Files
MinecraftConsoles/Minecraft.World/VillageFeature.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

187 lines
4.9 KiB
C++

#include "stdafx.h"
#include "VillageFeature.h"
#include "VillagePieces.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.biome.h"
#include "net.minecraft.world.level.dimension.h"
const wstring VillageFeature::OPTION_SIZE_MODIFIER = L"size";
const wstring VillageFeature::OPTION_SPACING = L"distance";
vector<Biome *> VillageFeature::allowedBiomes;
void VillageFeature::staticCtor()
{
allowedBiomes.push_back( Biome::plains );
allowedBiomes.push_back( Biome::desert );
}
void VillageFeature::_init(int iXZSize)
{
villageSizeModifier = 0;
townSpacing = 32;
minTownSeparation = 8;
m_iXZSize=iXZSize;
}
VillageFeature::VillageFeature(int iXZSize)
{
_init(iXZSize);
}
VillageFeature::VillageFeature(unordered_map<wstring, wstring> options, int iXZSize)
{
_init(iXZSize);
for (auto& option : options)
{
if (option.first.compare(OPTION_SIZE_MODIFIER) == 0)
{
villageSizeModifier = Mth::getInt(option.second, villageSizeModifier, 0);
}
else if (option.first.compare(OPTION_SPACING) == 0)
{
townSpacing = Mth::getInt(option.second, townSpacing, minTownSeparation + 1);
}
}
}
wstring VillageFeature::getFeatureName()
{
return L"Village";
}
bool VillageFeature::isFeatureChunk(int x, int z,bool bIsSuperflat)
{
int townSpacing = this->townSpacing;
if(!bIsSuperflat
#ifdef _LARGE_WORLDS
&& level->dimension->getXZSize() < 128
#endif
)
{
townSpacing= 16;// 4J change 32;
}
int xx = x;
int zz = z;
if (x < 0) x -= townSpacing - 1;
if (z < 0) z -= townSpacing - 1;
int xCenterTownChunk = x / townSpacing;
int zCenterTownChunk = z / townSpacing;
Random *r = level->getRandomFor(xCenterTownChunk, zCenterTownChunk, 10387312);
xCenterTownChunk *= townSpacing;
zCenterTownChunk *= townSpacing;
xCenterTownChunk += r->nextInt(townSpacing - minTownSeparation);
zCenterTownChunk += r->nextInt(townSpacing - minTownSeparation);
x = xx;
z = zz;
bool forcePlacement = false;
LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
if( levelGenOptions != NULL )
{
forcePlacement = levelGenOptions->isFeatureChunk(x,z,eFeature_Village);
}
if (forcePlacement || (x == xCenterTownChunk && z == zCenterTownChunk) )
{
bool biomeOk = level->getBiomeSource()->containsOnly(x * 16 + 8, z * 16 + 8, 0, allowedBiomes);
if (biomeOk)
{
//app.DebugPrintf("Biome ok for Village at %d, %d\n",(x * 16 + 8),(z * 16 + 8));
return true;
}
}
return false;
}
StructureStart *VillageFeature::createStructureStart(int x, int z)
{
// 4J added
app.AddTerrainFeaturePosition(eTerrainFeature_Village,x,z);
return new VillageStart(level, random, x, z, villageSizeModifier, m_iXZSize);
}
VillageFeature::VillageStart::VillageStart()
{
valid = false; // 4J added initialiser
m_iXZSize = 0;
// for reflection
}
VillageFeature::VillageStart::VillageStart(Level *level, Random *random, int chunkX, int chunkZ, int villageSizeModifier, int iXZSize)
{
valid = false; // 4J added initialiser
m_iXZSize=iXZSize;
list<VillagePieces::PieceWeight *> *pieceSet = VillagePieces::createPieceSet(random, villageSizeModifier);
VillagePieces::StartPiece *startRoom = new VillagePieces::StartPiece(level->getBiomeSource(), 0, random, (chunkX << 4) + 2, (chunkZ << 4) + 2, pieceSet, villageSizeModifier, level);
pieces.push_back(startRoom);
startRoom->addChildren(startRoom, &pieces, random);
vector<StructurePiece *> *pendingRoads = &startRoom->pendingRoads;
vector<StructurePiece *> *pendingHouses = &startRoom->pendingHouses;
while (!pendingRoads->empty() || !pendingHouses->empty())
{
// prioritize roads
if (pendingRoads->empty())
{
int pos = random->nextInt((int)pendingHouses->size());
auto it = pendingHouses->begin() + pos;
StructurePiece *structurePiece = *it;
pendingHouses->erase(it);
structurePiece->addChildren(startRoom, &pieces, random);
}
else
{
int pos = random->nextInt((int)pendingRoads->size());
auto it = pendingRoads->begin() + pos;
StructurePiece *structurePiece = *it;
pendingRoads->erase(it);
structurePiece->addChildren(startRoom, &pieces, random);
}
}
calculateBoundingBox();
size_t count = 0;
for(auto& piece : pieces)
{
if ( piece && dynamic_cast<VillagePieces::VillageRoadPiece *>(piece) )
{
++count;
}
}
valid = count > 2;
}
bool VillageFeature::VillageStart::isValid()
{
// 4J-PB - Adding a bounds check to ensure a village isn't over the edge of our world - we end up with half houses in that case
if((boundingBox->x0<(-m_iXZSize/2)) || (boundingBox->x1>(m_iXZSize/2)) || (boundingBox->z0<(-m_iXZSize/2)) || (boundingBox->z1>(m_iXZSize/2)))
{
valid=false;
}
return valid;
}
void VillageFeature::VillageStart::addAdditonalSaveData(CompoundTag *tag)
{
StructureStart::addAdditonalSaveData(tag);
tag->putBoolean(L"Valid", valid);
}
void VillageFeature::VillageStart::readAdditonalSaveData(CompoundTag *tag)
{
StructureStart::readAdditonalSaveData(tag);
valid = tag->getBoolean(L"Valid");
}