the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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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.biome.h" 5#include "LargeCaveFeature.h" 6 7void LargeCaveFeature::addRoom(__int64 seed, int xOffs, int zOffs, byteArray blocks, double xRoom, double yRoom, double zRoom) 8{ 9 addTunnel(seed, xOffs, zOffs, blocks, xRoom, yRoom, zRoom, 1 + random->nextFloat() * 6, 0, 0, -1, -1, 0.5); 10} 11 12void LargeCaveFeature::addTunnel(__int64 seed, int xOffs, int zOffs, byteArray blocks, double xCave, double yCave, double zCave, float thickness, float yRot, float xRot, int step, int dist, double yScale) 13{ 14 double xMid = xOffs * 16 + 8; 15 double zMid = zOffs * 16 + 8; 16 17 float yRota = 0; 18 float xRota = 0; 19 Random random = Random(seed); 20 21 if (dist <= 0) 22 { 23 int max = radius * 16 - 16; 24 dist = max - random.nextInt(max / 4); 25 } 26 bool singleStep = false; 27 28 if (step == -1) 29 { 30 step = dist / 2; 31 singleStep = true; 32 } 33 34 35 int splitPoint = random.nextInt(dist / 2) + dist / 4; 36 bool steep = random.nextInt(6) == 0; 37 38 for (; step < dist; step++) 39 { 40 double rad = 1.5 + (Mth::sin(step * PI / dist) * thickness) * 1; 41 double yRad = rad * yScale; 42 43 float xc = Mth::cos(xRot); 44 float xs = Mth::sin(xRot); 45 xCave += Mth::cos(yRot) * xc; 46 yCave += xs; 47 zCave += Mth::sin(yRot) * xc; 48 49 if (steep) 50 { 51 xRot *= 0.92f; 52 } 53 else 54 { 55 xRot *= 0.7f; 56 } 57 xRot += xRota * 0.1f; 58 yRot += yRota * 0.1f; 59 60 xRota *= 0.90f; 61 yRota *= 0.75f; 62 xRota += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2; 63 yRota += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4; 64 65 66 if (!singleStep && step == splitPoint && thickness > 1 && dist > 0) 67 { 68 addTunnel(random.nextLong(), xOffs, zOffs, blocks, xCave, yCave, zCave, random.nextFloat() * 0.5f + 0.5f, yRot - PI / 2, xRot / 3, step, dist, 1.0); 69 addTunnel(random.nextLong(), xOffs, zOffs, blocks, xCave, yCave, zCave, random.nextFloat() * 0.5f + 0.5f, yRot + PI / 2, xRot / 3, step, dist, 1.0); 70 return; 71 } 72 if (!singleStep && random.nextInt(4) == 0) continue; 73 { 74 double xd = xCave - xMid; 75 double zd = zCave - zMid; 76 double remaining = dist - step; 77 double rr = (thickness + 2) + 16; 78 if (xd * xd + zd * zd - (remaining * remaining) > rr * rr) 79 { 80 return; 81 } 82 } 83 84 if (xCave < xMid - 16 - rad * 2 || zCave < zMid - 16 - rad * 2 || xCave > xMid + 16 + rad * 2 || zCave > zMid + 16 + rad * 2) continue; 85 86 int x0 = Mth::floor(xCave - rad) - xOffs * 16 - 1; 87 int x1 = Mth::floor(xCave + rad) - xOffs * 16 + 1; 88 89 int y0 = Mth::floor(yCave - yRad) - 1; 90 int y1 = Mth::floor(yCave + yRad) + 1; 91 92 int z0 = Mth::floor(zCave - rad) - zOffs * 16 - 1; 93 int z1 = Mth::floor(zCave + rad) - zOffs * 16 + 1; 94 95 if (x0 < 0) x0 = 0; 96 if (x1 > 16) x1 = 16; 97 98 if (y0 < 1) y0 = 1; 99 if (y1 > Level::genDepth - 8) y1 = Level::genDepth - 8; 100 101 if (z0 < 0) z0 = 0; 102 if (z1 > 16) z1 = 16; 103 104 bool detectedWater = false; 105 for (int xx = x0; !detectedWater && xx < x1; xx++) 106 { 107 for (int zz = z0; !detectedWater && zz < z1; zz++) 108 { 109 for (int yy = y1 + 1; !detectedWater && yy >= y0 - 1; yy--) 110 { 111 int p = (xx * 16 + zz) * Level::genDepth + yy; 112 if (yy < 0 || yy >= Level::genDepth) continue; 113 if (blocks[p] == Tile::water_Id || blocks[p] == Tile::calmWater_Id) 114 { 115 detectedWater = true; 116 } 117 if (yy != y0 - 1 && xx != x0 && xx != x1 - 1 && zz != z0 && zz != z1 - 1) 118 { 119 yy = y0; 120 } 121 } 122 } 123 } 124 if (detectedWater) continue; 125 126 for (int xx = x0; xx < x1; xx++) 127 { 128 double xd = ((xx + xOffs * 16 + 0.5) - xCave) / rad; 129 for (int zz = z0; zz < z1; zz++) 130 { 131 double zd = ((zz + zOffs * 16 + 0.5) - zCave) / rad; 132 int p = (xx * 16 + zz) * Level::genDepth + y1; 133 bool hasGrass = false; 134 if (xd * xd + zd * zd < 1) 135 { 136 for (int yy = y1 - 1; yy >= y0; yy--) 137 { 138 double yd = (yy + 0.5 - yCave) / yRad; 139 if (yd > -0.7 && xd * xd + yd * yd + zd * zd < 1) 140 { 141 int block = blocks[p]; 142 if (block == Tile::grass_Id) hasGrass = true; 143 if (block == Tile::stone_Id || block == Tile::dirt_Id || block == Tile::grass_Id) 144 { 145 if (yy < 10) 146 { 147 blocks[p] = (byte) Tile::lava_Id; 148 } 149 else 150 { 151 blocks[p] = (byte) 0; 152 if (hasGrass && blocks[p - 1] == Tile::dirt_Id) blocks[p - 1] = (byte) level->getBiome(xx + xOffs * 16, zz + zOffs * 16)->topMaterial; 153 } 154 } 155 } 156 p--; 157 } 158 } 159 } 160 } 161 if (singleStep) break; 162 } 163 164} 165 166void LargeCaveFeature::addFeature(Level *level, int x, int z, int xOffs, int zOffs, byteArray blocks) 167{ 168 int caves = random->nextInt(random->nextInt(random->nextInt(40) + 1) + 1); 169 if (random->nextInt(15) != 0) caves = 0; 170 171 for (int cave = 0; cave < caves; cave++) 172 { 173 double xCave = x * 16 + random->nextInt(16); 174 double yCave = random->nextInt(random->nextInt(Level::genDepth - 8) + 8); 175 double zCave = z * 16 + random->nextInt(16); 176 177 int tunnels = 1; 178 if (random->nextInt(4) == 0) 179 { 180 addRoom(random->nextLong(), xOffs, zOffs, blocks, xCave, yCave, zCave); 181 tunnels += random->nextInt(4); 182 } 183 184 for (int i = 0; i < tunnels; i++) 185 { 186 187 float yRot = random->nextFloat() * PI * 2; 188 float xRot = ((random->nextFloat() - 0.5f) * 2) / 8; 189 float thickness = random->nextFloat() * 2 + random->nextFloat(); 190 if (random->nextInt(10) == 0) thickness *= random->nextFloat() * random->nextFloat() * 3 + 1; 191 192 addTunnel(random->nextLong(), xOffs, zOffs, blocks, xCave, yCave, zCave, thickness, yRot, xRot, 0, 0, 1.0); 193 } 194 } 195 196}