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-rw-r--r--Minecraft.World/TheEndLevelRandomLevelSource.cpp421
1 files changed, 421 insertions, 0 deletions
diff --git a/Minecraft.World/TheEndLevelRandomLevelSource.cpp b/Minecraft.World/TheEndLevelRandomLevelSource.cpp
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+++ b/Minecraft.World/TheEndLevelRandomLevelSource.cpp
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+#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 "TheEndLevelRandomLevelSource.h"
+
+TheEndLevelRandomLevelSource::TheEndLevelRandomLevelSource(Level *level, __int64 seed)
+{
+ m_XZSize = END_LEVEL_MIN_WIDTH;
+
+ this->level = level;
+
+ random = new Random(seed);
+ pprandom = new Random(seed); // 4J added
+ lperlinNoise1 = new PerlinNoise(random, 16);
+ lperlinNoise2 = new PerlinNoise(random, 16);
+ perlinNoise1 = new PerlinNoise(random, 8);
+
+ scaleNoise = new PerlinNoise(random, 10);
+ depthNoise = new PerlinNoise(random, 16);
+}
+
+TheEndLevelRandomLevelSource::~TheEndLevelRandomLevelSource()
+{
+ delete random;
+ delete pprandom;
+ delete lperlinNoise1;
+ delete lperlinNoise2;
+ delete perlinNoise1;
+ delete scaleNoise;
+ delete depthNoise;
+}
+
+void TheEndLevelRandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
+{
+ doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons
+
+ int xChunks = 16 / CHUNK_WIDTH;
+
+ int xSize = xChunks + 1;
+ int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
+ int zSize = xChunks + 1;
+ 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 (val > 0)
+ {
+ tileId = Tile::whiteStone_Id;
+ } else {
+ }
+
+ blocks[offs] = (byte) tileId;
+ offs += step;
+ val += vala;
+ }
+ _s0 += _s0a;
+ _s1 += _s1a;
+ }
+
+ s0 += s0a;
+ s1 += s1a;
+ s2 += s2a;
+ s3 += s3a;
+ }
+ }
+ }
+ }
+ delete [] buffer.data;
+
+}
+
+void TheEndLevelRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
+{
+ for (int x = 0; x < 16; x++)
+ {
+ for (int z = 0; z < 16; z++)
+ {
+ int runDepth = 1;
+ int run = -1;
+
+ byte top = (byte) Tile::whiteStone_Id;
+ byte material = (byte) Tile::whiteStone_Id;
+
+ for (int y = Level::genDepthMinusOne; y >= 0; y--)
+ {
+ int offs = (z * 16 + x) * Level::genDepth + y;
+
+ 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::whiteStone_Id;
+ }
+
+ run = runDepth;
+ if (y >= 0) blocks[offs] = top;
+ else blocks[offs] = material;
+ }
+ else if (run > 0)
+ {
+ run--;
+ blocks[offs] = material;
+ }
+ }
+ }
+ }
+ }
+}
+
+LevelChunk *TheEndLevelRandomLevelSource::create(int x, int z)
+{
+ return getChunk(x, z);
+}
+
+LevelChunk *TheEndLevelRandomLevelSource::getChunk(int xOffs, int zOffs)
+{
+ random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
+
+ BiomeArray biomes;
+ // 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
+ unsigned 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 below
+ level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true);
+
+ prepareHeights(xOffs, zOffs, blocks, biomes);
+ buildSurfaces(xOffs, zOffs, blocks, biomes);
+
+ // 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);
+
+ levelChunk->recalcHeightmap();
+
+ //delete blocks.data; // Don't delete the blocks as the array data is actually owned by the chunk now
+ delete biomes.data;
+
+ return levelChunk;
+}
+
+doubleArray TheEndLevelRandomLevelSource::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;
+
+ 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, z, xSize, zSize, 1.121, 1.121, 0.5);
+ dr = depthNoise->getRegion(dr, x, z, xSize, zSize, 200.0, 200.0, 0.5);
+
+ s *= 2;
+
+ 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);
+
+ int p = 0;
+ int pp = 0;
+
+ 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 depth = (dr[pp] / 8000.0);
+ if (depth < 0) depth = -depth * 0.3;
+ depth = depth * 3.0 - 2.0;
+
+ float xd = ((xx + x) - 0) / 1.0f;
+ float zd = ((zz + z) - 0) / 1.0f;
+ float doffs = 100 - sqrt(xd * xd + zd * zd) * 8;
+ if (doffs > 80) doffs = 80;
+ if (doffs < -100) doffs = -100;
+ if (depth > 1) depth = 1;
+ depth = depth / 8;
+ depth = 0;
+
+ if (scale < 0) scale = 0;
+ scale = (scale) + 0.5;
+ depth = depth * ySize / 16;
+
+ pp++;
+
+ double yCenter = ySize / 2.0;
+
+
+ for (int yy = 0; yy < ySize; yy++)
+ {
+ double val = 0;
+ double yOffs = (yy - (yCenter)) * 8 / scale;
+
+ if (yOffs < 0) yOffs *= -1;
+
+ 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 -= 8;
+ val += doffs;
+
+ int r = 2;
+ if (yy > ySize / 2 - r)
+ {
+ double slide = (yy - (ySize / 2 - r)) / (64.0f);
+ if (slide < 0) slide = 0;
+ if (slide > 1) slide = 1;
+ val = val * (1 - slide) + -3000 * slide;
+ }
+ r = 8;
+ if (yy < r)
+ {
+ double slide = (r - yy) / (r - 1.0f);
+ val = val * (1 - slide) + -30 * 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 TheEndLevelRandomLevelSource::hasChunk(int x, int y)
+{
+ return true;
+}
+
+void TheEndLevelRandomLevelSource::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);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+}
+
+void TheEndLevelRandomLevelSource::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, and passes the level random to the biome decorator.
+ // 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.
+ 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());
+
+ Biome *biome = level->getBiome(xo + 16, zo + 16);
+ biome->decorate(level, pprandom, xo, zo); // 4J - passing pprandom rather than level->random here to make this consistent with our parallel world generation
+
+ HeavyTile::instaFall = false;
+
+ app.processSchematics(parent->getChunk(xt,zt));
+}
+
+bool TheEndLevelRandomLevelSource::save(bool force, ProgressListener *progressListener)
+{
+ return true;
+}
+
+bool TheEndLevelRandomLevelSource::tick()
+{
+ return false;
+}
+
+bool TheEndLevelRandomLevelSource::shouldSave()
+{
+ return true;
+}
+
+wstring TheEndLevelRandomLevelSource::gatherStats()
+{
+ return L"RandomLevelSource";
+}
+
+vector<Biome::MobSpawnerData *> *TheEndLevelRandomLevelSource::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 *TheEndLevelRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
+{
+ return NULL;
+}
+