#include "stdafx.h" #include "StructureFeature.h" #include "StructureStart.h" #include "StructurePiece.h" #include "ChunkPos.h" #include "BoundingBox.h" #include "net.minecraft.world.level.h" #include "LevelData.h" StructureFeature::StructureFeature() { #ifdef ENABLE_STRUCTURE_SAVING savedData = nullptr; #endif } StructureFeature::~StructureFeature() { for(auto& it : cachedStructures) { delete it.second; } } void StructureFeature::addFeature(Level *level, int x, int z, int xOffs, int zOffs, byteArray blocks) { // this method is called for each chunk within 8 chunk's distance from // the chunk being generated, but not all chunks are the sources of // structures restoreSavedData(level); if (cachedStructures.find(ChunkPos::hashCode(x, z)) != cachedStructures.end()) { return; } // clear random key random->nextInt(); // 4J-PB - want to know if it's a superflat land, so we don't generate so many villages - we've changed the distance required between villages on the xbox if (isFeatureChunk(x, z,level->getLevelData()->getGenerator() == LevelType::lvl_flat)) { StructureStart *start = createStructureStart(x, z); cachedStructures[ChunkPos::hashCode(x, z)] = start; saveFeature(x, z, start); } } bool StructureFeature::postProcess(Level *level, Random *random, int chunkX, int chunkZ) { restoreSavedData(level); // 4J Stu - The x and z used to be offset by (+8) here, but that means we can miss out half structures on the edge of the world // Normal feature generation offsets generation by half a chunk to ensure that it can generate the entire feature in chunks already created // Structure features don't need this, as the PlaceBlock function only places blocks inside the BoundingBox specified, and parts // of a struture piece can be added in more than one post-process call int cx = (chunkX << 4); // + 8; int cz = (chunkZ << 4); // + 8; bool intersection = false; for(auto& it : cachedStructures) { StructureStart *structureStart = it.second; if (structureStart->isValid()) { if (structureStart->getBoundingBox()->intersects(cx, cz, cx + 15, cz + 15)) { BoundingBox *bb = new BoundingBox(cx, cz, cx + 15, cz + 15); structureStart->postProcess(level, random, bb); delete bb; intersection = true; // because some feature pieces are modified in the postProcess step, we need to save them again saveFeature(structureStart->getChunkX(), structureStart->getChunkZ(), structureStart); } } } return intersection; } bool StructureFeature::isIntersection(int cellX, int cellZ) { restoreSavedData(level); for(auto & it : cachedStructures) { StructureStart *structureStart = it.second; if (structureStart->isValid()) { if (structureStart->getBoundingBox()->intersects(cellX, cellZ, cellX, cellZ)) { auto it2 = structureStart->getPieces()->begin(); while( it2 != structureStart->getPieces()->end() ) { StructurePiece *next = *it2++; if (next->getBoundingBox()->intersects(cellX, cellZ, cellX, cellZ)) { return true; } } } } } return false; } bool StructureFeature::isInsideFeature(int cellX, int cellY, int cellZ) { restoreSavedData(level); return getStructureAt(cellX, cellY, cellZ) != NULL; } StructureStart *StructureFeature::getStructureAt(int cellX, int cellY, int cellZ) { for(auto& it : cachedStructures) { StructureStart *pStructureStart = it.second; if (pStructureStart->isValid()) { if (pStructureStart->getBoundingBox()->intersects(cellX, cellZ, cellX, cellZ)) { /* Iterator it = structureStart.getPieces().iterator(); while (it.hasNext()) { StructurePiece next = it.next(); if (next.getBoundingBox().isInside(cellX, cellY, cellZ)) { return true; } */ list *pieces=pStructureStart->getPieces(); for (auto& piece : *pieces) { if ( piece->getBoundingBox()->isInside(cellX, cellY, cellZ) ) { return pStructureStart; } } } } } return NULL; } bool StructureFeature::isInsideBoundingFeature(int cellX, int cellY, int cellZ) { restoreSavedData(level); for(auto& it : cachedStructures) { StructureStart *structureStart = it.second; if (structureStart->isValid()) { return (structureStart->getBoundingBox()->intersects(cellX, cellZ, cellX, cellZ)); } } return false; } TilePos *StructureFeature::getNearestGeneratedFeature(Level *level, int cellX, int cellY, int cellZ) { // this is a hack that will "force" the feature to generate positions // even if the player hasn't generated new chunks yet this->level = level; restoreSavedData(level); random->setSeed(level->getSeed()); __int64 xScale = random->nextLong(); __int64 zScale = random->nextLong(); __int64 xx = (cellX >> 4) * xScale; __int64 zz = (cellZ >> 4) * zScale; random->setSeed(xx ^ zz ^ level->getSeed()); addFeature(level, cellX >> 4, cellZ >> 4, 0, 0, byteArray()); double minDistance = DBL_MAX; TilePos *selected = NULL; for(auto& it : cachedStructures) { StructureStart *pStructureStart = it.second; if (pStructureStart->isValid()) { //StructurePiece *pStructurePiece = pStructureStart->getPieces().get(0); StructurePiece* pStructurePiece = * pStructureStart->getPieces()->begin(); TilePos *locatorPosition = pStructurePiece->getLocatorPosition(); int dx = locatorPosition->x - cellX; int dy = locatorPosition->y - cellY; int dz = locatorPosition->z - cellZ; double dist = dx * dx + dy * dy + dz * dz; if (dist < minDistance) { minDistance = dist; selected = locatorPosition; } } } if (selected != NULL) { return selected; } else { vector *guesstimatedFeaturePositions = getGuesstimatedFeaturePositions(); if (guesstimatedFeaturePositions != NULL) { TilePos *pSelectedPos = new TilePos(0,0,0); for(const auto& it : *guesstimatedFeaturePositions) { int dx = it.x - cellX; int dy = it.y - cellY; int dz = it.z - cellZ; double dist = dx * dx + dy * dy + dz * dz; if (dist < minDistance) { minDistance = dist; pSelectedPos->x = it.x; pSelectedPos->y = it.y; pSelectedPos->z = it.z; } } delete guesstimatedFeaturePositions; return pSelectedPos; } } return NULL; } vector *StructureFeature::getGuesstimatedFeaturePositions() { return NULL; } void StructureFeature::restoreSavedData(Level *level) { #ifdef ENABLE_STRUCTURE_SAVING if (savedData == NULL) { savedData = dynamic_pointer_cast( level->getSavedData(typeid(StructureFeatureSavedData), getFeatureName()) ); if (savedData == NULL) { savedData = shared_ptr( new StructureFeatureSavedData(getFeatureName()) ); level->setSavedData(getFeatureName(), savedData); } else { CompoundTag *fullTag = savedData->getFullTag(); vector *allTags = fullTag->getAllTags(); for ( Tag *featureTag : *allTags ) { if ( featureTag && featureTag->getId() == Tag::TAG_Compound) { CompoundTag *ct = (CompoundTag *) featureTag; if (ct->contains(L"ChunkX") && ct->contains(L"ChunkZ")) { int cx = ct->getInt(L"ChunkX"); int cz = ct->getInt(L"ChunkZ"); StructureStart *start = StructureFeatureIO::loadStaticStart(ct, level); // System.out.println("Loaded " + start.getClass().getSimpleName() + " from file"); cachedStructures[ChunkPos::hashCode(cx, cz)] = start; } } } delete allTags; } } #endif } void StructureFeature::saveFeature(int chunkX, int chunkZ, StructureStart *feature) { #ifdef ENABLE_STRUCTURE_SAVING savedData->putFeatureTag(feature->createTag(chunkX, chunkZ), chunkX, chunkZ); savedData->setDirty(); #endif }