Files
MinecraftConsoles/Minecraft.World/StructureStart.cpp
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

180 lines
3.7 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.levelgen.structure.h"
#include "StructureStart.h"
#include "StructurePiece.h"
#include "BoundingBox.h"
StructureStart::StructureStart()
{
chunkX = chunkZ = 0;
boundingBox = NULL; // 4J added initialiser
}
StructureStart::StructureStart(int x, int z)
{
this->chunkX = x;
this->chunkZ = z;
boundingBox = NULL;
}
StructureStart::~StructureStart()
{
for(AUTO_VAR(it, pieces.begin()); it != pieces.end(); it++ )
{
delete (*it);
}
delete boundingBox;
}
BoundingBox *StructureStart::getBoundingBox()
{
return boundingBox;
}
list<StructurePiece *> *StructureStart::getPieces()
{
return &pieces;
}
void StructureStart::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
AUTO_VAR(it, pieces.begin());
while( it != pieces.end() )
{
if( (*it)->getBoundingBox()->intersects(chunkBB) && !(*it)->postProcess(level, random, chunkBB))
{
// this piece can't be placed, so remove it to avoid future
// attempts
it = pieces.erase(it);
}
else
{
it++;
}
}
}
void StructureStart::calculateBoundingBox()
{
boundingBox = BoundingBox::getUnknownBox();
for( AUTO_VAR(it, pieces.begin()); it != pieces.end(); it++ )
{
StructurePiece *piece = *it;
boundingBox->expand(piece->getBoundingBox());
}
}
CompoundTag *StructureStart::createTag(int chunkX, int chunkZ)
{
CompoundTag *tag = new CompoundTag();
tag->putString(L"id", StructureFeatureIO::getEncodeId(this));
tag->putInt(L"ChunkX", chunkX);
tag->putInt(L"ChunkZ", chunkZ);
tag->put(L"BB", boundingBox->createTag(L"BB"));
ListTag<CompoundTag> *childrenTags = new ListTag<CompoundTag>(L"Children");
for(AUTO_VAR(it, pieces.begin()); it != pieces.end(); ++it)
{
StructurePiece *piece = *it;
childrenTags->add(piece->createTag());
}
tag->put(L"Children", childrenTags);
addAdditonalSaveData(tag);
return tag;
}
void StructureStart::addAdditonalSaveData(CompoundTag *tag)
{
}
void StructureStart::load(Level *level, CompoundTag *tag)
{
chunkX = tag->getInt(L"ChunkX");
chunkZ = tag->getInt(L"ChunkZ");
if (tag->contains(L"BB"))
{
boundingBox = new BoundingBox(tag->getIntArray(L"BB"));
}
ListTag<CompoundTag> *children = (ListTag<CompoundTag> *) tag->getList(L"Children");
for (int i = 0; i < children->size(); i++)
{
pieces.push_back(StructureFeatureIO::loadStaticPiece(children->get(i), level));
}
readAdditonalSaveData(tag);
}
void StructureStart::readAdditonalSaveData(CompoundTag *tag)
{
}
void StructureStart::moveBelowSeaLevel(Level *level, Random *random, int offset)
{
const int MAX_Y = level->seaLevel - offset;
// set lowest possible position (at bedrock)
int y1Pos = boundingBox->getYSpan() + 1;
// move up randomly within the available span
if (y1Pos < MAX_Y)
{
y1Pos += random->nextInt(MAX_Y - y1Pos);
}
// move all bounding boxes
int dy = y1Pos - boundingBox->y1;
boundingBox->move(0, dy, 0);
for( AUTO_VAR(it, pieces.begin()); it != pieces.end(); it++ )
{
StructurePiece *piece = *it;
piece->getBoundingBox()->move(0, dy, 0);
}
}
void StructureStart::moveInsideHeights(Level *level, Random *random, int lowestAllowed, int highestAllowed)
{
int heightSpan = highestAllowed - lowestAllowed + 1 - boundingBox->getYSpan();
int y0Pos = 1;
if (heightSpan > 1)
{
y0Pos = lowestAllowed + random->nextInt(heightSpan);
}
else
{
y0Pos = lowestAllowed;
}
// move all bounding boxes
int dy = y0Pos - boundingBox->y0;
boundingBox->move(0, dy, 0);
for( AUTO_VAR(it, pieces.begin()); it != pieces.end(); it++ )
{
StructurePiece *piece = *it;
piece->getBoundingBox()->move(0, dy, 0);
}
}
bool StructureStart::isValid()
{
return true;
}
int StructureStart::getChunkX()
{
return chunkX;
}
int StructureStart::getChunkZ()
{
return chunkZ;
}