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Add Outer End
This commit is contained in:
19
Minecraft.World/TheOuterEndBiome.cpp
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19
Minecraft.World/TheOuterEndBiome.cpp
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#include "stdafx.h"
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#include "TheOuterEndBiome.h"
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#include "TheOuterEndBiomeDecorator.h"
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#include "net.minecraft.world.entity.monster.h"
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TheOuterEndBiome::TheOuterEndBiome(int id) : Biome(id)
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{
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enemies.clear();
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friendlies.clear();
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friendlies_chicken.clear();
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friendlies_wolf.clear();
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waterFriendlies.clear();
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ambientFriendlies.clear();
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enemies.push_back(new MobSpawnerData(eTYPE_WATCHER, 7, 1, 1));
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enemies.push_back(new MobSpawnerData(eTYPE_ENDERMAN, 10, 4, 4));
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decorator = new TheOuterEndBiomeDecorator(this);
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}
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11
Minecraft.World/TheOuterEndBiome.h
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11
Minecraft.World/TheOuterEndBiome.h
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#pragma once
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#include "Biome.h"
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class TheOuterEndBiome : public Biome
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{
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public:
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TheOuterEndBiome(int id);
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// 4J Stu - Don't need override
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//virtual int getSkyColor(float temp);
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};
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39
Minecraft.World/TheOuterEndBiomeDecorator.cpp
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39
Minecraft.World/TheOuterEndBiomeDecorator.cpp
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include "stdafx.h"
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#include "TheOuterEndBiomeDecorator.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.level.levelgen.feature.h"
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#include "EndGatewayFeature.h"
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const double M_PI = 3.14159265358979323846;
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TheOuterEndBiomeDecorator::TheOuterEndBiomeDecorator(Biome *biome) : BiomeDecorator(biome)
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{
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endGatewayFeature = new EndGatewayFeature(Tile::unbreakable_Id);
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}
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void TheOuterEndBiomeDecorator::decorate()
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{
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decorateOres();
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// this will only set the y to the top y of the chunks already processed...
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int y = level->getTopSolidBlock(xo+8, zo+8);
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if(y>level->GetHighestY()) level->SetHighestY(y);
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if (xo == 0 && zo == 0)
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{
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for (int i = 0; i < 20; i++)
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{
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double angle = (2 * M_PI / 20) * i;
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int gx = (int)(96 * cos(angle));
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int gz = (int)(96 * sin(angle));
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endGatewayFeature->place(level, random, gx, 75, gz);
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}
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}
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}
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12
Minecraft.World/TheOuterEndBiomeDecorator.h
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12
Minecraft.World/TheOuterEndBiomeDecorator.h
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#include "BiomeDecorator.h"
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#include "EndGatewayFeature.h"
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class TheOuterEndBiomeDecorator : public BiomeDecorator
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{
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public:
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TheOuterEndBiomeDecorator(Biome *biome);
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protected:
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EndGatewayFeature *endGatewayFeature;
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virtual void decorate();
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};
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107
Minecraft.World/TheOuterEndDimension.cpp
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107
Minecraft.World/TheOuterEndDimension.cpp
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#include "stdafx.h"
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#include "TheOuterEndDimension.h"
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#include "TheOuterEndLevelRandomLevelSource.h"
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#include "FixedBiomeSource.h"
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#include "net.minecraft.world.level.levelgen.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "..\Minecraft.Client\Minecraft.h"
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#include "..\Minecraft.Client\Common\Colours\ColourTable.h"
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void TheOuterEndDimension::init()
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{
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biomeSource = new FixedBiomeSource(Biome::outerIslands, 0.5f, 0);
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id = 2;
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hasCeiling = true;
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}
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float TheOuterEndDimension::getTimeOfDay(int64_t time, float a) const
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{
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return 0.0f;
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}
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float *TheOuterEndDimension::getSunriseColor(float td, float a)
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{
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return nullptr;
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}
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Vec3 *TheOuterEndDimension::getFogColor(float td, float a) const
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{
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int fogColor = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_End_Fog_Colour ); //0xa080a0;
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float br = Mth::cos(td * PI * 2) * 2 + 0.5f;
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if (br < 0.0f) br = 0.0f;
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if (br > 1.0f) br = 1.0f;
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float r = ((fogColor >> 16) & 0xff) / 255.0f;
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float g = ((fogColor >> 8) & 0xff) / 255.0f;
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float b = ((fogColor) & 0xff) / 255.0f;
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r *= br * 0.0f + 0.15f;
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g *= br * 0.0f + 0.15f;
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b *= br * 0.0f + 0.15f;
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return Vec3::newTemp(r, g, b);
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}
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bool TheOuterEndDimension::hasGround()
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{
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return false;
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}
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bool TheOuterEndDimension::mayRespawn() const
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{
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return false;
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}
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bool TheOuterEndDimension::isNaturalDimension()
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{
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return false;
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}
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float TheOuterEndDimension::getCloudHeight()
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{
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return 8;
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}
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bool TheOuterEndDimension::isValidSpawn(int x, int z) const
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{
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int topTile = level->getTopTile(x, z);
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if (topTile == 0) return false;
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return Tile::tiles[topTile]->material->blocksMotion();
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}
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Pos *TheOuterEndDimension::getSpawnPos()
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{
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return new Pos(0, 80, 0);
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}
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ChunkSource *TheOuterEndDimension::createRandomLevelSource() const
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{
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if (level == nullptr)
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{
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return nullptr; // prevents crashes if init order is wrong
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}
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return new TheOuterEndLevelRandomLevelSource(level, level->getSeed());
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}
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bool TheOuterEndDimension::isFoggyAt(int x, int z)
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{
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return false;
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}
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int TheOuterEndDimension::getSpawnYPosition()
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{
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return 50;
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}
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void TheOuterEndDimension::updateLightRamp()
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{
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float ambientLight = 0.10f;
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for (int i = 0; i <= Level::MAX_BRIGHTNESS; i++)
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{
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float v = (1 - i / (float) (Level::MAX_BRIGHTNESS));
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brightnessRamp[i] = ((1 - v) / (v * 3 + 1)) * (1 - ambientLight) + ambientLight;
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}
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}
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23
Minecraft.World/TheOuterEndDimension.h
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23
Minecraft.World/TheOuterEndDimension.h
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#pragma once
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#include "Dimension.h"
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class TheOuterEndDimension : public Dimension
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{
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public:
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virtual void init();
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virtual ChunkSource *createRandomLevelSource() const;
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virtual float getTimeOfDay(int64_t time, float a) const;
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virtual float *getSunriseColor(float td, float a);
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virtual Vec3 *getFogColor(float td, float a) const;
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virtual bool hasGround();
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virtual bool mayRespawn() const;
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virtual bool isNaturalDimension();
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virtual float getCloudHeight();
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virtual bool isValidSpawn(int x, int z) const;
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virtual Pos *getSpawnPos();
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virtual int getSpawnYPosition();
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virtual bool isFoggyAt(int x, int z);
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protected:
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virtual void updateLightRamp();
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};
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415
Minecraft.World/TheOuterEndLevelRandomLevelSource.cpp
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415
Minecraft.World/TheOuterEndLevelRandomLevelSource.cpp
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#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.biome.h"
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#include "net.minecraft.world.level.levelgen.h"
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#include "net.minecraft.world.level.levelgen.feature.h"
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#include "net.minecraft.world.level.levelgen.structure.h"
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#include "net.minecraft.world.level.levelgen.synth.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.level.storage.h"
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#include "TheOuterEndLevelRandomLevelSource.h"
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TheOuterEndLevelRandomLevelSource::TheOuterEndLevelRandomLevelSource(Level *level, int64_t seed)
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{
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m_XZSize = END_LEVEL_MIN_WIDTH;
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this->level = level;
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random = new Random(seed);
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pprandom = new Random(seed); // 4J added
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lperlinNoise1 = new PerlinNoise(random, 16);
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lperlinNoise2 = new PerlinNoise(random, 16);
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perlinNoise1 = new PerlinNoise(random, 8);
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scaleNoise = new PerlinNoise(random, 10);
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depthNoise = new PerlinNoise(random, 16);
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}
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TheOuterEndLevelRandomLevelSource::~TheOuterEndLevelRandomLevelSource()
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{
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delete random;
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delete pprandom;
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delete lperlinNoise1;
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delete lperlinNoise2;
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delete perlinNoise1;
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delete scaleNoise;
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delete depthNoise;
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}
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void TheOuterEndLevelRandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
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{
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doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons
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int xChunks = 16 / CHUNK_WIDTH;
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int xSize = xChunks + 1;
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int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
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int zSize = xChunks + 1;
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buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize);
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for (int xc = 0; xc < xChunks; xc++)
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{
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for (int zc = 0; zc < xChunks; zc++)
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{
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for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; yc++)
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{
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double yStep = 1 / static_cast<double>(CHUNK_HEIGHT);
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double s0 = buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s1 = buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s2 = buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s3 = buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s0a = (buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] - s0) * yStep;
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double s1a = (buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] - s1) * yStep;
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double s2a = (buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] - s2) * yStep;
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double s3a = (buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] - s3) * yStep;
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for (int y = 0; y < CHUNK_HEIGHT; y++)
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{
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double xStep = 1 / static_cast<double>(CHUNK_WIDTH);
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double _s0 = s0;
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double _s1 = s1;
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double _s0a = (s2 - s0) * xStep;
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double _s1a = (s3 - s1) * xStep;
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for (int x = 0; x < CHUNK_WIDTH; x++)
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{
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int offs = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y);
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int step = 1 << Level::genDepthBits;
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double zStep = 1 / static_cast<double>(CHUNK_WIDTH);
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double val = _s0;
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double vala = (_s1 - _s0) * zStep;
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for (int z = 0; z < CHUNK_WIDTH; z++)
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{
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int tileId = 0;
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if (val > 0)
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{
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tileId = Tile::endStone_Id;
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} else {
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}
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blocks[offs] = static_cast<byte>(tileId);
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offs += step;
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val += vala;
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}
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_s0 += _s0a;
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_s1 += _s1a;
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}
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s0 += s0a;
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s1 += s1a;
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s2 += s2a;
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s3 += s3a;
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}
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}
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}
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}
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delete [] buffer.data;
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}
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void TheOuterEndLevelRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
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{
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for (int x = 0; x < 16; x++)
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{
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for (int z = 0; z < 16; z++)
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{
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int runDepth = 1;
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int run = -1;
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byte top = (byte) Tile::endStone_Id;
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byte material = (byte) Tile::endStone_Id;
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for (int y = Level::genDepthMinusOne; y >= 0; y--)
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{
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int offs = (z * 16 + x) * Level::genDepth + y;
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int old = blocks[offs];
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if (old == 0)
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{
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run = -1;
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}
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else if (old == Tile::stone_Id)
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{
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if (run == -1)
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{
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if (runDepth <= 0)
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{
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top = 0;
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material = static_cast<byte>(Tile::endStone_Id);
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}
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run = runDepth;
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if (y >= 0) blocks[offs] = top;
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else blocks[offs] = material;
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}
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else if (run > 0)
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{
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run--;
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blocks[offs] = material;
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}
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}
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}
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}
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}
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}
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LevelChunk *TheOuterEndLevelRandomLevelSource::create(int x, int z)
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{
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return getChunk(x, z);
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}
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LevelChunk *TheOuterEndLevelRandomLevelSource::getChunk(int xOffs, int zOffs)
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{
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random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
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BiomeArray biomes;
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// 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
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unsigned int blocksSize = Level::genDepth * 16 * 16;
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byte *tileData = static_cast<byte *>(XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE));
|
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XMemSet128(tileData,0,blocksSize);
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byteArray blocks = byteArray(tileData,blocksSize);
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// byteArray blocks = byteArray(16 * level->depth * 16);
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// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J moved below
|
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level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true);
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prepareHeights(xOffs, zOffs, blocks, biomes);
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buildSurfaces(xOffs, zOffs, blocks, biomes);
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// 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
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// now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
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LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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XPhysicalFree(tileData);
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levelChunk->recalcHeightmap();
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||||
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//delete blocks.data; // Don't delete the blocks as the array data is actually owned by the chunk now
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delete biomes.data;
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return levelChunk;
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}
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doubleArray TheOuterEndLevelRandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize)
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||||
{
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||||
if (buffer.data == nullptr)
|
||||
{
|
||||
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;
|
||||
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 -= yOffs * 0.05;
|
||||
|
||||
// keep top/bottom fadeout from The End generator so islands stay floating
|
||||
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 TheOuterEndLevelRandomLevelSource::hasChunk(int x, int y)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void TheOuterEndLevelRandomLevelSource::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_CLIENTS);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void TheOuterEndLevelRandomLevelSource::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_t xScale = pprandom->nextLong() / 2 * 2 + 1;
|
||||
int64_t 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 TheOuterEndLevelRandomLevelSource::save(bool force, ProgressListener *progressListener)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TheOuterEndLevelRandomLevelSource::tick()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool TheOuterEndLevelRandomLevelSource::shouldSave()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
wstring TheOuterEndLevelRandomLevelSource::gatherStats()
|
||||
{
|
||||
return L"RandomLevelSource";
|
||||
}
|
||||
|
||||
vector<Biome::MobSpawnerData *> *TheOuterEndLevelRandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
|
||||
{
|
||||
Biome *biome = level->getBiome(x, z);
|
||||
if (biome == nullptr)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
return biome->getMobs(mobCategory);
|
||||
}
|
||||
|
||||
TilePos *TheOuterEndLevelRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void TheOuterEndLevelRandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
|
||||
{
|
||||
}
|
||||
61
Minecraft.World/TheOuterEndLevelRandomLevelSource.h
Normal file
61
Minecraft.World/TheOuterEndLevelRandomLevelSource.h
Normal file
@@ -0,0 +1,61 @@
|
||||
#pragma once
|
||||
|
||||
#include "ChunkSource.h"
|
||||
class PerlinNoise;
|
||||
|
||||
class TheOuterEndLevelRandomLevelSource : public ChunkSource
|
||||
{
|
||||
public:
|
||||
static const double SNOW_CUTOFF;
|
||||
static const double SNOW_SCALE;
|
||||
static const bool FLOATING_ISLANDS;
|
||||
|
||||
static const int CHUNK_HEIGHT = 4;
|
||||
static const int CHUNK_WIDTH = 8;
|
||||
private:
|
||||
Random *random;
|
||||
Random *pprandom;
|
||||
|
||||
private:
|
||||
PerlinNoise *lperlinNoise1;
|
||||
PerlinNoise *lperlinNoise2;
|
||||
PerlinNoise *perlinNoise1;
|
||||
public:
|
||||
PerlinNoise *scaleNoise;
|
||||
PerlinNoise *depthNoise;
|
||||
PerlinNoise *forestNoise;
|
||||
|
||||
|
||||
private:
|
||||
Level *level;
|
||||
|
||||
public:
|
||||
TheOuterEndLevelRandomLevelSource(Level *level, int64_t seed);
|
||||
~TheOuterEndLevelRandomLevelSource();
|
||||
|
||||
void prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
|
||||
void buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
|
||||
|
||||
public:
|
||||
virtual LevelChunk *create(int x, int z);
|
||||
virtual LevelChunk *getChunk(int xOffs, int zOffs);
|
||||
|
||||
private:
|
||||
doubleArray getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize);
|
||||
|
||||
public:
|
||||
virtual bool hasChunk(int x, int y);
|
||||
private:
|
||||
void calcWaterDepths(ChunkSource *parent, int xt, int zt);
|
||||
public:
|
||||
virtual void postProcess(ChunkSource *parent, int xt, int zt);
|
||||
virtual bool save(bool force, ProgressListener *progressListener);
|
||||
virtual bool tick();
|
||||
virtual bool shouldSave();
|
||||
virtual wstring gatherStats();
|
||||
|
||||
public:
|
||||
virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z);
|
||||
virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z);
|
||||
virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
|
||||
};
|
||||
Reference in New Issue
Block a user