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.tile.h"
4#include "net.minecraft.world.level.storage.h"
5#include "HellFlatLevelSource.h"
6
7HellFlatLevelSource::HellFlatLevelSource(Level *level, __int64 seed)
8{
9 int xzSize = level->getLevelData()->getXZSize();
10 int hellScale = level->getLevelData()->getHellScale();
11 m_XZSize = ceil((float)xzSize / hellScale);
12
13 this->level = level;
14
15 random = new Random(seed);
16 pprandom = new Random(seed);
17}
18
19HellFlatLevelSource::~HellFlatLevelSource()
20{
21 delete random;
22 delete pprandom;
23}
24
25void HellFlatLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
26{
27 int height = blocks.length / (16 * 16);
28
29 for (int xc = 0; xc < 16; xc++)
30 {
31 for (int zc = 0; zc < 16; zc++)
32 {
33 for (int yc = 0; yc < height; yc++)
34 {
35 int block = 0;
36 if ( (yc <= 6) || ( yc >= 121 ) )
37 {
38 block = Tile::netherRack_Id;
39 }
40
41 blocks[xc << 11 | zc << 7 | yc] = (byte) block;
42 }
43 }
44 }
45}
46
47void HellFlatLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks)
48{
49 for (int x = 0; x < 16; x++)
50 {
51 for (int z = 0; z < 16; z++)
52 {
53 for (int y = Level::genDepthMinusOne; y >= 0; y--)
54 {
55 int offs = (z * 16 + x) * Level::genDepth + y;
56
57 // 4J Build walls around the level
58 bool blockSet = false;
59 if(xOffs <= -(m_XZSize/2))
60 {
61 if( z - random->nextInt( 4 ) <= 0 || xOffs < -(m_XZSize/2) )
62 {
63 blocks[offs] = (byte) Tile::unbreakable_Id;
64 blockSet = true;
65 }
66 }
67 if(zOffs <= -(m_XZSize/2))
68 {
69 if( x - random->nextInt( 4 ) <= 0 || zOffs < -(m_XZSize/2))
70 {
71 blocks[offs] = (byte) Tile::unbreakable_Id;
72 blockSet = true;
73 }
74 }
75 if(xOffs >= (m_XZSize/2)-1)
76 {
77 if( z + random->nextInt(4) >= 15 || xOffs > (m_XZSize/2))
78 {
79 blocks[offs] = (byte) Tile::unbreakable_Id;
80 blockSet = true;
81 }
82 }
83 if(zOffs >= (m_XZSize/2)-1)
84 {
85 if( x + random->nextInt(4) >= 15 || zOffs > (m_XZSize/2) )
86 {
87 blocks[offs] = (byte) Tile::unbreakable_Id;
88 blockSet = true;
89 }
90 }
91 if( blockSet ) continue;
92 // End 4J Extra to build walls around the level
93
94 if (y >= Level::genDepthMinusOne - random->nextInt(5))
95 {
96 blocks[offs] = (byte) Tile::unbreakable_Id;
97 }
98 else if (y <= 0 + random->nextInt(5))
99 {
100 blocks[offs] = (byte) Tile::unbreakable_Id;
101 }
102 }
103 }
104 }
105}
106
107LevelChunk *HellFlatLevelSource::create(int x, int z)
108{
109 return getChunk(x,z);
110}
111
112LevelChunk *HellFlatLevelSource::getChunk(int xOffs, int zOffs)
113{
114 random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
115
116 // 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
117 int chunksSize = Level::genDepth * 16 * 16;
118 byte *tileData = (byte *)XPhysicalAlloc(chunksSize, MAXULONG_PTR, 4096, PAGE_READWRITE);
119 XMemSet128(tileData,0,chunksSize);
120 byteArray blocks = byteArray(tileData,chunksSize);
121 // byteArray blocks = byteArray(16 * level->depth * 16);
122
123 prepareHeights(xOffs, zOffs, blocks);
124 buildSurfaces(xOffs, zOffs, blocks);
125
126 // caveFeature->apply(this, level, xOffs, zOffs, blocks);
127 // townFeature.apply(this, level, xOffs, zOffs, blocks);
128 // addCaves(xOffs, zOffs, blocks);
129 // addTowns(xOffs, zOffs, blocks);
130
131 // 4J - this now creates compressed block data from the blocks array passed in, so needs to be after data is finalised.
132 // Also now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
133 LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
134 XPhysicalFree(tileData);
135 return levelChunk;
136}
137
138// 4J - removed & moved into its own method from getChunk, so we can call recalcHeightmap after the chunk is added into the cache. Without
139// 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.
140// lightgaps also does light 1 block into the neighbouring chunks, and maybe that is somehow enough to get lighting to propagate round the world,
141// but this just doesn't seem right - this isn't a new fault in the 360 version, have checked that java does the same.
142void HellFlatLevelSource::lightChunk(LevelChunk *lc)
143{
144 lc->recalcHeightmap();
145}
146
147bool HellFlatLevelSource::hasChunk(int x, int y)
148{
149 return true;
150}
151
152void HellFlatLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
153{
154 HeavyTile::instaFall = true;
155 int xo = xt * 16;
156 int zo = zt * 16;
157
158 // 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
159 // we need to use a separate random - have used the same initialisation code as used in RandomLevelSource::postProcess to make sure this random value
160 // is consistent for each world generation. Also changed all uses of random here to pprandom.
161 pprandom->setSeed(level->getSeed());
162 __int64 xScale = pprandom->nextLong() / 2 * 2 + 1;
163 __int64 zScale = pprandom->nextLong() / 2 * 2 + 1;
164 pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
165
166 int count = pprandom->nextInt(pprandom->nextInt(10) + 1) + 1;
167
168 for (int i = 0; i < count; i++)
169 {
170 int x = xo + pprandom->nextInt(16) + 8;
171 int y = pprandom->nextInt(Level::genDepth - 8) + 4;
172 int z = zo + pprandom->nextInt(16) + 8;
173 HellFireFeature().place(level, pprandom, x, y, z);
174 }
175
176 count = pprandom->nextInt(pprandom->nextInt(10) + 1);
177 for (int i = 0; i < count; i++)
178 {
179 int x = xo + pprandom->nextInt(16) + 8;
180 int y = pprandom->nextInt(Level::genDepth - 8) + 4;
181 int z = zo + pprandom->nextInt(16) + 8;
182 LightGemFeature().place(level, pprandom, x, y, z);
183 }
184
185 HeavyTile::instaFall = false;
186
187 app.processSchematics(parent->getChunk(xt,zt));
188
189}
190
191bool HellFlatLevelSource::save(bool force, ProgressListener *progressListener)
192{
193 return true;
194}
195
196bool HellFlatLevelSource::tick()
197{
198 return false;
199}
200
201bool HellFlatLevelSource::shouldSave()
202{
203 return true;
204}
205
206wstring HellFlatLevelSource::gatherStats()
207{
208 return L"HellFlatLevelSource";
209}
210
211vector<Biome::MobSpawnerData *> *HellFlatLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
212{
213 Biome *biome = level->getBiome(x, z);
214 if (biome == NULL)
215 {
216 return NULL;
217 }
218 return biome->getMobs(mobCategory);
219}
220
221TilePos *HellFlatLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
222{
223 return NULL;
224}
225
226void HellFlatLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
227{
228}