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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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12 kB · 424 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424#include "stdafx.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.level.biome.h"#include "net.minecraft.world.level.levelgen.h"#include "net.minecraft.world.level.levelgen.feature.h"#include "net.minecraft.world.level.levelgen.structure.h"#include "net.minecraft.world.level.levelgen.synth.h"#include "net.minecraft.world.level.tile.h"#include "net.minecraft.world.level.storage.h"#include "TheEndLevelRandomLevelSource.h"
TheEndLevelRandomLevelSource::TheEndLevelRandomLevelSource(Level *level, __int64 seed){ m_XZSize = END_LEVEL_MIN_WIDTH;
this->level = level;
random = new Random(seed); pprandom = new Random(seed); // 4J added lperlinNoise1 = new PerlinNoise(random, 16); lperlinNoise2 = new PerlinNoise(random, 16); perlinNoise1 = new PerlinNoise(random, 8);
scaleNoise = new PerlinNoise(random, 10); depthNoise = new PerlinNoise(random, 16);}
TheEndLevelRandomLevelSource::~TheEndLevelRandomLevelSource(){ delete random; delete pprandom; delete lperlinNoise1; delete lperlinNoise2; delete perlinNoise1; delete scaleNoise; delete depthNoise;}
void TheEndLevelRandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes){ doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons
int xChunks = 16 / CHUNK_WIDTH;
int xSize = xChunks + 1; int ySize = Level::genDepth / CHUNK_HEIGHT + 1; int zSize = xChunks + 1; 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 (val > 0) { tileId = Tile::endStone_Id; } else { }
blocks[offs] = (byte) tileId; offs += step; val += vala; } _s0 += _s0a; _s1 += _s1a; }
s0 += s0a; s1 += s1a; s2 += s2a; s3 += s3a; } } } } delete [] buffer.data;
}
void TheEndLevelRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes){ for (int x = 0; x < 16; x++) { for (int z = 0; z < 16; z++) { int runDepth = 1; int run = -1;
byte top = (byte) Tile::endStone_Id; byte material = (byte) Tile::endStone_Id;
for (int y = Level::genDepthMinusOne; y >= 0; y--) { int offs = (z * 16 + x) * Level::genDepth + y;
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::endStone_Id; }
run = runDepth; if (y >= 0) blocks[offs] = top; else blocks[offs] = material; } else if (run > 0) { run--; blocks[offs] = material; } } } } }}
LevelChunk *TheEndLevelRandomLevelSource::create(int x, int z){ return getChunk(x, z);}
LevelChunk *TheEndLevelRandomLevelSource::getChunk(int xOffs, int zOffs){ random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
BiomeArray biomes; // 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed unsigned 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 below level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true);
prepareHeights(xOffs, zOffs, blocks, biomes); buildSurfaces(xOffs, zOffs, blocks, biomes);
// 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);
levelChunk->recalcHeightmap();
//delete blocks.data; // Don't delete the blocks as the array data is actually owned by the chunk now delete biomes.data;
return levelChunk;}
doubleArray TheEndLevelRandomLevelSource::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;
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, z, xSize, zSize, 1.121, 1.121, 0.5); dr = depthNoise->getRegion(dr, x, z, xSize, zSize, 200.0, 200.0, 0.5);
s *= 2;
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);
int p = 0; int pp = 0;
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 depth = (dr[pp] / 8000.0); if (depth < 0) depth = -depth * 0.3; depth = depth * 3.0 - 2.0;
float xd = ((xx + x) - 0) / 1.0f; float zd = ((zz + z) - 0) / 1.0f; float doffs = 100 - sqrt(xd * xd + zd * zd) * 8; if (doffs > 80) doffs = 80; if (doffs < -100) doffs = -100; if (depth > 1) depth = 1; depth = depth / 8; depth = 0;
if (scale < 0) scale = 0; scale = (scale) + 0.5; depth = depth * ySize / 16;
pp++;
double yCenter = ySize / 2.0;
for (int yy = 0; yy < ySize; yy++) { double val = 0; double yOffs = (yy - (yCenter)) * 8 / scale;
if (yOffs < 0) yOffs *= -1;
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 -= 8; val += doffs;
int r = 2; if (yy > ySize / 2 - r) { double slide = (yy - (ySize / 2 - r)) / (64.0f); if (slide < 0) slide = 0; if (slide > 1) slide = 1; val = val * (1 - slide) + -3000 * slide; } r = 8; if (yy < r) { double slide = (r - yy) / (r - 1.0f); val = val * (1 - slide) + -30 * 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 TheEndLevelRandomLevelSource::hasChunk(int x, int y){ return true;}
void TheEndLevelRandomLevelSource::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_CLIENTS); } } } } } 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); } } } } } } }
}
void TheEndLevelRandomLevelSource::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, and passes the level random to the biome decorator. // 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. 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());
Biome *biome = level->getBiome(xo + 16, zo + 16); biome->decorate(level, pprandom, xo, zo); // 4J - passing pprandom rather than level->random here to make this consistent with our parallel world generation
HeavyTile::instaFall = false;
app.processSchematics(parent->getChunk(xt,zt));}
bool TheEndLevelRandomLevelSource::save(bool force, ProgressListener *progressListener){ return true;}
bool TheEndLevelRandomLevelSource::tick(){ return false;}
bool TheEndLevelRandomLevelSource::shouldSave(){ return true;}
wstring TheEndLevelRandomLevelSource::gatherStats(){ return L"RandomLevelSource";}
vector<Biome::MobSpawnerData *> *TheEndLevelRandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z){ Biome *biome = level->getBiome(x, z); if (biome == NULL) { return NULL; } return biome->getMobs(mobCategory);}
TilePos *TheEndLevelRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z){ return NULL;}
void TheEndLevelRandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ){}