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path: root/Minecraft.World/RandomLevelSource.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 "net.minecraft.world.entity.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)));
//#define DISABLE_SPU_CODE

#endif


const double RandomLevelSource::SNOW_SCALE = 0.3;
const double RandomLevelSource::SNOW_CUTOFF = 0.5;

RandomLevelSource::RandomLevelSource(Level *level, int64_t seed, bool generateStructures) : generateStructures( generateStructures )
{
	m_XZSize = level->getLevelData()->getXZSize();
#ifdef _LARGE_WORLDS
	level->getLevelData()->getMoatFlags(&m_classicEdgeMoat, &m_smallEdgeMoat, &m_mediumEdgeMoat);
#endif
	caveFeature = new LargeCaveFeature();
	strongholdFeature = new StrongholdFeature();
	villageFeature = new VillageFeature(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};






#ifdef _LARGE_WORLDS

int RandomLevelSource::getMinDistanceToEdge(int xxx, int zzz, int worldSize, float falloffStart)
{
	// Get distance to edges of world in x
	// we have to do a proper line dist check here
	int min = -worldSize/2;
	int max = (worldSize/2)-1;

	// 	// only check if either x or z values are within the falloff
	// 	if(xxx > (min - falloffStart)

	Vec3* topLeft = Vec3::newTemp(min, 0, min);
	Vec3* topRight = Vec3::newTemp(max, 0, min);
	Vec3* bottomLeft = Vec3::newTemp(min, 0, max);
	Vec3* bottomRight = Vec3::newTemp(max, 0, max);

	float closest = falloffStart;
	float dist;
	// make sure we're in range of the edges before we do a full distance check
	if( (xxx > (min-falloffStart)  && xxx < (min+falloffStart)) ||
		(xxx > (max-falloffStart)  && xxx < (max+falloffStart)) )
	{
		Vec3* point = Vec3::newTemp(xxx, 0, zzz);
		if(xxx>0)
			dist = point->distanceFromLine(topRight, bottomRight);
		else
			dist = point->distanceFromLine(topLeft, bottomLeft);
		closest = dist;
	}

	// make sure we're in range of the edges before we do a full distance check
	if( (zzz > (min-falloffStart)  && zzz < (min+falloffStart)) ||
		(zzz > (max-falloffStart)  && zzz < (max+falloffStart)) )
	{
		Vec3* point = Vec3::newTemp(xxx, 0, zzz);
		if(zzz>0)
			dist = point->distanceFromLine(bottomLeft, bottomRight);
		else
			dist = point->distanceFromLine(topLeft, topRight);
		if(dist<closest)
			closest = dist;
	}

	return closest;
}


float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin)
{
	///////////////////////////////////////////////////////////////////
	// 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

	float comp = 0.0f;
	int emin = getMinDistanceToEdge(xxx, zzz, worldSize, falloffStart);
	// check if we have a larger world that should have moats
	int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC*16,
								LEVEL_WIDTH_SMALL*16,
								LEVEL_WIDTH_MEDIUM*16};
	bool expandedMoatValues[3] = {m_classicEdgeMoat, m_smallEdgeMoat, m_mediumEdgeMoat};
	for(int i=0;i<3;i++)
	{
		if(expandedMoatValues[i] && (worldSize > expandedWorldSizes[i]))
		{
			// this world has been expanded, with moat settings, so we need fallofs at this edges too
			int eminMoat = getMinDistanceToEdge(xxx, zzz, expandedWorldSizes[i], falloffStart);
			if(eminMoat < emin)
			{
				emin = eminMoat;
			}
		}
	}

	// 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;
	}
	*pEMin = emin;
	return comp;
	// 4J - end of extra code
	///////////////////////////////////////////////////////////////////
}

#else


// MGH  - go back to using the simpler version for PS3/vita/360, as it was causing a lot of slow down on the tuturial generation
float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin)
{
	///////////////////////////////////////////////////////////////////
	// 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

	// 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
	///////////////////////////////////////////////////////////////////
	*pEMin = emin;
	return comp;
}

#endif // _LARGE_WORLDS

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 Stu - I have removed all uses of the new getHeightFalloff function for now as we had some problems with PS3/PSVita world generation
// I have fixed the non large worlds method, however we will be happier if the current builds go out with completely old code
// We can put the new code back in mid-november 2014 once those PS3/Vita builds are gone (and the PS4 doesn't have world enlarging in these either anyway)
							int xxx = ( ( xOffs * 16 ) + x + ( xc * CHUNK_WIDTH ) );
							int zzz = ( ( zOffs * 16 ) + z + ( zc * CHUNK_WIDTH ) );
							int emin;
							float comp = getHeightFalloff(xxx, zzz, &emin);


							// 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::stone_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::stone_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::stone_Id)
					{
						if (run == -1)
						{
							if (runDepth <= 0)
							{
								top = 0;
								material = (byte) Tile::stone_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, Tile::UPDATE_ALL);
										}
									}
								}
							}
						}
						if (hadWater)
						{
							level->setTileAndData(xp, y, zp, Tile::calmWater_Id, 7, Tile::UPDATE_CLIENTS);
							for (int y2 = 0; y2 < y; y2++)
							{
								level->setTileAndData(xp, y2, zp, Tile::calmWater_Id, 8, Tile::UPDATE_CLIENTS);
							}
						}
					}
				}
			}
		}
	}

}

// 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 (FLOATING_ISLANDS)
	{
		calcWaterDepths(parent, xt, zt);
	}

	pprandom->setSeed(level->getSeed());
	int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
	int64_t 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 (biome != Biome::desert && biome != Biome::desertHills)
	{
		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(Tile::calmWater_Id);
			calmWater.place(level, pprandom, x, y, z);
		}
	}
	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(Tile::calmLava_Id);
			calmLava.place(level, pprandom, x, y, z);
		}
	}
	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;
		mrf.place(level, pprandom, x, y, z);
	}
	PIXEndNamedEvent();

	PIXBeginNamedEvent(0,"Biome decorate");
	biome->decorate(level, pprandom, xo, zo);
	PIXEndNamedEvent();

	PIXBeginNamedEvent(0,"Process Schematics");
	app.processSchematics(parent->getChunk(xt,zt));
	PIXEndNamedEvent();

	PIXBeginNamedEvent(0,"Post process mobs");
	MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16, pprandom);
	PIXEndNamedEvent();

	PIXBeginNamedEvent(0,"Update ice and snow");
	// 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->setTileAndData(x + xo, y - 1, z + zo, Tile::ice_Id, 0, Tile::UPDATE_CLIENTS);
			}
			if (level->shouldSnow(x + xo, y, z + zo))
			{
				level->setTileAndData(x + xo, y, z + zo, Tile::topSnow_Id, 0, Tile::UPDATE_CLIENTS);
			}
		}
	}
	PIXEndNamedEvent();

	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;
	}
	if (mobCategory == MobCategory::monster && scatteredFeature->isSwamphut(x, y, z))
	{
		return scatteredFeature->getSwamphutEnemies();
	}
	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;
}

void RandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
{
	if (generateStructures)
	{
		mineShaftFeature->apply(this, level, chunkX, chunkZ, NULL);
		villageFeature->apply(this, level, chunkX, chunkZ, NULL);
		strongholdFeature->apply(this, level, chunkX, chunkZ, NULL);
		scatteredFeature->apply(this, level, chunkX, chunkZ, NULL);
	}
}