Files
MinecraftConsoles/Minecraft.World/BiomeSource.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

641 lines
17 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.storage.h"
#include "net.minecraft.world.level.biome.h"
#include "net.minecraft.world.level.newbiome.layer.h"
#include "System.h"
#include "BiomeSource.h"
#include "..\Minecraft.Client\Minecraft.h"
#include "..\Minecraft.Client\ProgressRenderer.h"
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
void BiomeSource::_init()
{
layer = nullptr;
zoomedLayer = nullptr;
cache = new BiomeCache(this);
playerSpawnBiomes.push_back(Biome::forest);
playerSpawnBiomes.push_back(Biome::taiga);
// 4J-PB - Moving forward plains as a spawnable biome (mainly for the Superflat world)
playerSpawnBiomes.push_back(Biome::plains);
playerSpawnBiomes.push_back(Biome::taigaHills);
playerSpawnBiomes.push_back(Biome::forestHills);
playerSpawnBiomes.push_back(Biome::jungle);
playerSpawnBiomes.push_back(Biome::jungleHills);
}
void BiomeSource::_init(int64_t seed, LevelType *generator)
{
_init();
LayerArray layers = Layer::getDefaultLayers(seed, generator);
layer = layers[0];
zoomedLayer = layers[1];
delete [] layers.data;
}
BiomeSource::BiomeSource()
{
_init();
}
// 4J added
BiomeSource::BiomeSource(int64_t seed, LevelType *generator)
{
_init(seed, generator);
}
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
BiomeSource::BiomeSource(Level *level)
{
_init(level->getSeed(), level->getLevelData()->getGenerator());
}
BiomeSource::~BiomeSource()
{
delete cache;
}
Biome *BiomeSource::getBiome(ChunkPos *cp)
{
return getBiome(cp->x << 4, cp->z << 4);
}
Biome *BiomeSource::getBiome(int x, int z)
{
return cache->getBiome(x, z);
}
float BiomeSource::getDownfall(int x, int z) const
{
return cache->getDownfall(x, z);
}
// 4J - note that caller is responsible for deleting returned array. temperatures array is for output only.
floatArray BiomeSource::getDownfallBlock(int x, int z, int w, int h) const
{
floatArray downfalls;
getDownfallBlock(downfalls, x, z, w, h);
return downfalls;
}
// 4J - note that caller is responsible for deleting returned array. temperatures array is for output only.
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
void BiomeSource::getDownfallBlock(floatArray &downfalls, int x, int z, int w, int h) const
{
IntCache::releaseAll();
//if (downfalls == NULL || downfalls->length < w * h)
if (downfalls.data == NULL || downfalls.length < w * h)
{
if(downfalls.data != NULL) delete [] downfalls.data;
downfalls = floatArray(w * h);
}
intArray result = zoomedLayer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
float d = (float) Biome::biomes[result[i]]->getDownfallInt() / 65536.0f;
if (d > 1) d = 1;
downfalls[i] = d;
}
}
BiomeCache::Block *BiomeSource::getBlockAt(int x, int y)
{
return cache->getBlockAt(x, y);
}
float BiomeSource::getTemperature(int x, int y, int z) const
{
return scaleTemp(cache->getTemperature(x, z), y);
}
// 4J - brought forward from 1.2.3
float BiomeSource::scaleTemp(float temp, int y ) const
{
return temp;
}
floatArray BiomeSource::getTemperatureBlock(int x, int z, int w, int h) const
{
floatArray temperatures;
getTemperatureBlock(temperatures, x, z, w, h);
return temperatures;
}
// 4J - note that caller is responsible for deleting returned array. temperatures array is for output only.
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
void BiomeSource::getTemperatureBlock(floatArray& temperatures, int x, int z, int w, int h) const
{
IntCache::releaseAll();
//if (temperatures == null || temperatures.length < w * h) {
if (temperatures.data == NULL || temperatures.length < w * h)
{
if( temperatures.data != NULL ) delete [] temperatures.data;
temperatures = floatArray(w * h);
}
intArray result = zoomedLayer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
float t = (float) Biome::biomes[result[i]]->getTemperatureInt() / 65536.0f;
if (t > 1) t = 1;
temperatures[i] = t;
}
}
BiomeArray BiomeSource::getRawBiomeBlock(int x, int z, int w, int h) const
{
BiomeArray biomes;
getRawBiomeBlock(biomes, x, z, w, h);
return biomes;
}
// 4J added
void BiomeSource::getRawBiomeIndices(intArray &biomes, int x, int z, int w, int h) const
{
IntCache::releaseAll();
intArray result = layer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
biomes[i] = result[i];
}
}
void BiomeSource::getRawBiomeBlock(BiomeArray &biomes, int x, int z, int w, int h) const
{
IntCache::releaseAll();
//if (biomes == null || biomes.length < w * h)
if (biomes.data == NULL || biomes.length < w * h)
{
if(biomes.data != NULL) delete [] biomes.data;
biomes = BiomeArray(w * h);
}
intArray result = layer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
biomes[i] = Biome::biomes[result[i]];
#ifndef _CONTENT_PACKAGE
if(biomes[i] == NULL)
{
app.DebugPrintf("Tried to assign null biome %d\n", result[i]);
__debugbreak();
}
#endif
}
}
BiomeArray BiomeSource::getBiomeBlock(int x, int z, int w, int h) const
{
if (w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
{
return cache->getBiomeBlockAt(x, z);
}
BiomeArray biomes;
getBiomeBlock(biomes, x, z, w, h, true);
return biomes;
}
// 4J - caller is responsible for deleting biomes array
void BiomeSource::getBiomeBlock(BiomeArray& biomes, int x, int z, int w, int h, bool useCache) const
{
IntCache::releaseAll();
//if (biomes == null || biomes.length < w * h)
if (biomes.data == NULL || biomes.length < w * h)
{
if(biomes.data != NULL) delete [] biomes.data;
biomes = BiomeArray(w * h);
}
if (useCache && w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
{
BiomeArray tmp = cache->getBiomeBlockAt(x, z);
System::arraycopy(tmp, 0, &biomes, 0, w * h);
delete tmp.data; // MGH - added, the caching creates this array from the indices now.
//return biomes;
}
intArray result = zoomedLayer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
biomes[i] = Biome::biomes[result[i]];
}
}
byteArray BiomeSource::getBiomeIndexBlock(int x, int z, int w, int h) const
{
if (w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
{
return cache->getBiomeIndexBlockAt(x, z);
}
byteArray biomeIndices;
getBiomeIndexBlock(biomeIndices, x, z, w, h, true);
return biomeIndices;
}
// 4J - caller is responsible for deleting biomes array
void BiomeSource::getBiomeIndexBlock(byteArray& biomeIndices, int x, int z, int w, int h, bool useCache) const
{
IntCache::releaseAll();
//if (biomes == null || biomes.length < w * h)
if (biomeIndices.data == NULL || biomeIndices.length < w * h)
{
if(biomeIndices.data != NULL) delete [] biomeIndices.data;
biomeIndices = byteArray(w * h);
}
if (useCache && w == 16 && h == 16 && (x & 0xf) == 0 && (z & 0xf) == 0)
{
byteArray tmp = cache->getBiomeIndexBlockAt(x, z);
System::arraycopy(tmp, 0, &biomeIndices, 0, w * h);
//return biomes;
}
intArray result = zoomedLayer->getArea(x, z, w, h);
for (int i = 0; i < w * h; i++)
{
biomeIndices[i] = (byte)result[i];
}
}
/**
* Checks if an area around a block contains only the specified biomes.
* Useful for placing elements like towns.
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
bool BiomeSource::containsOnly(int x, int z, int r, vector<Biome *> allowed)
{
IntCache::releaseAll();
int x0 = ((x - r) >> 2);
int z0 = ((z - r) >> 2);
int x1 = ((x + r) >> 2);
int z1 = ((z + r) >> 2);
int w = x1 - x0 + 1;
int h = z1 - z0 + 1;
intArray biomes = layer->getArea(x0, z0, w, h);
for (int i = 0; i < w * h; i++)
{
Biome *b = Biome::biomes[biomes[i]];
if (find(allowed.begin(), allowed.end(), b) == allowed.end()) return false;
}
return true;
}
/**
* Checks if an area around a block contains only the specified biome.
* Useful for placing elements like towns.
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
bool BiomeSource::containsOnly(int x, int z, int r, Biome *allowed)
{
IntCache::releaseAll();
int x0 = ((x - r) >> 2);
int z0 = ((z - r) >> 2);
int x1 = ((x + r) >> 2);
int z1 = ((z + r) >> 2);
int w = x1 - x0;
int h = z1 - z0;
int biomesCount = w*h;
intArray biomes = layer->getArea(x0, z0, w, h);
for (unsigned int i = 0; i < biomesCount; i++)
{
Biome *b = Biome::biomes[biomes[i]];
if (allowed != b) return false;
}
return true;
}
/**
* Finds the specified biome within the radius. This will return a random
* position if several are found. This test is fairly rough.
*
* Returns null if the biome wasn't found
*/
TilePos *BiomeSource::findBiome(int x, int z, int r, Biome *toFind, Random *random)
{
IntCache::releaseAll();
int x0 = ((x - r) >> 2);
int z0 = ((z - r) >> 2);
int x1 = ((x + r) >> 2);
int z1 = ((z + r) >> 2);
int w = x1 - x0 + 1;
int h = z1 - z0 + 1;
intArray biomes = layer->getArea(x0, z0, w, h);
TilePos *res = NULL;
int found = 0;
int biomesCount = w*h;
for (unsigned int i = 0; i < biomesCount; i++)
{
int xx = x0 + i % w;
int zz = z0 + i / w;
Biome *b = Biome::biomes[biomes[i]];
if (b == toFind)
{
if (res == NULL || random->nextInt(found + 1) == 0)
{
res = new TilePos(xx, 0, zz);
found++;
}
}
}
return res;
}
/**
* Finds one of the specified biomes within the radius. This will return a
* random position if several are found. This test is fairly rough.
*
* Returns null if the biome wasn't found
*/
TilePos *BiomeSource::findBiome(int x, int z, int r, vector<Biome *> allowed, Random *random)
{
IntCache::releaseAll();
int x0 = ((x - r) >> 2);
int z0 = ((z - r) >> 2);
int x1 = ((x + r) >> 2);
int z1 = ((z + r) >> 2);
int w = x1 - x0 + 1;
int h = z1 - z0 + 1;
MemSect(50);
intArray biomes = layer->getArea(x0, z0, w, h);
TilePos *res = NULL;
int found = 0;
for (unsigned int i = 0; i < w * h; i++)
{
int xx = (x0 + i % w) << 2;
int zz = (z0 + i / w) << 2;
Biome *b = Biome::biomes[biomes[i]];
if (find(allowed.begin(), allowed.end(), b) != allowed.end())
{
if (res == NULL || random->nextInt(found + 1) == 0)
{
delete res;
res = new TilePos(xx, 0, zz);
found++;
}
}
}
MemSect(0);
return res;
}
void BiomeSource::update()
{
cache->update();
}
//#define DEBUG_SEEDS 50
// 4J added - find a seed for this biomesource that matches certain criteria
#ifdef __PSVITA__
int64_t BiomeSource::findSeed(LevelType *generator, bool* pServerRunning) // MGH - added pRunning, so we can early out of this on Vita as it can take up to 60 secs
#else
int64_t BiomeSource::findSeed(LevelType *generator)
#endif
{
int64_t bestSeed = 0;
ProgressRenderer *mcprogress = Minecraft::GetInstance()->progressRenderer;
mcprogress->progressStage(IDS_PROGRESS_NEW_WORLD_SEED);
#ifndef _CONTENT_PACKAGE
if(app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<<eDebugSetting_EnableBiomeOverride))
{
// Do nothing
}
else
#endif
{
#ifdef DEBUG_SEEDS
for( int k = 0; k < DEBUG_SEEDS; k++ )
#endif
{
// Try and genuinely random this search up
Random *pr = new Random(System::nanoTime());
// Raw biome data has one result per 4x4 group of tiles.
// Removing a border of 8 from each side since we'll be doing special things at the edge to turn our world into an island, and so don't want to count things
// in the edge region in case they later get removed
static const int biomeWidth = ( 54 * 4 ) - 16; // Should be even so we can offset evenly
static const int biomeOffset = -( biomeWidth / 2 );
// Storage for our biome indices
intArray indices = intArray( biomeWidth * biomeWidth );
// Storage for the fractional amounts of each biome that will be calculated
float toCompare[Biome::BIOME_COUNT];
bool matchFound = false;
int tryCount = 0;
// Just keeping trying to generate seeds until we find one that matches our criteria
do
{
int64_t seed = pr->nextLong();
BiomeSource *biomeSource = new BiomeSource(seed,generator);
biomeSource->getRawBiomeIndices(indices, biomeOffset, biomeOffset, biomeWidth, biomeWidth);
getFracs(indices, toCompare);
matchFound = getIsMatch( toCompare );
if( matchFound ) bestSeed = seed;
delete biomeSource;
tryCount++;
mcprogress->progressStagePercentage( tryCount % 100 );
#ifdef __PSVITA__
} while (!matchFound && *pServerRunning);
#else
} while (!matchFound);
#endif
// Clean up
delete pr;
delete indices.data;
#ifdef DEBUG_SEEDS
app.DebugPrintf("%d: %d tries taken, seed used is %lld\n", k, tryCount, bestSeed);
BiomeSource *biomeSource = new BiomeSource(bestSeed);
BiomeArray biomes = biomeSource->getBiomeBlock(-27 * 16, -27 * 16, 54 * 16, 54 * 16);
unsigned int *pixels = new unsigned int[54 * 16 * 54 * 16];
for(int i = 0; i < 54 * 16 * 54 * 16; i++ )
{
int id = biomes[i]->id;
// Create following colours:
// 0 ocean 0000 black
// 1 plains 0001 pastel cyan
// 2 desert 0010 green
// 3 extreme hills 0011 yellow
// 4 forest 0100 blue
// 5 taiga 0101 magenta
// 6 swamps 0110 cyan
// 7 river 0111 white
// 8 hell 1000 grey
// 9 end biome 1001 white
// 10 frozen ocean 1010 pastel green
// 11 frozen river 1011 pastel yellow
// 12 ice flats 1100 pastel blue
// 13 ice mountains 1101 pastel magenta
// 14 mushroom island 1110 red
// 15 mushroom shore 1111 pastel red
if( id == 1 ) id = 14;
else if ( id == 14 ) id = 1;
else if( id == 9 ) id = 15;
else if( id == 15 ) id = 9;
pixels[i] = 0xff000000;
if( id & 1 ) pixels[i] |= 0x00ff0000;
if( id & 2 ) pixels[i] |= 0x0000ff00;
if( id & 4 ) pixels[i] |= 0x000000ff;
if( id & 8 ) pixels[i] |= 0x00808080;
}
D3DXIMAGE_INFO srcInfo;
srcInfo.Format = D3DFMT_LIN_A8R8G8B8;
srcInfo.ImageFileFormat = D3DXIFF_BMP;
srcInfo.Width = 54 * 16;
srcInfo.Height = 54 * 16;
char buf[256];
sprintf(buf,"GAME:\\BiomeTest%d.bmp",k);
RenderManager.SaveTextureData(buf, &srcInfo, (int *)pixels);
delete [] pixels;
delete biomes.data;
delete biomeSource;
#endif
}
}
return bestSeed;
}
// 4J added - get the fractional amounts of each biome type in the given indices
void BiomeSource::getFracs(intArray indices, float *fracs)
{
for( int i = 0; i < Biome::BIOME_COUNT; i++ )
{
fracs[i] = 0.0f;
}
for( int i = 0; i < indices.length; i++ )
{
fracs[indices[i]] += 1.0f;
}
for( int i = 0; i < Biome::BIOME_COUNT; i++ )
{
fracs[i] /= (float)(indices.length);
}
}
// 4J added - determine if this particular set of fractional amounts of biome types matches are requirements
bool BiomeSource::getIsMatch(float *frac)
{
// A true for a particular biome type here marks it as one that *has* to be present
static const bool critical[Biome::BIOME_COUNT] = {
true, // ocean
true, // plains
true, // desert
false, // extreme hills
true, // forest
true, // taiga
true, // swamps
false, // river
false, // hell
false, // end biome
false, // frozen ocean
false, // frozen river
false, // ice flats
false, // ice mountains
true, // mushroom island / shore
false, // mushroom shore (combined with above)
false, // beach
false, // desert hills (combined with desert)
false, // forest hills (combined with forest)
false, // taiga hills (combined with taga)
false, // small extreme hills
true, // jungle
false, // jungle hills (combined with jungle)
};
// Don't want more than 15% ocean
if( frac[0] > 0.15f )
{
return false;
}
// Consider mushroom shore & islands as the same by finding max
frac[14] = ( ( frac[15] > frac[14] ) ? frac[15] : frac[14] );
// Merge desert and desert hills
frac[2] = ( ( frac[17] > frac[2] ) ? frac[17] : frac[2] );
// Merge forest and forest hills
frac[4] = ( ( frac[18] > frac[4] ) ? frac[18] : frac[4] );
// Merge taiga and taiga hills
frac[5] = ( ( frac[19] > frac[5] ) ? frac[19] : frac[5] );
// Merge jungle and jungle hills
frac[21] = ( ( frac[22] > frac[21] ) ? frac[22] : frac[21] );
// Loop through all biome types, and:
// (1) count them
// (2) give up if one of the critical ones is missing
int typeCount = 0;
for( int i = 0; i < Biome::BIOME_COUNT; i++ )
{
// We want to skip some where we have merged with another type
if(i == 15 || i == 17 || i == 18 || i == 19 || i == 22) continue;
// Consider 0.1% as being "present" - this equates an area of about 3 chunks
if( frac[i] > 0.001f )
{
typeCount++;
}
else
{
// If a critical biome is missing, just give up
if( critical[i] )
{
return false;
}
}
}
// Consider as suitable if we've got all the critical ones, and in total 9 or more - currently there's 8 critical so this just forces at least 1 more others
return ( typeCount >= 9 );
}