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.
291 lines
7.6 KiB
C++
291 lines
7.6 KiB
C++
#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<StructurePiece> it = structureStart.getPieces().iterator();
|
|
while (it.hasNext()) {
|
|
StructurePiece next = it.next();
|
|
if (next.getBoundingBox().isInside(cellX, cellY, cellZ)) {
|
|
return true;
|
|
}
|
|
*/
|
|
list<StructurePiece *> *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_t xScale = random->nextLong();
|
|
int64_t zScale = random->nextLong();
|
|
int64_t xx = (cellX >> 4) * xScale;
|
|
int64_t 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<TilePos> *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<TilePos> *StructureFeature::getGuesstimatedFeaturePositions()
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
void StructureFeature::restoreSavedData(Level *level)
|
|
{
|
|
#ifdef ENABLE_STRUCTURE_SAVING
|
|
if (savedData == NULL)
|
|
{
|
|
savedData = dynamic_pointer_cast<StructureFeatureSavedData>( level->getSavedData(typeid(StructureFeatureSavedData), getFeatureName()) );
|
|
|
|
if (savedData == NULL)
|
|
{
|
|
savedData = shared_ptr<StructureFeatureSavedData>( new StructureFeatureSavedData(getFeatureName()) );
|
|
level->setSavedData(getFeatureName(), savedData);
|
|
}
|
|
else
|
|
{
|
|
CompoundTag *fullTag = savedData->getFullTag();
|
|
|
|
vector<Tag *> *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
|
|
}
|