
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 getChunkvoid 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 xScale = pprandom->nextLong() / 2 * 2 + 1; __int64 zScale = pprandom->nextLong() / 2 * 2 + 1; pprandom->setSeed(((xt * xScale) + (zt * 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;}
wstring RandomLevelSource::gatherStats(){ return L"RandomLevelSource";}
vector<Biome::MobSpawnerData *> *RandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z){ Biome *biome = level->getBiome(x, z); if (biome == NULL) { return NULL; } if (mobCategory == MobCategory::monster && scatteredFeature->isSwamphut(x, y, z)) { return scatteredFeature->getSwamphutEnemies(); } return biome->getMobs(mobCategory);}
TilePos *RandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z){ if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL) { return strongholdFeature->getNearestGeneratedFeature(level, x, y, z); } return NULL;}
void RandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ){ if (generateStructures) { mineShaftFeature->apply(this, level, chunkX, chunkZ, NULL); villageFeature->apply(this, level, chunkX, chunkZ, NULL); strongholdFeature->apply(this, level, chunkX, chunkZ, NULL); scatteredFeature->apply(this, level, chunkX, chunkZ, NULL); }}