diff options
| author | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
|---|---|---|
| committer | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
| commit | b691c43c44ff180d10e7d4a9afc83b98551ff586 (patch) | |
| tree | 3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.World/RandomLevelSource.cpp | |
| parent | def8cb415354ac390b7e89052a50605285f1aca9 (diff) | |
Initial commit
Diffstat (limited to 'Minecraft.World/RandomLevelSource.cpp')
| -rw-r--r-- | Minecraft.World/RandomLevelSource.cpp | 780 |
1 files changed, 780 insertions, 0 deletions
diff --git a/Minecraft.World/RandomLevelSource.cpp b/Minecraft.World/RandomLevelSource.cpp new file mode 100644 index 00000000..4e26134a --- /dev/null +++ b/Minecraft.World/RandomLevelSource.cpp @@ -0,0 +1,780 @@ +#include "stdafx.h" +#include "net.minecraft.world.level.h" +#include "net.minecraft.world.level.biome.h" +#include "net.minecraft.world.level.levelgen.h" +#include "net.minecraft.world.level.levelgen.feature.h" +#include "net.minecraft.world.level.levelgen.structure.h" +#include "net.minecraft.world.level.levelgen.synth.h" +#include "net.minecraft.world.level.tile.h" +#include "net.minecraft.world.level.storage.h" +#include "RandomLevelSource.h" + +#ifdef __PS3__ +#include "..\Minecraft.Client\PS3\SPU_Tasks\PerlinNoise\PerlinNoiseJob.h" +#include "C4JSpursJob.h" +static PerlinNoise_DataIn g_lperlinNoise1_SPU __attribute__((__aligned__(16))); +static PerlinNoise_DataIn g_lperlinNoise2_SPU __attribute__((__aligned__(16))); +static PerlinNoise_DataIn g_perlinNoise1_SPU __attribute__((__aligned__(16))); +static PerlinNoise_DataIn g_scaleNoise_SPU __attribute__((__aligned__(16))); +static PerlinNoise_DataIn g_depthNoise_SPU __attribute__((__aligned__(16))); +#endif + + +const double RandomLevelSource::SNOW_SCALE = 0.3; +const double RandomLevelSource::SNOW_CUTOFF = 0.5; + +RandomLevelSource::RandomLevelSource(Level *level, __int64 seed, bool generateStructures) : generateStructures( generateStructures ) +{ + m_XZSize = level->getLevelData()->getXZSize(); + + caveFeature = new LargeCaveFeature(); + strongholdFeature = new StrongholdFeature(); + villageFeature = new VillageFeature(0,m_XZSize); + mineShaftFeature = new MineShaftFeature(); + scatteredFeature = new RandomScatteredLargeFeature(); + canyonFeature = new CanyonFeature(); + + 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); + perlinNoise3 = new PerlinNoise(random, 4); + + scaleNoise = new PerlinNoise(random, 10); + depthNoise = new PerlinNoise(random, 16); + + if (FLOATING_ISLANDS) + { + floatingIslandScale = new PerlinNoise(random, 10); + floatingIslandNoise = new PerlinNoise(random, 16); + } + else + { + floatingIslandScale = NULL; + floatingIslandNoise = NULL; + } + + forestNoise = new PerlinNoise(random, 8); +} + +RandomLevelSource::~RandomLevelSource() +{ + delete caveFeature; + delete strongholdFeature; + delete villageFeature; + delete mineShaftFeature; + delete scatteredFeature; + delete canyonFeature; + + this->level = level; + + delete random;; + delete lperlinNoise1; + delete lperlinNoise2; + delete perlinNoise1; + delete perlinNoise3; + + delete scaleNoise; + delete depthNoise; + + if (FLOATING_ISLANDS) + { + delete floatingIslandScale; + delete floatingIslandNoise; + } + + delete forestNoise; + + if( pows.data != NULL ) delete [] pows.data; +} + + +int g_numPrepareHeightCalls = 0; +LARGE_INTEGER g_totalPrepareHeightsTime = {0,0}; +LARGE_INTEGER g_averagePrepareHeightsTime = {0, 0}; + + +void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) +{ + LARGE_INTEGER startTime; + int xChunks = 16 / CHUNK_WIDTH; + int yChunks = Level::genDepth / CHUNK_HEIGHT; + int waterHeight = level->seaLevel; + + int xSize = xChunks + 1; + int ySize = Level::genDepth / CHUNK_HEIGHT + 1; + int zSize = xChunks + 1; + + BiomeArray biomes; // 4J created locally here for thread safety, java has this as a class member + + level->getBiomeSource()->getRawBiomeBlock(biomes, xOffs * CHUNK_WIDTH - 2, zOffs * CHUNK_WIDTH - 2, xSize + 5, zSize + 5); + + 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, biomes); + + QueryPerformanceCounter(&startTime); + for (int xc = 0; xc < xChunks; xc++) + { + for (int zc = 0; zc < xChunks; zc++) + { + for (int yc = 0; yc < yChunks; 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; + offs -= step; + double zStep = 1 / (double) CHUNK_WIDTH; + + double val = _s0; + double vala = (_s1 - _s0) * zStep; + val -= vala; + for (int z = 0; z < CHUNK_WIDTH; z++) + { + /////////////////////////////////////////////////////////////////// + // 4J - add this chunk of code to make land "fall-off" at the edges of + // a finite world - size of that world is currently hard-coded in here + const int worldSize = m_XZSize * 16; + const int falloffStart = 32; // chunks away from edge were we start doing fall-off + const float falloffMax = 128.0f; // max value we need to get to falloff by the edge of the map + + int xxx = ( ( xOffs * 16 ) + x + ( xc * CHUNK_WIDTH ) ); + int zzz = ( ( zOffs * 16 ) + z + ( zc * CHUNK_WIDTH ) ); + + // Get distance to edges of world in x + int xxx0 = xxx + ( worldSize / 2 ); + if( xxx0 < 0 ) xxx0 = 0; + int xxx1 = ( ( worldSize / 2 ) - 1 ) - xxx; + if( xxx1 < 0 ) xxx1 = 0; + + // Get distance to edges of world in z + int zzz0 = zzz + ( worldSize / 2 ); + if( zzz0 < 0 ) zzz0 = 0; + int zzz1 = ( ( worldSize / 2 ) - 1 ) - zzz; + if( zzz1 < 0 ) zzz1 = 0; + + // Get min distance to any edge + int emin = xxx0; + if (xxx1 < emin ) emin = xxx1; + if (zzz0 < emin ) emin = zzz0; + if (zzz1 < emin ) emin = zzz1; + + float comp = 0.0f; + + // Calculate how much we want the world to fall away, if we're in the defined region to do so + if( emin < falloffStart ) + { + int falloff = falloffStart - emin; + comp = ((float)falloff / (float)falloffStart ) * falloffMax; + } + // 4J - end of extra code + /////////////////////////////////////////////////////////////////// + + // 4J - slightly rearranged this code (as of java 1.0.1 merge) to better fit with + // changes we've made edge-of-world things - original sets blocks[offs += step] directly + // here rather than setting a tileId + int tileId = 0; + // 4J - this comparison used to just be with 0.0f but is now varied by block above + if ((val += vala) > comp) + { + tileId = (byte) Tile::rock_Id; + } + else if (yc * CHUNK_HEIGHT + y < waterHeight) + { + tileId = (byte) Tile::calmWater_Id; + } + + // 4J - more extra code to make sure that the column at the edge of the world is just water & rock, to match the infinite sea that + // continues on after the edge of the world. + + if( emin == 0 ) + { + // This matches code in MultiPlayerChunkCache that makes the geometry which continues at the edge of the world + if( yc * CHUNK_HEIGHT + y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::rock_Id; + else if( yc * CHUNK_HEIGHT + y < level->getSeaLevel() ) tileId = Tile::calmWater_Id; + } + + blocks[offs += step] = tileId; + } + _s0 += _s0a; + _s1 += _s1a; + } + + s0 += s0a; + s1 += s1a; + s2 += s2a; + s3 += s3a; + } + } + } + } + LARGE_INTEGER endTime; + QueryPerformanceCounter(&endTime); + LARGE_INTEGER timeInFunc; + timeInFunc.QuadPart = endTime.QuadPart - startTime.QuadPart; + g_numPrepareHeightCalls++; + g_totalPrepareHeightsTime.QuadPart += timeInFunc.QuadPart; + g_averagePrepareHeightsTime.QuadPart = g_totalPrepareHeightsTime.QuadPart / g_numPrepareHeightCalls; + + delete [] buffer.data; + delete [] biomes.data; + + +} + + +void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) +{ + int waterHeight = level->seaLevel; + + double s = 1 / 32.0; + + doubleArray depthBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety + + 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++) + { + Biome *b = biomes[z + x * 16]; + float temp = b->getTemperature(); + int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25); + + int run = -1; + + byte top = b->topMaterial; + byte material = b->material; + + LevelGenerationOptions *lgo = app.getLevelGenerationOptions(); + if(lgo != NULL) + { + lgo->getBiomeOverride(b->id,material,top); + } + + for (int y = Level::genDepthMinusOne; y >= 0; y--) + { + int offs = (z * 16 + x) * Level::genDepth + y; + + if (y <= 1 + random->nextInt(2)) // 4J - changed to make the bedrock not have bits you can get stuck in +// if (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::rock_Id) + { + if (run == -1) + { + if (runDepth <= 0) + { + top = 0; + material = (byte) Tile::rock_Id; + } + else if (y >= waterHeight - 4 && y <= waterHeight + 1) + { + top = b->topMaterial; + material = b->material; + if(lgo != NULL) + { + lgo->getBiomeOverride(b->id,material,top); + } + } + + if (y < waterHeight && top == 0) + { + if (temp < 0.15f) top = (byte) Tile::ice_Id; + else top = (byte) Tile::calmWater_Id; + } + + run = runDepth; + if (y >= waterHeight - 1) blocks[offs] = top; + else blocks[offs] = material; + } + else if (run > 0) + { + run--; + blocks[offs] = material; + + // place a few sandstone blocks beneath sand + // runs + if (run == 0 && material == Tile::sand_Id) + { + run = random->nextInt(4); + material = (byte) Tile::sandStone_Id; + } + } + } + } + } + } + } + + delete [] depthBuffer.data; + +} + +LevelChunk *RandomLevelSource::create(int x, int z) +{ + return getChunk(x,z); +} + +LevelChunk *RandomLevelSource::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); + + // LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J - moved to below + + prepareHeights(xOffs, zOffs, blocks); + + // 4J - Some changes made here to how biomes, temperatures and downfalls are passed around for thread safety + BiomeArray biomes; + level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true); + + buildSurfaces(xOffs, zOffs, blocks, biomes); + + delete [] biomes.data; + + caveFeature->apply(this, level, xOffs, zOffs, blocks); + // 4J Stu Design Change - 1.8 gen goes stronghold, mineshaft, village, canyon + // this changed in 1.2 to canyon, mineshaft, village, stronghold + // This change makes sense as it stops canyons running through other structures + canyonFeature->apply(this, level, xOffs, zOffs, blocks); + if (generateStructures) + { + mineShaftFeature->apply(this, level, xOffs, zOffs, blocks); + villageFeature->apply(this, level, xOffs, zOffs, blocks); + strongholdFeature->apply(this, level, xOffs, zOffs, blocks); + scatteredFeature->apply(this, level, xOffs, zOffs, blocks); + } +// canyonFeature.apply(this, level, xOffs, zOffs, blocks); + // townFeature.apply(this, level, xOffs, zOffs, blocks); + // addCaves(xOffs, zOffs, blocks); + // addTowns(xOffs, zOffs, blocks); + +// levelChunk->recalcHeightmap(); // 4J - removed & moved into its own method + + // 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 + // 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); + 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 RandomLevelSource::lightChunk(LevelChunk *lc) +{ + lc->recalcHeightmap(); +} + + +doubleArray RandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize, BiomeArray& biomes) +{ + if (buffer.data == NULL) + { + buffer = doubleArray(xSize * ySize * zSize); + } + if (pows.data == NULL) + { + pows = floatArray(5 * 5); + for (int xb = -2; xb <= 2; xb++) + { + for (int zb = -2; zb <= 2; zb++) + { + float ppp = 10.0f / Mth::sqrt(xb * xb + zb * zb + 0.2f); + pows[xb + 2 + (zb + 2) * 5] = ppp; + } + } + } + + double s = 1 * 684.412; + double hs = 1 * 684.412; + + doubleArray pnr, ar, br, sr, dr, fi, fis; // 4J - used to be declared with class level scope but moved here for thread safety + + if (FLOATING_ISLANDS) + { + fis = floatingIslandScale->getRegion(fis, x, y, z, xSize, 1, zSize, 1.0, 0, 1.0); + fi = floatingIslandNoise->getRegion(fi, x, y, z, xSize, 1, zSize, 500.0, 0, 500.0); + } + +#if defined __PS3__ && !defined DISABLE_SPU_CODE + C4JSpursJobQueue::Port port("C4JSpursJob_PerlinNoise"); + C4JSpursJob_PerlinNoise perlinJob1(&g_scaleNoise_SPU); + C4JSpursJob_PerlinNoise perlinJob2(&g_depthNoise_SPU); + C4JSpursJob_PerlinNoise perlinJob3(&g_perlinNoise1_SPU); + C4JSpursJob_PerlinNoise perlinJob4(&g_lperlinNoise1_SPU); + C4JSpursJob_PerlinNoise perlinJob5(&g_lperlinNoise2_SPU); + + g_scaleNoise_SPU.set(scaleNoise, sr, x, z, xSize, zSize, 1.121, 1.121, 0.5); + g_depthNoise_SPU.set(depthNoise, dr, x, z, xSize, zSize, 200.0, 200.0, 0.5); + g_perlinNoise1_SPU.set(perlinNoise1, pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 160.0, s / 80.0); + g_lperlinNoise1_SPU.set(lperlinNoise1, ar, x, y, z, xSize, ySize, zSize, s, hs, s); + g_lperlinNoise2_SPU.set(lperlinNoise2, br, x, y, z, xSize, ySize, zSize, s, hs, s); + + port.submitJob(&perlinJob1); + port.submitJob(&perlinJob2); + port.submitJob(&perlinJob3); + port.submitJob(&perlinJob4); + port.submitJob(&perlinJob5); + port.waitForCompletion(); + #else + sr = scaleNoise->getRegion(sr, x, z, xSize, zSize, 1.121, 1.121, 0.5); + dr = depthNoise->getRegion(dr, x, z, xSize, zSize, 200.0, 200.0, 0.5); + pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 160.0, 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); + +#endif + + x = z = 0; + + int p = 0; + int pp = 0; + + for (int xx = 0; xx < xSize; xx++) + { + for (int zz = 0; zz < zSize; zz++) + { + float sss = 0; + float ddd = 0; + float pow = 0; + + int rr = 2; + + Biome *mb = biomes[(xx + 2) + (zz + 2) * (xSize + 5)]; + for (int xb = -rr; xb <= rr; xb++) + { + for (int zb = -rr; zb <= rr; zb++) + { + Biome *b = biomes[(xx + xb + 2) + (zz + zb + 2) * (xSize + 5)]; + float ppp = pows[xb + 2 + (zb + 2) * 5] / (b->depth + 2); + if (b->depth > mb->depth) + { + ppp /= 2; + } + sss += b->scale * ppp; + ddd += b->depth * ppp; + pow += ppp; + } + } + sss /= pow; + ddd /= pow; + + sss = sss * 0.9f + 0.1f; + ddd = (ddd * 4 - 1) / 8.0f; + + double rdepth = (dr[pp] / 8000.0); + if (rdepth < 0) rdepth = -rdepth * 0.3; + rdepth = rdepth * 3.0 - 2.0; + + if (rdepth < 0) + { + rdepth = rdepth / 2; + if (rdepth < -1) rdepth = -1; + rdepth = rdepth / 1.4; + rdepth /= 2; + } + else + { + if (rdepth > 1) rdepth = 1; + rdepth = rdepth / 8; + } + + pp++; + + for (int yy = 0; yy < ySize; yy++) + { + double depth = ddd; + double scale = sss; + + depth += rdepth * 0.2; + depth = depth * ySize / 16.0; + + double yCenter = ySize / 2.0 + depth * 4; + + double val = 0; + + double yOffs = (yy - (yCenter)) * 12 * 128 / Level::genDepth / scale; + + if (yOffs < 0) yOffs *= 4; + + 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; + } + + 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; + + return buffer; + +} + +bool RandomLevelSource::hasChunk(int x, int y) +{ + return true; +} + +void RandomLevelSource::calcWaterDepths(ChunkSource *parent, int xt, int zt) +{ + int xo = xt * 16; + int zo = zt * 16; + for (int x = 0; x < 16; x++) + { + int y = level->getSeaLevel(); + for (int z = 0; z < 16; z++) + { + int xp = xo + x + 7; + int zp = zo + z + 7; + int h = level->getHeightmap(xp, zp); + if (h <= 0) + { + 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) + { + bool hadWater = false; + if (hadWater || (level->getTile(xp - 1, y, zp) == Tile::calmWater_Id && level->getData(xp - 1, y, zp) < 7)) hadWater = true; + if (hadWater || (level->getTile(xp + 1, y, zp) == Tile::calmWater_Id && level->getData(xp + 1, y, zp) < 7)) hadWater = true; + if (hadWater || (level->getTile(xp, y, zp - 1) == Tile::calmWater_Id && level->getData(xp, y, zp - 1) < 7)) hadWater = true; + if (hadWater || (level->getTile(xp, y, zp + 1) == Tile::calmWater_Id && level->getData(xp, y, zp + 1) < 7)) hadWater = true; + if (hadWater) + { + for (int x2 = -5; x2 <= 5; x2++) + { + for (int z2 = -5; z2 <= 5; z2++) + { + int d = (x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2); + + if (d <= 5) + { + d = 6 - d; + if (level->getTile(xp + x2, y, zp + z2) == Tile::calmWater_Id) + { + int od = level->getData(xp + x2, y, zp + z2); + if (od < 7 && od < d) + { + level->setData(xp + x2, y, zp + z2, d); + } + } + } + } + } + if (hadWater) + { + level->setTileAndDataNoUpdate(xp, y, zp, Tile::calmWater_Id, 7); + for (int y2 = 0; y2 < y; y2++) + { + level->setTileAndDataNoUpdate(xp, y2, zp, Tile::calmWater_Id, 8); + } + } + } + } + } + } + } + +} + +// 4J - changed this to used pprandom rather than random, so that we can run it concurrently with getChunk +void RandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt) +{ + HeavyTile::instaFall = true; + int xo = xt * 16; + int zo = zt * 16; + + Biome *biome = level->getBiome(xo + 16, zo + 16); + + if (RandomLevelSource::FLOATING_ISLANDS) + { + calcWaterDepths(parent, xt, zt); + } + + 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()); + + bool hasVillage = false; + + PIXBeginNamedEvent(0,"Structure postprocessing"); + if (generateStructures) + { + mineShaftFeature->postProcess(level, pprandom, xt, zt); + hasVillage = villageFeature->postProcess(level, pprandom, xt, zt); + strongholdFeature->postProcess(level, pprandom, xt, zt); + scatteredFeature->postProcess(level, random, xt, zt); + } + PIXEndNamedEvent(); + + PIXBeginNamedEvent(0,"Lakes"); + if (!hasVillage && pprandom->nextInt(4) == 0) + { + int x = xo + pprandom->nextInt(16) + 8; + int y = pprandom->nextInt(Level::genDepth); + int z = zo + pprandom->nextInt(16) + 8; + + LakeFeature *calmWater = new LakeFeature(Tile::calmWater_Id); + calmWater->place(level, pprandom, x, y, z); + delete calmWater; + } + PIXEndNamedEvent(); + + PIXBeginNamedEvent(0,"Lava"); + if (!hasVillage && pprandom->nextInt(8) == 0) + { + int x = xo + pprandom->nextInt(16) + 8; + int y = pprandom->nextInt(pprandom->nextInt(Level::genDepth - 8) + 8); + int z = zo + pprandom->nextInt(16) + 8; + if (y < level->seaLevel || pprandom->nextInt(10) == 0) + { + LakeFeature *calmLava = new LakeFeature(Tile::calmLava_Id); + calmLava->place(level, pprandom, x, y, z); + delete calmLava; + } + } + PIXEndNamedEvent(); + + PIXBeginNamedEvent(0,"Monster rooms"); + for (int i = 0; i < 8; i++) { + int x = xo + pprandom->nextInt(16) + 8; + int y = pprandom->nextInt(Level::genDepth); + int z = zo + pprandom->nextInt(16) + 8; + MonsterRoomFeature *mrf = new MonsterRoomFeature(); + if (mrf->place(level, pprandom, x, y, z)) + { + } + delete mrf; + } + PIXEndNamedEvent(); + + PIXBeginNamedEvent(0,"Biome decorate"); + biome->decorate(level, pprandom, xo, zo); + PIXEndNamedEvent(); + + app.processSchematics(parent->getChunk(xt,zt)); + + MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16, pprandom); + + // 4J - brought forward from 1.2.3 to get snow back in taiga biomes + xo += 8; + zo += 8; + for (int x = 0; x < 16; x++) + { + for (int z = 0; z < 16; z++) + { + int y = level->getTopRainBlock(xo + x, zo + z); + + if (level->shouldFreezeIgnoreNeighbors(x + xo, y - 1, z + zo)) + { + level->setTileNoUpdate(x + xo, y - 1, z + zo, Tile::ice_Id); // 4J - changed from setTile, otherwise we end up creating a *lot* of dynamic water tiles as these ice tiles are set + } + if (level->shouldSnow(x + xo, y, z + zo)) + { + level->setTile(x + xo, y, z + zo, Tile::topSnow_Id); + } + } + } + + HeavyTile::instaFall = false; +} + +bool RandomLevelSource::save(bool force, ProgressListener *progressListener) +{ + return true; +} + +bool RandomLevelSource::tick() +{ + return false; +} + +bool RandomLevelSource::shouldSave() +{ + return true; +} + +wstring RandomLevelSource::gatherStats() +{ + return L"RandomLevelSource"; +} + +vector<Biome::MobSpawnerData *> *RandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z) +{ + Biome *biome = level->getBiome(x, z); + if (biome == NULL) + { + return NULL; + } + return biome->getMobs(mobCategory); +} + +TilePos *RandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) +{ + if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL) + { + return strongholdFeature->getNearestGeneratedFeature(level, x, y, z); + } + return NULL; +} |
