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.biome.h"
4#include "net.minecraft.world.level.levelgen.h"
5#include "net.minecraft.world.level.levelgen.feature.h"
6#include "net.minecraft.world.level.levelgen.structure.h"
7#include "net.minecraft.world.level.levelgen.synth.h"
8#include "net.minecraft.world.level.tile.h"
9#include "net.minecraft.world.level.storage.h"
10#include "TheEndLevelRandomLevelSource.h"
11
12TheEndLevelRandomLevelSource::TheEndLevelRandomLevelSource(Level *level, __int64 seed)
13{
14 m_XZSize = END_LEVEL_MIN_WIDTH;
15
16 this->level = level;
17
18 random = new Random(seed);
19 pprandom = new Random(seed); // 4J added
20 lperlinNoise1 = new PerlinNoise(random, 16);
21 lperlinNoise2 = new PerlinNoise(random, 16);
22 perlinNoise1 = new PerlinNoise(random, 8);
23
24 scaleNoise = new PerlinNoise(random, 10);
25 depthNoise = new PerlinNoise(random, 16);
26}
27
28TheEndLevelRandomLevelSource::~TheEndLevelRandomLevelSource()
29{
30 delete random;
31 delete pprandom;
32 delete lperlinNoise1;
33 delete lperlinNoise2;
34 delete perlinNoise1;
35 delete scaleNoise;
36 delete depthNoise;
37}
38
39void TheEndLevelRandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
40{
41 doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons
42
43 int xChunks = 16 / CHUNK_WIDTH;
44
45 int xSize = xChunks + 1;
46 int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
47 int zSize = xChunks + 1;
48 buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize);
49
50 for (int xc = 0; xc < xChunks; xc++)
51 {
52 for (int zc = 0; zc < xChunks; zc++)
53 {
54 for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; yc++)
55 {
56 double yStep = 1 / (double) CHUNK_HEIGHT;
57 double s0 = buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
58 double s1 = buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
59 double s2 = buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
60 double s3 = buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
61
62 double s0a = (buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] - s0) * yStep;
63 double s1a = (buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] - s1) * yStep;
64 double s2a = (buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] - s2) * yStep;
65 double s3a = (buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] - s3) * yStep;
66
67 for (int y = 0; y < CHUNK_HEIGHT; y++)
68 {
69 double xStep = 1 / (double) CHUNK_WIDTH;
70
71 double _s0 = s0;
72 double _s1 = s1;
73 double _s0a = (s2 - s0) * xStep;
74 double _s1a = (s3 - s1) * xStep;
75
76 for (int x = 0; x < CHUNK_WIDTH; x++)
77 {
78 int offs = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y);
79 int step = 1 << Level::genDepthBits;
80 double zStep = 1 / (double) CHUNK_WIDTH;
81
82 double val = _s0;
83 double vala = (_s1 - _s0) * zStep;
84 for (int z = 0; z < CHUNK_WIDTH; z++)
85 {
86 int tileId = 0;
87 if (val > 0)
88 {
89 tileId = Tile::endStone_Id;
90 } else {
91 }
92
93 blocks[offs] = (byte) tileId;
94 offs += step;
95 val += vala;
96 }
97 _s0 += _s0a;
98 _s1 += _s1a;
99 }
100
101 s0 += s0a;
102 s1 += s1a;
103 s2 += s2a;
104 s3 += s3a;
105 }
106 }
107 }
108 }
109 delete [] buffer.data;
110
111}
112
113void TheEndLevelRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
114{
115 for (int x = 0; x < 16; x++)
116 {
117 for (int z = 0; z < 16; z++)
118 {
119 int runDepth = 1;
120 int run = -1;
121
122 byte top = (byte) Tile::endStone_Id;
123 byte material = (byte) Tile::endStone_Id;
124
125 for (int y = Level::genDepthMinusOne; y >= 0; y--)
126 {
127 int offs = (z * 16 + x) * Level::genDepth + y;
128
129 int old = blocks[offs];
130
131 if (old == 0)
132 {
133 run = -1;
134 }
135 else if (old == Tile::stone_Id)
136 {
137 if (run == -1)
138 {
139 if (runDepth <= 0)
140 {
141 top = 0;
142 material = (byte) Tile::endStone_Id;
143 }
144
145 run = runDepth;
146 if (y >= 0) blocks[offs] = top;
147 else blocks[offs] = material;
148 }
149 else if (run > 0)
150 {
151 run--;
152 blocks[offs] = material;
153 }
154 }
155 }
156 }
157 }
158}
159
160LevelChunk *TheEndLevelRandomLevelSource::create(int x, int z)
161{
162 return getChunk(x, z);
163}
164
165LevelChunk *TheEndLevelRandomLevelSource::getChunk(int xOffs, int zOffs)
166{
167 random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
168
169 BiomeArray biomes;
170 // 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
171 unsigned int blocksSize = Level::genDepth * 16 * 16;
172 byte *tileData = (byte *)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE);
173 XMemSet128(tileData,0,blocksSize);
174 byteArray blocks = byteArray(tileData,blocksSize);
175 // byteArray blocks = byteArray(16 * level->depth * 16);
176
177 // LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J moved below
178 level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true);
179
180 prepareHeights(xOffs, zOffs, blocks, biomes);
181 buildSurfaces(xOffs, zOffs, blocks, biomes);
182
183 // 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
184 // now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
185 LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
186 XPhysicalFree(tileData);
187
188 levelChunk->recalcHeightmap();
189
190 //delete blocks.data; // Don't delete the blocks as the array data is actually owned by the chunk now
191 delete biomes.data;
192
193 return levelChunk;
194}
195
196doubleArray TheEndLevelRandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize)
197{
198 if (buffer.data == NULL)
199 {
200 buffer = doubleArray(xSize * ySize * zSize);
201 }
202
203 double s = 1 * 684.412;
204 double hs = 1 * 684.412;
205
206 doubleArray pnr, ar, br, sr, dr, fi, fis; // 4J - used to be declared with class level scope but moved here for thread safety
207
208 sr = scaleNoise->getRegion(sr, x, z, xSize, zSize, 1.121, 1.121, 0.5);
209 dr = depthNoise->getRegion(dr, x, z, xSize, zSize, 200.0, 200.0, 0.5);
210
211 s *= 2;
212
213 pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 160.0, s / 80.0);
214 ar = lperlinNoise1->getRegion(ar, x, y, z, xSize, ySize, zSize, s, hs, s);
215 br = lperlinNoise2->getRegion(br, x, y, z, xSize, ySize, zSize, s, hs, s);
216
217 int p = 0;
218 int pp = 0;
219
220 for (int xx = 0; xx < xSize; xx++)
221 {
222 for (int zz = 0; zz < zSize; zz++)
223 {
224 double scale = ((sr[pp] + 256.0) / 512);
225 if (scale > 1) scale = 1;
226
227
228 double depth = (dr[pp] / 8000.0);
229 if (depth < 0) depth = -depth * 0.3;
230 depth = depth * 3.0 - 2.0;
231
232 float xd = ((xx + x) - 0) / 1.0f;
233 float zd = ((zz + z) - 0) / 1.0f;
234 float doffs = 100 - sqrt(xd * xd + zd * zd) * 8;
235 if (doffs > 80) doffs = 80;
236 if (doffs < -100) doffs = -100;
237 if (depth > 1) depth = 1;
238 depth = depth / 8;
239 depth = 0;
240
241 if (scale < 0) scale = 0;
242 scale = (scale) + 0.5;
243 depth = depth * ySize / 16;
244
245 pp++;
246
247 double yCenter = ySize / 2.0;
248
249
250 for (int yy = 0; yy < ySize; yy++)
251 {
252 double val = 0;
253 double yOffs = (yy - (yCenter)) * 8 / scale;
254
255 if (yOffs < 0) yOffs *= -1;
256
257 double bb = ar[p] / 512;
258 double cc = br[p] / 512;
259
260 double v = (pnr[p] / 10 + 1) / 2;
261 if (v < 0) val = bb;
262 else if (v > 1) val = cc;
263 else val = bb + (cc - bb) * v;
264 val -= 8;
265 val += doffs;
266
267 int r = 2;
268 if (yy > ySize / 2 - r)
269 {
270 double slide = (yy - (ySize / 2 - r)) / (64.0f);
271 if (slide < 0) slide = 0;
272 if (slide > 1) slide = 1;
273 val = val * (1 - slide) + -3000 * slide;
274 }
275 r = 8;
276 if (yy < r)
277 {
278 double slide = (r - yy) / (r - 1.0f);
279 val = val * (1 - slide) + -30 * slide;
280 }
281
282
283 buffer[p] = val;
284 p++;
285 }
286 }
287 }
288
289 delete [] pnr.data;
290 delete [] ar.data;
291 delete [] br.data;
292 delete [] sr.data;
293 delete [] dr.data;
294 delete [] fi.data;
295 delete [] fis.data;
296
297 return buffer;
298
299}
300
301bool TheEndLevelRandomLevelSource::hasChunk(int x, int y)
302{
303 return true;
304}
305
306void TheEndLevelRandomLevelSource::calcWaterDepths(ChunkSource *parent, int xt, int zt)
307{
308 int xo = xt * 16;
309 int zo = zt * 16;
310 for (int x = 0; x < 16; x++)
311 {
312 int y = level->getSeaLevel();
313 for (int z = 0; z < 16; z++)
314 {
315 int xp = xo + x + 7;
316 int zp = zo + z + 7;
317 int h = level->getHeightmap(xp, zp);
318 if (h <= 0)
319 {
320 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)
321 {
322 bool hadWater = false;
323 if (hadWater || (level->getTile(xp - 1, y, zp) == Tile::calmWater_Id && level->getData(xp - 1, y, zp) < 7)) hadWater = true;
324 if (hadWater || (level->getTile(xp + 1, y, zp) == Tile::calmWater_Id && level->getData(xp + 1, y, zp) < 7)) hadWater = true;
325 if (hadWater || (level->getTile(xp, y, zp - 1) == Tile::calmWater_Id && level->getData(xp, y, zp - 1) < 7)) hadWater = true;
326 if (hadWater || (level->getTile(xp, y, zp + 1) == Tile::calmWater_Id && level->getData(xp, y, zp + 1) < 7)) hadWater = true;
327 if (hadWater)
328 {
329 for (int x2 = -5; x2 <= 5; x2++)
330 {
331 for (int z2 = -5; z2 <= 5; z2++)
332 {
333 int d = (x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2);
334
335 if (d <= 5)
336 {
337 d = 6 - d;
338 if (level->getTile(xp + x2, y, zp + z2) == Tile::calmWater_Id)
339 {
340 int od = level->getData(xp + x2, y, zp + z2);
341 if (od < 7 && od < d)
342 {
343 level->setData(xp + x2, y, zp + z2, d, Tile::UPDATE_CLIENTS);
344 }
345 }
346 }
347 }
348 }
349 if (hadWater)
350 {
351 level->setTileAndData(xp, y, zp, Tile::calmWater_Id, 7, Tile::UPDATE_CLIENTS);
352 for (int y2 = 0; y2 < y; y2++)
353 {
354 level->setTileAndData(xp, y2, zp, Tile::calmWater_Id, 8, Tile::UPDATE_CLIENTS);
355 }
356 }
357 }
358 }
359 }
360 }
361 }
362
363}
364
365void TheEndLevelRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
366{
367 HeavyTile::instaFall = true;
368 int xo = xt * 16;
369 int zo = zt * 16;
370
371 // 4J - added. The original java didn't do any setting of the random seed here, and passes the level random to the biome decorator.
372 // 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
373 // used in RandomLevelSource::postProcess to make sure this random value is consistent for each world generation.
374 pprandom->setSeed(level->getSeed());
375 __int64 xScale = pprandom->nextLong() / 2 * 2 + 1;
376 __int64 zScale = pprandom->nextLong() / 2 * 2 + 1;
377 pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
378
379 Biome *biome = level->getBiome(xo + 16, zo + 16);
380 biome->decorate(level, pprandom, xo, zo); // 4J - passing pprandom rather than level->random here to make this consistent with our parallel world generation
381
382 HeavyTile::instaFall = false;
383
384 app.processSchematics(parent->getChunk(xt,zt));
385}
386
387bool TheEndLevelRandomLevelSource::save(bool force, ProgressListener *progressListener)
388{
389 return true;
390}
391
392bool TheEndLevelRandomLevelSource::tick()
393{
394 return false;
395}
396
397bool TheEndLevelRandomLevelSource::shouldSave()
398{
399 return true;
400}
401
402wstring TheEndLevelRandomLevelSource::gatherStats()
403{
404 return L"RandomLevelSource";
405}
406
407vector<Biome::MobSpawnerData *> *TheEndLevelRandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
408{
409 Biome *biome = level->getBiome(x, z);
410 if (biome == NULL)
411 {
412 return NULL;
413 }
414 return biome->getMobs(mobCategory);
415}
416
417TilePos *TheEndLevelRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
418{
419 return NULL;
420}
421
422void TheEndLevelRandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
423{
424}