the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "net.minecraft.world.level.h"
3#include "net.minecraft.world.level.levelgen.h"
4#include "net.minecraft.world.level.levelgen.feature.h"
5#include "net.minecraft.world.level.levelgen.structure.h"
6#include "net.minecraft.world.level.levelgen.synth.h"
7#include "net.minecraft.world.level.tile.h"
8#include "net.minecraft.world.level.storage.h"
9#include "FlatLevelSource.h"
10
11
12//FlatLevelSource::villageFeature = new VillageFeature(1);
13
14FlatLevelSource::FlatLevelSource(Level *level, __int64 seed, bool generateStructures)
15{
16 m_XZSize = level->getLevelData()->getXZSize();
17
18 this->level = level;
19 this->generateStructures = generateStructures;
20 this->random = new Random(seed);
21 this->pprandom = new Random(seed); // 4J - added, so that we can have a separate random for doing post-processing in parallel with creation
22
23 villageFeature = new VillageFeature(m_XZSize);
24
25
26}
27
28FlatLevelSource::~FlatLevelSource()
29{
30 delete random;
31 delete pprandom;
32 delete villageFeature;
33}
34
35void FlatLevelSource::prepareHeights(byteArray blocks)
36{
37 int height = blocks.length / (16 * 16);
38
39 for (int xc = 0; xc < 16; xc++)
40 {
41 for (int zc = 0; zc < 16; zc++)
42 {
43 for (int yc = 0; yc < height; yc++)
44 {
45 int block = 0;
46 if (yc == 0)
47 {
48 block = Tile::unbreakable_Id;
49 }
50 else if (yc <= 2)
51 {
52 block = Tile::dirt_Id;
53 }
54 else if (yc == 3)
55 {
56 block = Tile::grass_Id;
57 }
58 blocks[xc << 11 | zc << 7 | yc] = (byte) block;
59 }
60 }
61 }
62}
63
64LevelChunk *FlatLevelSource::create(int x, int z)
65{
66 return getChunk(x, z);
67}
68
69LevelChunk *FlatLevelSource::getChunk(int xOffs, int zOffs)
70{
71 // 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
72 int chunksSize = Level::genDepth * 16 * 16;
73 byte *tileData = (byte *)XPhysicalAlloc(chunksSize, MAXULONG_PTR, 4096, PAGE_READWRITE);
74 XMemSet128(tileData,0,chunksSize);
75 byteArray blocks = byteArray(tileData,chunksSize);
76// byteArray blocks = byteArray(16 * level->depth * 16);
77 prepareHeights(blocks);
78
79// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J - moved below
80 // double[] temperatures = level.getBiomeSource().temperatures;
81
82
83 if (generateStructures)
84 {
85 villageFeature->apply(this, level, xOffs, zOffs, blocks);
86 }
87
88 // 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
89 // now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
90 LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
91 XPhysicalFree(tileData);
92
93 levelChunk->recalcHeightmap();
94
95 return levelChunk;
96}
97
98
99bool FlatLevelSource::hasChunk(int x, int y)
100{
101 return true;
102}
103
104void FlatLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
105{
106 // 4J - changed from random to pprandom so we can run in parallel with getChunk etc.
107 pprandom->setSeed(level->getSeed());
108 __int64 xScale = pprandom->nextLong() / 2 * 2 + 1;
109 __int64 zScale = pprandom->nextLong() / 2 * 2 + 1;
110 pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
111
112 if (generateStructures)
113 {
114 villageFeature->postProcess(level, pprandom, xt, zt);
115 }
116
117 app.processSchematics(parent->getChunk(xt,zt));
118}
119
120bool FlatLevelSource::save(bool force, ProgressListener *progressListener)
121{
122 return true;
123}
124
125bool FlatLevelSource::tick()
126{
127 return false;
128}
129
130bool FlatLevelSource::shouldSave()
131{
132 return true;
133}
134
135wstring FlatLevelSource::gatherStats()
136{
137 return L"FlatLevelSource";
138}
139
140vector<Biome::MobSpawnerData *> *FlatLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
141{
142 Biome *biome = level->getBiome(x, z);
143 if (biome == NULL)
144 {
145 return NULL;
146 }
147 return biome->getMobs(mobCategory);
148}
149
150TilePos *FlatLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
151{
152 return NULL;
153}
154
155void FlatLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
156{
157 // TODO
158}