Files
MinecraftConsoles/Minecraft.World/PortalForcer.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

528 lines
12 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.level.dimension.h"
#include "..\Minecraft.Client\ServerLevel.h"
#include "PortalForcer.h"
PortalForcer::PortalPosition::PortalPosition(int x, int y, int z, int64_t time) : Pos(x, y, z)
{
lastUsed = time;
}
PortalForcer::PortalForcer(ServerLevel *level)
{
this->level = level;
random = new Random(level->getSeed());
}
PortalForcer::~PortalForcer()
{
for(auto& it : cachedPortals)
{
delete it.second;
}
}
void PortalForcer::force(shared_ptr<Entity> e, double xOriginal, double yOriginal, double zOriginal, float yRotOriginal)
{
if (level->dimension->id == 1)
{
int x = Mth::floor(e->x);
int y = Mth::floor(e->y) - 1;
int z = Mth::floor(e->z);
int xa = 1;
int za = 0;
for (int b = -2; b <= 2; b++)
{
for (int s = -2; s <= 2; s++)
{
for (int h = -1; h < 3; h++)
{
int xt = x + s * xa + b * za;
int yt = y + h;
int zt = z + s * za - b * xa;
bool border = h < 0;
level->setTileAndUpdate(xt, yt, zt, border ? Tile::obsidian_Id : 0);
}
}
}
e->moveTo(x, y, z, e->yRot, 0);
e->xd = e->yd = e->zd = 0;
return;
}
if (findPortal(e, xOriginal, yOriginal, zOriginal, yRotOriginal))
{
return;
}
createPortal(e);
findPortal(e, xOriginal, yOriginal, zOriginal, yRotOriginal);
}
bool PortalForcer::findPortal(shared_ptr<Entity> e, double xOriginal, double yOriginal, double zOriginal, float yRotOriginal)
{
// 4J Stu - Decrease the range at which we search for a portal in the nether given our smaller nether
int r = 16;//* 8;
if(level->dimension->id == -1)
{
r *= 3;
}
else
{
#ifdef __PSVITA__
// AP poor little Vita takes 30 seconds to leave the Nether. This should help
r *= 5;
#else
r *= 8;
#endif
}
double closest = -1;
int xTarget = 0;
int yTarget = 0;
int zTarget = 0;
int xc = Mth::floor(e->x);
int zc = Mth::floor(e->z);
long hash = ChunkPos::hashCode(xc, zc);
bool updateCache = true;
auto it = cachedPortals.find(hash);
if (it != cachedPortals.end())
{
PortalPosition *pos = it->second;
closest = 0;
xTarget = pos->x;
yTarget = pos->y;
zTarget = pos->z;
pos->lastUsed = level->getGameTime();
updateCache = false;
}
else
{
for (int x = xc - r; x <= xc + r; x++)
{
double xd = (x + 0.5) - e->x;
for (int z = zc - r; z <= zc + r; z++)
{
double zd = (z + 0.5) - e->z;
for (int y = level->getHeight() - 1; y >= 0; y--)
{
if (level->getTile(x, y, z) == Tile::portalTile_Id)
{
while (level->getTile(x, y - 1, z) == Tile::portalTile_Id)
{
y--;
}
double yd = (y + 0.5) - e->y;
double dist = xd * xd + yd * yd + zd * zd;
if (closest < 0 || dist < closest)
{
closest = dist;
xTarget = x;
yTarget = y;
zTarget = z;
}
}
}
}
}
}
if (closest >= 0)
{
int x = xTarget;
int y = yTarget;
int z = zTarget;
if (updateCache)
{
cachedPortals[hash] = new PortalPosition(x, y, z, level->getGameTime());
cachedPortalKeys.push_back(hash);
}
double xt = x + 0.5;
double yt = y + 0.5;
double zt = z + 0.5;
int dir = Direction::UNDEFINED;
if (level->getTile(x - 1, y, z) == Tile::portalTile_Id) dir = Direction::NORTH;
if (level->getTile(x + 1, y, z) == Tile::portalTile_Id) dir = Direction::SOUTH;
if (level->getTile(x, y, z - 1) == Tile::portalTile_Id) dir = Direction::EAST;
if (level->getTile(x, y, z + 1) == Tile::portalTile_Id) dir = Direction::WEST;
int originalDir = e->getPortalEntranceDir();
if (dir > Direction::UNDEFINED)
{
int leftDir = Direction::DIRECTION_COUNTER_CLOCKWISE[dir];
int forwardsx = Direction::STEP_X[dir];
int forwardsz = Direction::STEP_Z[dir];
int leftx = Direction::STEP_X[leftDir];
int leftz = Direction::STEP_Z[leftDir];
bool leftBlocked = !level->isEmptyTile(x + forwardsx + leftx, y, z + forwardsz + leftz) || !level->isEmptyTile(x + forwardsx + leftx, y + 1, z + forwardsz + leftz);
bool rightBlocked = !level->isEmptyTile(x + forwardsx, y, z + forwardsz) || !level->isEmptyTile(x + forwardsx, y + 1, z + forwardsz);
if (leftBlocked && rightBlocked)
{
dir = Direction::DIRECTION_OPPOSITE[dir];
leftDir = Direction::DIRECTION_OPPOSITE[leftDir];
forwardsx = Direction::STEP_X[dir];
forwardsz = Direction::STEP_Z[dir];
leftx = Direction::STEP_X[leftDir];
leftz = Direction::STEP_Z[leftDir];
x -= leftx;
xt -= leftx;
z -= leftz;
zt -= leftz;
leftBlocked = !level->isEmptyTile(x + forwardsx + leftx, y, z + forwardsz + leftz) || !level->isEmptyTile(x + forwardsx + leftx, y + 1, z + forwardsz + leftz);
rightBlocked = !level->isEmptyTile(x + forwardsx, y, z + forwardsz) || !level->isEmptyTile(x + forwardsx, y + 1, z + forwardsz);
}
float offsetLeft = 0.5f;
float offsetForwards = 0.5f;
if (!leftBlocked && rightBlocked)
{
offsetLeft = 1;
}
else if (leftBlocked && !rightBlocked)
{
offsetLeft = 0;
}
else if (leftBlocked && rightBlocked)
{
offsetForwards = 0;
}
// Center them in the frame and push them out forwards
xt += (leftx * offsetLeft) + (offsetForwards * forwardsx);
zt += (leftz * offsetLeft) + (offsetForwards * forwardsz);
float xx = 0;
float zz = 0;
float xz = 0;
float zx = 0;
if (dir == originalDir)
{
xx = 1;
zz = 1;
}
else if (dir == Direction::DIRECTION_OPPOSITE[originalDir])
{
xx = -1;
zz = -1;
}
else if (dir == Direction::DIRECTION_CLOCKWISE[originalDir])
{
xz = 1;
zx = -1;
}
else
{
xz = -1;
zx = 1;
}
double xd = e->xd;
double zd = e->zd;
e->xd = xd * xx + zd * zx;
e->zd = xd * xz + zd * zz;
e->yRot = (yRotOriginal - originalDir * 90) + (dir * 90);
}
else
{
e->xd = e->yd = e->zd = 0;
}
e->moveTo(xt, yt, zt, e->yRot, e->xRot);
return true;
}
return false;
}
bool PortalForcer::createPortal(shared_ptr<Entity> e)
{
// 4J Stu - Increase the range at which we try and create a portal to stop creating them floating in mid air over lava
int r = 16 * 3;
double closest = -1;
int xc = Mth::floor(e->x);
int yc = Mth::floor(e->y);
int zc = Mth::floor(e->z);
// 4J Stu - Changes to stop Portals being created at the border of the nether inside the bedrock
int XZSIZE = level->dimension->getXZSize() * 16; // XZSize is chunks, convert to blocks
int XZOFFSET = (XZSIZE / 2) - 4; // Subtract 4 to stay away from the edges // TODO Make the 4 a constant in HellRandomLevelSource
// Move the positions that we want to check away from the edge of the world
if( (xc - r) < -XZOFFSET )
{
app.DebugPrintf("Adjusting portal creation x due to being too close to the edge\n");
xc -= ( (xc - r) + XZOFFSET);
}
else if ( (xc + r) >= XZOFFSET )
{
app.DebugPrintf("Adjusting portal creation x due to being too close to the edge\n");
xc -= ( (xc + r) - XZOFFSET);
}
if( (zc - r) < -XZOFFSET )
{
app.DebugPrintf("Adjusting portal creation z due to being too close to the edge\n");
zc -= ( (zc - r) + XZOFFSET);
}
else if ( (zc + r) >= XZOFFSET )
{
app.DebugPrintf("Adjusting portal creation z due to being too close to the edge\n");
zc -= ( (zc + r) - XZOFFSET);
}
int xTarget = xc;
int yTarget = yc;
int zTarget = zc;
int dirTarget = 0;
int dirOffs = random->nextInt(4);
{
for (int x = xc - r; x <= xc + r; x++)
{
double xd = (x + 0.5) - e->x;
for (int z = zc - r; z <= zc + r; z++)
{
double zd = (z + 0.5) - e->z;
for (int y = level->getHeight() - 1; y >= 0; y--)
{
if (level->isEmptyTile(x, y, z))
{
while (y>0 && level->isEmptyTile(x, y - 1, z))
{
y--;
}
for (int dir = dirOffs; dir < dirOffs + 4; dir++)
{
int xa = dir % 2;
int za = 1 - xa;
if (dir % 4 >= 2)
{
xa = -xa;
za = -za;
}
for (int b = 0; b < 3; b++)
{
for (int s = 0; s < 4; s++)
{
for (int h = -1; h < 4; h++)
{
int xt = x + (s - 1) * xa + b * za;
int yt = y + h;
int zt = z + (s - 1) * za - b * xa;
// 4J Stu - Changes to stop Portals being created at the border of the nether inside the bedrock
if( ( xt < -XZOFFSET ) || ( xt >= XZOFFSET ) || ( zt < -XZOFFSET ) || ( zt >= XZOFFSET ) )
{
app.DebugPrintf("Skipping possible portal location as at least one block is too close to the edge\n");
goto next_first;
}
if (h < 0 && !level->getMaterial(xt, yt, zt)->isSolid()) goto next_first;
if (h >= 0 && !level->isEmptyTile(xt, yt, zt)) goto next_first;
}
}
}
double yd = (y + 0.5) - e->y;
double dist = xd * xd + yd * yd + zd * zd;
if (closest < 0 || dist < closest)
{
closest = dist;
xTarget = x;
yTarget = y;
zTarget = z;
dirTarget = dir % 4;
}
}
}
next_first: continue;
}
}
}
}
if (closest < 0)
{
for (int x = xc - r; x <= xc + r; x++)
{
double xd = (x + 0.5) - e->x;
for (int z = zc - r; z <= zc + r; z++)
{
double zd = (z + 0.5) - e->z;
for (int y = level->getHeight() - 1; y >= 0; y--)
{
if (level->isEmptyTile(x, y, z))
{
while (y > 0 && level->isEmptyTile(x, y - 1, z))
{
y--;
}
for (int dir = dirOffs; dir < dirOffs + 2; dir++)
{
int xa = dir % 2;
int za = 1 - xa;
for (int s = 0; s < 4; s++)
{
for (int h = -1; h < 4; h++)
{
int xt = x + (s - 1) * xa;
int yt = y + h;
int zt = z + (s - 1) * za;
// 4J Stu - Changes to stop Portals being created at the border of the nether inside the bedrock
if( ( xt < -XZOFFSET ) || ( xt >= XZOFFSET ) || ( zt < -XZOFFSET ) || ( zt >= XZOFFSET ) )
{
app.DebugPrintf("Skipping possible portal location as at least one block is too close to the edge\n");
goto next_second;
}
if (h < 0 && !level->getMaterial(xt, yt, zt)->isSolid()) goto next_second;
if (h >= 0 && !level->isEmptyTile(xt, yt, zt)) goto next_second;
}
}
double yd = (y + 0.5) - e->y;
double dist = xd * xd + yd * yd + zd * zd;
if (closest < 0 || dist < closest)
{
closest = dist;
xTarget = x;
yTarget = y;
zTarget = z;
dirTarget = dir % 2;
}
}
}
next_second: continue;
}
}
}
}
int dir = dirTarget;
int x = xTarget;
int y = yTarget;
int z = zTarget;
int xa = dir % 2;
int za = 1 - xa;
if (dir % 4 >= 2)
{
xa = -xa;
za = -za;
}
if (closest < 0)
{
if (yTarget < 70) yTarget = 70;
if (yTarget > level->getHeight() - 10) yTarget = level->getHeight() - 10;
y = yTarget;
for (int b = -1; b <= 1; b++)
{
for (int s = 1; s < 3; s++)
{
for (int h = -1; h < 3; h++)
{
int xt = x + (s - 1) * xa + b * za;
int yt = y + h;
int zt = z + (s - 1) * za - b * xa;
bool border = h < 0;
level->setTileAndUpdate(xt, yt, zt, border ? Tile::obsidian_Id : 0);
}
}
}
}
for (int pass = 0; pass < 4; pass++)
{
for (int s = 0; s < 4; s++)
{
for (int h = -1; h < 4; h++)
{
int xt = x + (s - 1) * xa;
int yt = y + h;
int zt = z + (s - 1) * za;
bool border = s == 0 || s == 3 || h == -1 || h == 3;
level->setTileAndData(xt, yt, zt, border ? Tile::obsidian_Id : Tile::portalTile_Id, 0, Tile::UPDATE_CLIENTS);
}
}
for (int s = 0; s < 4; s++)
{
for (int h = -1; h < 4; h++)
{
int xt = x + (s - 1) * xa;
int yt = y + h;
int zt = z + (s - 1) * za;
level->updateNeighborsAt(xt, yt, zt, level->getTile(xt, yt, zt));
}
}
}
return true;
}
void PortalForcer::tick(int64_t time)
{
if (time % (SharedConstants::TICKS_PER_SECOND * 5) == 0)
{
int64_t cutoff = time - SharedConstants::TICKS_PER_SECOND * 30;
for (auto it = cachedPortalKeys.begin(); it != cachedPortalKeys.end();)
{
int64_t key = *it;
PortalPosition *pos = cachedPortals[key];
if (pos == NULL || pos->lastUsed < cutoff)
{
delete pos;
it = cachedPortalKeys.erase(it);
cachedPortals.erase(key);
}
else
{
++it;
}
}
}
}