#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.synth.h" #include "net.minecraft.world.level.tile.h" #include "net.minecraft.world.level.storage.h" #include "AetherLevelSource.h" AetherLevelSource::AetherLevelSource(Level *level, __int64 seed) { m_XZSize = level->getLevelData()->getXZSize(); this->level = level; random = new Random(seed); pprandom = new Random(seed); 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); // Island mask noise — creates scattered island clusters across the world islandNoise = new PerlinNoise(random, 4); // Carving noise — cuts irregular shapes into islands carvingNoise = new PerlinNoise(random, 6); } AetherLevelSource::~AetherLevelSource() { delete random; delete pprandom; delete lperlinNoise1; delete lperlinNoise2; delete perlinNoise1; delete scaleNoise; delete depthNoise; delete islandNoise; delete carvingNoise; } void AetherLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) { doubleArray buffer; 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::holystone_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 AetherLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) { for (int x = 0; x < 16; x++) { for (int z = 0; z < 16; z++) { int run = -1; int runDepth = 3; byte top = (byte) Tile::aetherGrass_Id; byte mid = (byte) Tile::aetherDirt_Id; byte base = (byte) Tile::holystone_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::holystone_Id) { if (run == -1) { if (runDepth <= 0) { top = 0; mid = base; } run = runDepth; // Top-most block: aether grass blocks[offs] = top; } else if (run > 0) { run--; // Underneath the top: aether dirt blocks[offs] = mid; } // When run reaches 0, the block stays as holystone } } } } } LevelChunk *AetherLevelSource::create(int x, int z) { return getChunk(x, z); } LevelChunk *AetherLevelSource::getChunk(int xOffs, int zOffs) { random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l); BiomeArray biomes; 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); level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true); prepareHeights(xOffs, zOffs, blocks, biomes); buildSurfaces(xOffs, zOffs, blocks, biomes); LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); XPhysicalFree(tileData); // 4J - recalcHeightmap moved to lightChunk() so it runs after the chunk is in the cache. // Without this, lightGaps() fails because the chunk isn't findable via hasChunk yet. delete biomes.data; return levelChunk; } doubleArray AetherLevelSource::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; 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); // Island noise — creates scattered island clusters doubleArray inr; inr = islandNoise->getRegion(inr, x, z, xSize, zSize, 0.35, 0.35, 0.5); // Carving noise — cuts irregular shapes and hollows into islands doubleArray cnr; cnr = carvingNoise->getRegion(cnr, x, y, z, xSize, ySize, zSize, s / 30.0, hs / 30.0, s / 30.0); // World bounds for edge fade (in noise column units) float worldHalf = (float)m_XZSize; 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; // Island formation — higher threshold creates distinct scattered islands float islandVal = (float)inr[pp]; float doffs = islandVal * 100.0f - 60.0f; // Edge fade scaled to actual world size float xd = (float)(xx + x); float zd = (float)(zz + z); float edgeDist = sqrt(xd * xd + zd * zd); float fadeStart = worldHalf * 0.85f; float edgeFade; if (edgeDist < fadeStart) edgeFade = 80.0f; else edgeFade = 80.0f - ((edgeDist - fadeStart) / (worldHalf - fadeStart)) * 180.0f; if (edgeFade < -100) edgeFade = -100; // Islands only appear where both noise and edge conditions allow if (edgeFade < doffs) doffs = edgeFade; if (doffs < -100) doffs = -100; if (doffs > 80) doffs = 80; // Use depth noise to shift terrain center — creates shelf-like elevation steps if (depth > 2) depth = 2; if (depth < -2) depth = -2; double depthShift = depth * 1.5; if (scale < 0) scale = 0; scale = (scale) + 0.5; pp++; double yCenter = ySize / 2.0 + depthShift; 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; // Carving — cut irregular shapes and hollows into solid areas double carve = cnr[p] / 384.0; if (val > 0 && carve < -6.0) { val += (carve + 6.0) * 2.0; } // Slide down at the top of the world 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; } // Slide down at the bottom of the world r = 10; 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 [] inr.data; delete [] cnr.data; return buffer; } bool AetherLevelSource::hasChunk(int x, int y) { return true; } // 4J - recalcHeightmap split out from getChunk so that it runs after the chunk is added to the cache. // This is required for skylight to be calculated correctly — lightGaps() needs the chunk to pass hasChunk(). void AetherLevelSource::lightChunk(LevelChunk *lc) { lc->recalcHeightmap(); } void AetherLevelSource::postProcess(ChunkSource *parent, int xt, int zt) { HeavyTile::instaFall = true; int xo = xt * 16; int zo = zt * 16; 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); HeavyTile::instaFall = false; app.processSchematics(parent->getChunk(xt, zt)); } bool AetherLevelSource::save(bool force, ProgressListener *progressListener) { return true; } bool AetherLevelSource::tick() { return false; } bool AetherLevelSource::shouldSave() { return true; } wstring AetherLevelSource::gatherStats() { return L"AetherLevelSource"; } vector *AetherLevelSource::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 *AetherLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) { return NULL; }