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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.World/HellRandomLevelSource.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.World/HellRandomLevelSource.cpp')
-rw-r--r--Minecraft.World/HellRandomLevelSource.cpp544
1 files changed, 544 insertions, 0 deletions
diff --git a/Minecraft.World/HellRandomLevelSource.cpp b/Minecraft.World/HellRandomLevelSource.cpp
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+++ b/Minecraft.World/HellRandomLevelSource.cpp
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+#include "stdafx.h"
+#include "net.minecraft.world.level.h"
+#include "net.minecraft.world.level.tile.h"
+#include "net.minecraft.world.entity.h"
+#include "net.minecraft.world.level.levelgen.feature.h"
+#include "net.minecraft.world.level.storage.h"
+#include "BiomeSource.h"
+#include "HellRandomLevelSource.h"
+
+HellRandomLevelSource::HellRandomLevelSource(Level *level, __int64 seed)
+{
+ int xzSize = level->getLevelData()->getXZSize();
+ int hellScale = level->getLevelData()->getHellScale();
+ m_XZSize = ceil((float)xzSize / hellScale);
+
+ netherBridgeFeature = new NetherBridgeFeature();
+ caveFeature = new LargeHellCaveFeature();
+
+ this->level = level;
+
+ random = new Random(seed);
+ pprandom = new Random(seed); // 4J - added, so that we can have a separate random for doing post-processing in parallel with creation
+ lperlinNoise1 = new PerlinNoise(random, 16);
+ lperlinNoise2 = new PerlinNoise(random, 16);
+ perlinNoise1 = new PerlinNoise(random, 8);
+ perlinNoise2 = new PerlinNoise(random, 4);
+ perlinNoise3 = new PerlinNoise(random, 4);
+
+ scaleNoise = new PerlinNoise(random, 10);
+ depthNoise = new PerlinNoise(random, 16);
+}
+
+HellRandomLevelSource::~HellRandomLevelSource()
+{
+ delete netherBridgeFeature;
+ delete caveFeature;
+
+ delete random;
+ delete pprandom; // 4J added
+ delete lperlinNoise1;
+ delete lperlinNoise2;
+ delete perlinNoise1;
+ delete perlinNoise2;
+ delete perlinNoise3;
+
+ delete scaleNoise;
+ delete depthNoise;
+}
+
+void HellRandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
+{
+ int xChunks = 16 / CHUNK_WIDTH;
+ int waterHeight = 32;
+
+ int xSize = xChunks + 1;
+ int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
+ int zSize = xChunks + 1;
+ doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons
+ 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 (yc * CHUNK_HEIGHT + y < waterHeight)
+ {
+ tileId = Tile::calmLava_Id;
+ }
+ if (val > 0)
+ {
+ tileId = Tile::hellRock_Id;
+ }
+
+ blocks[offs] = (byte) tileId;
+ offs += step;
+ val += vala;
+ }
+ _s0 += _s0a;
+ _s1 += _s1a;
+ }
+
+ s0 += s0a;
+ s1 += s1a;
+ s2 += s2a;
+ s3 += s3a;
+ }
+ }
+ }
+ }
+ delete [] buffer.data;
+}
+
+void HellRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks)
+{
+ int waterHeight = Level::genDepth - 64;
+
+ double s = 1 / 32.0;
+
+ doubleArray sandBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety
+ doubleArray gravelBuffer(16*16);
+ doubleArray depthBuffer(16*16);
+
+ sandBuffer = perlinNoise2->getRegion(sandBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s, s, 1);
+ gravelBuffer = perlinNoise2->getRegion(gravelBuffer, xOffs * 16, 109, zOffs * 16, 16, 1, 16, s, 1, s);
+ depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s * 2, s * 2, s * 2);
+
+ for (int x = 0; x < 16; x++)
+ {
+ for (int z = 0; z < 16; z++)
+ {
+ bool sand = (sandBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
+ bool gravel = (gravelBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
+ int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);
+
+ int run = -1;
+
+ byte top = (byte) Tile::hellRock_Id;
+ byte material = (byte) Tile::hellRock_Id;
+
+ for (int y = Level::genDepthMinusOne; y >= 0; y--)
+ {
+ int offs = (z * 16 + x) * Level::genDepth + y;
+
+ // 4J Build walls around the level
+ bool blockSet = false;
+ if(xOffs <= -(m_XZSize/2))
+ {
+ if( z - random->nextInt( 4 ) <= 0 || xOffs < -(m_XZSize/2) )
+ {
+ blocks[offs] = (byte) Tile::unbreakable_Id;
+ blockSet = true;
+ }
+ }
+ if(zOffs <= -(m_XZSize/2))
+ {
+ if( x - random->nextInt( 4 ) <= 0 || zOffs < -(m_XZSize/2))
+ {
+ blocks[offs] = (byte) Tile::unbreakable_Id;
+ blockSet = true;
+ }
+ }
+ if(xOffs >= (m_XZSize/2)-1)
+ {
+ if( z + random->nextInt(4) >= 15 || xOffs > (m_XZSize/2))
+ {
+ blocks[offs] = (byte) Tile::unbreakable_Id;
+ blockSet = true;
+ }
+ }
+ if(zOffs >= (m_XZSize/2)-1)
+ {
+ if( x + random->nextInt(4) >= 15 || zOffs > (m_XZSize/2) )
+ {
+ blocks[offs] = (byte) Tile::unbreakable_Id;
+ blockSet = true;
+ }
+ }
+ if( blockSet ) continue;
+ // End 4J Extra to build walls around the level
+
+ if (y >= Level::genDepthMinusOne - random->nextInt(5) || y <= 0 + random->nextInt(5))
+ {
+ blocks[offs] = (byte) Tile::unbreakable_Id;
+ }
+ else
+ {
+ int old = blocks[offs];
+
+ if (old == 0)
+ {
+ run = -1;
+ }
+ else if (old == Tile::hellRock_Id)
+ {
+ if (run == -1)
+ {
+ if (runDepth <= 0)
+ {
+ top = 0;
+ material = (byte) Tile::hellRock_Id;
+ }
+ else if (y >= waterHeight - 4 && y <= waterHeight + 1)
+ {
+ top = (byte) Tile::hellRock_Id;
+ material = (byte) Tile::hellRock_Id;
+ if (gravel) top = (byte) Tile::gravel_Id;
+ if (gravel) material = (byte) Tile::hellRock_Id;
+ if (sand)
+ {
+ // 4J Stu - Make some nether wart spawn outside of the nether fortresses
+ if(random->nextInt(16) == 0)
+ {
+ top = (byte) Tile::netherStalk_Id;
+
+ // Place the nether wart on top of the soul sand
+ y += 1;
+ int genDepthMinusOne = Level::genDepthMinusOne; // Take into local int for PS4 as min takes a reference to the const int there and then needs the value to exist for the linker
+ y = min(y, genDepthMinusOne);
+ runDepth += 1;
+ offs = (z * 16 + x) * Level::genDepth + y;
+ }
+ else
+ {
+ top = (byte) Tile::hellSand_Id;
+ }
+ }
+ if (sand) material = (byte) Tile::hellSand_Id;
+ }
+
+ if (y < waterHeight && top == 0) top = (byte) Tile::calmLava_Id;
+
+ run = runDepth;
+ // 4J Stu - If sand, then allow adding nether wart at heights below the water level
+ if (y >= waterHeight - 1 || sand) blocks[offs] = top;
+ else blocks[offs] = material;
+ }
+ else if (run > 0)
+ {
+ run--;
+ blocks[offs] = material;
+ }
+ }
+ }
+ }
+ }
+ }
+ delete [] sandBuffer.data;
+ delete [] gravelBuffer.data;
+ delete [] depthBuffer.data;
+}
+
+LevelChunk *HellRandomLevelSource::create(int x, int z)
+{
+ return getChunk(x,z);
+}
+
+LevelChunk *HellRandomLevelSource::getChunk(int xOffs, int zOffs)
+{
+ random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
+
+ // 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
+ 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);
+
+ prepareHeights(xOffs, zOffs, blocks);
+ buildSurfaces(xOffs, zOffs, blocks);
+
+ caveFeature->apply(this, level, xOffs, zOffs, blocks);
+ netherBridgeFeature->apply(this, level, xOffs, zOffs, blocks);
+
+ // 4J - this now creates compressed block data from the blocks array passed in, so needs to be after data is finalised.
+ // 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);
+ levelChunk->setCheckAllLight();
+ XPhysicalFree(tileData);
+ return levelChunk;
+}
+
+// 4J - removed & moved into its own method from getChunk, so we can call recalcHeightmap after the chunk is added into the cache. Without
+// 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.
+// lightgaps also does light 1 block into the neighbouring chunks, and maybe that is somehow enough to get lighting to propagate round the world,
+// but this just doesn't seem right - this isn't a new fault in the 360 version, have checked that java does the same.
+void HellRandomLevelSource::lightChunk(LevelChunk *lc)
+{
+ lc->recalcHeightmap();
+}
+
+doubleArray HellRandomLevelSource::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 * 3;
+
+ 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, y, z, xSize, 1, zSize, 1.0, 0, 1.0);
+ dr = depthNoise->getRegion(dr, x, y, z, xSize, 1, zSize, 100.0, 0, 100.0);
+
+ pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 60.0, 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;
+ doubleArray yoffs = doubleArray(ySize);
+ for (int yy = 0; yy < ySize; yy++)
+ {
+ yoffs[yy] = cos(yy * PI * 6 / (double) ySize) * 2;
+
+ double dd = yy;
+ if (yy > ySize / 2)
+ {
+ dd = (ySize - 1) - yy;
+ }
+ if (dd < 4) {
+ dd = 4 - dd;
+ yoffs[yy] -= dd * dd * dd * 10;
+ }
+ }
+
+ 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 floating = 0;
+
+ double depth = (dr[pp] / 8000.0);
+ if (depth < 0) depth = -depth;
+ depth = depth * 3.0 - 3.0;
+
+ if (depth < 0)
+ {
+ depth = depth / 2;
+ if (depth < -1) depth = -1;
+ depth = depth / 1.4;
+ depth /= 2;
+ scale = 0;
+ }
+ else
+ {
+ if (depth > 1) depth = 1;
+ depth = depth / 6;
+ }
+ scale = (scale) + 0.5;
+ depth = depth * ySize / 16;
+ pp++;
+
+ for (int yy = 0; yy < ySize; yy++)
+ {
+ double val = 0;
+
+ double yOffs = yoffs[yy];
+
+ 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 -= yOffs;
+
+ if (yy > ySize - 4)
+ {
+ double slide = (yy - (ySize - 4)) / (4 - 1.0f);
+ val = val * (1 - slide) + -10 * slide;
+ }
+
+ if (yy < floating)
+ {
+ double slide = (floating - yy) / (4);
+ if (slide < 0) slide = 0;
+ if (slide > 1) slide = 1;
+ val = val * (1 - slide) + -10 * 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;
+ delete [] yoffs.data;
+
+ return buffer;
+}
+
+bool HellRandomLevelSource::hasChunk(int x, int y)
+{
+ return true;
+}
+
+void HellRandomLevelSource::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. 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. Also changed all uses of random here to pprandom.
+ 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());
+
+ netherBridgeFeature->postProcess(level, pprandom, xt, zt);
+
+ for (int i = 0; i < 8; i++)
+ {
+ int x = xo + pprandom->nextInt(16) + 8;
+ int y = pprandom->nextInt(Level::genDepth - 8) + 4;
+ int z = zo + pprandom->nextInt(16) + 8;
+ HellSpringFeature(Tile::lava_Id).place(level, pprandom, x, y, z);
+ }
+
+ int count = pprandom->nextInt(pprandom->nextInt(10) + 1) + 1;
+
+ for (int i = 0; i < count; i++)
+ {
+ int x = xo + pprandom->nextInt(16) + 8;
+ int y = pprandom->nextInt(Level::genDepth - 8) + 4;
+ int z = zo + pprandom->nextInt(16) + 8;
+ HellFireFeature().place(level, pprandom, x, y, z);
+ }
+
+ count = pprandom->nextInt(pprandom->nextInt(10) + 1);
+ for (int i = 0; i < count; i++)
+ {
+ int x = xo + pprandom->nextInt(16) + 8;
+ int y = pprandom->nextInt(Level::genDepth - 8) + 4;
+ int z = zo + pprandom->nextInt(16) + 8;
+ LightGemFeature().place(level, pprandom, x, y, z);
+ }
+
+ for (int i = 0; i < 10; i++)
+ {
+ int x = xo + pprandom->nextInt(16) + 8;
+ int y = pprandom->nextInt(Level::genDepth);
+ int z = zo + pprandom->nextInt(16) + 8;
+ HellPortalFeature().place(level, pprandom, x, y, z);
+ }
+
+ if (pprandom->nextInt(1) == 0)
+ {
+ int x = xo + pprandom->nextInt(16) + 8;
+ int y = pprandom->nextInt(Level::genDepth);
+ int z = zo + pprandom->nextInt(16) + 8;
+ FlowerFeature(Tile::mushroom1_Id).place(level, pprandom, x, y, z);
+ }
+
+ if (pprandom->nextInt(1) == 0)
+ {
+ int x = xo + pprandom->nextInt(16) + 8;
+ int y = pprandom->nextInt(Level::genDepth);
+ int z = zo + pprandom->nextInt(16) + 8;
+ FlowerFeature(Tile::mushroom2_Id).place(level, pprandom, x, y, z);
+ }
+
+ OreFeature quartzFeature(Tile::netherQuartz_Id, 13, Tile::hellRock_Id);
+ for (int i = 0; i < 16; i++)
+ {
+ int x = xo + pprandom->nextInt(16);
+ int y = pprandom->nextInt(Level::genDepth - 20) + 10;
+ int z = zo + pprandom->nextInt(16);
+ quartzFeature.place(level, pprandom, x, y, z);
+ }
+
+ HeavyTile::instaFall = false;
+
+ app.processSchematics(parent->getChunk(xt,zt));
+
+}
+
+bool HellRandomLevelSource::save(bool force, ProgressListener *progressListener)
+{
+ return true;
+}
+
+bool HellRandomLevelSource::tick()
+{
+ return false;
+}
+
+bool HellRandomLevelSource::shouldSave()
+{
+ return true;
+}
+
+wstring HellRandomLevelSource::gatherStats()
+{
+ return L"HellRandomLevelSource";
+}
+
+vector<Biome::MobSpawnerData *> *HellRandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
+{
+ // check if the coordinates is within a netherbridge
+ if (mobCategory == MobCategory::monster && netherBridgeFeature->isInsideFeature(x, y, z))
+ {
+ return netherBridgeFeature->getBridgeEnemies();
+ }
+
+ Biome *biome = level->getBiome(x, z);
+ if (biome == NULL)
+ {
+ return NULL;
+ }
+ return biome->getMobs(mobCategory);
+}
+
+TilePos *HellRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
+{
+ return NULL;
+}