209 lines
6.1 KiB
C++
209 lines
6.1 KiB
C++
#include "stdafx.h"
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#include "StructureFeature.h"
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#include "StructureStart.h"
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#include "StructurePiece.h"
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#include "ChunkPos.h"
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#include "BoundingBox.h"
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#include "net.minecraft.world.level.h"
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#include "LevelData.h"
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StructureFeature::~StructureFeature()
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{
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for( AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); it++ )
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{
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delete it->second;
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}
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}
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void StructureFeature::addFeature(Level *level, int x, int z, int xOffs, int zOffs, byteArray blocks)
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{
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// this method is called for each chunk within 8 chunk's distance from
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// the chunk being generated, but not all chunks are the sources of
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// structures
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if (cachedStructures.find(ChunkPos::hashCode(x, z)) != cachedStructures.end())
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{
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return;
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}
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// clear random key
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random->nextInt();
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// 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
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if (isFeatureChunk(x, z,level->getLevelData()->getGenerator() == LevelType::lvl_flat))
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{
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StructureStart *start = createStructureStart(x, z);
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cachedStructures[ChunkPos::hashCode(x, z)] = start;
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}
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}
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bool StructureFeature::postProcess(Level *level, Random *random, int chunkX, int chunkZ)
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{
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// 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
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// Normal feature generation offsets generation by half a chunk to ensure that it can generate the entire feature in chunks already created
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// Structure features don't need this, as the PlaceBlock function only places blocks inside the BoundingBox specified, and parts
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// of a struture piece can be added in more than one post-process call
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int cx = (chunkX << 4); // + 8;
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int cz = (chunkZ << 4); // + 8;
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bool intersection = false;
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for( AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); it++ )
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{
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StructureStart *structureStart = it->second;
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if (structureStart->isValid())
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{
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if (structureStart->getBoundingBox()->intersects(cx, cz, cx + 15, cz + 15))
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{
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BoundingBox *bb = new BoundingBox(cx, cz, cx + 15, cz + 15);
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structureStart->postProcess(level, random, bb);
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delete bb;
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intersection = true;
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}
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}
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}
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return intersection;
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}
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bool StructureFeature::isIntersection(int cellX, int cellZ)
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{
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for( AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); it++ )
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{
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StructureStart *structureStart = it->second;
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if (structureStart->isValid())
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{
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if (structureStart->getBoundingBox()->intersects(cellX, cellZ, cellX, cellZ))
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{
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AUTO_VAR(it2, structureStart->getPieces()->begin());
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while( it2 != structureStart->getPieces()->end() )
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{
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StructurePiece *next = *it2++;
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if (next->getBoundingBox()->intersects(cellX, cellZ, cellX, cellZ))
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{
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return true;
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}
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}
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}
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}
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}
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return false;
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}
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///////////////////////////////////////////
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// 4J-PB - Below functions added from 1.2.3
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///////////////////////////////////////////
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bool StructureFeature::isInsideFeature(int cellX, int cellY, int cellZ)
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{
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//for (StructureStart structureStart : cachedStructures.values())
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for(AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); ++it)
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{
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StructureStart *pStructureStart = it->second;
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if (pStructureStart->isValid())
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{
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if (pStructureStart->getBoundingBox()->intersects(cellX, cellZ, cellX, cellZ))
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{
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/*
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Iterator<StructurePiece> it = structureStart.getPieces().iterator();
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while (it.hasNext()) {
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StructurePiece next = it.next();
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if (next.getBoundingBox().isInside(cellX, cellY, cellZ)) {
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return true;
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}
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*/
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list<StructurePiece *> *pieces=pStructureStart->getPieces();
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for ( AUTO_VAR(it2, pieces->begin()); it2 != pieces->end(); it2++ )
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{
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StructurePiece* piece = *it2;
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if ( piece->getBoundingBox()->isInside(cellX, cellY, cellZ) )
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{
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return true;
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}
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}
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}
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}
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}
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return false;
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}
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TilePos *StructureFeature::getNearestGeneratedFeature(Level *level, int cellX, int cellY, int cellZ)
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{
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// this is a hack that will "force" the feature to generate positions
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// even if the player hasn't generated new chunks yet
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this->level = level;
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random->setSeed(level->getSeed());
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__int64 xScale = random->nextLong();
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__int64 zScale = random->nextLong();
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__int64 xx = (cellX >> 4) * xScale;
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__int64 zz = (cellZ >> 4) * zScale;
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random->setSeed(xx ^ zz ^ level->getSeed());
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addFeature(level, cellX >> 4, cellZ >> 4, 0, 0, byteArray());
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double minDistance = DBL_MAX;
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TilePos *selected = NULL;
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for(AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); ++it)
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{
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StructureStart *pStructureStart = it->second;
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if (pStructureStart->isValid())
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{
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//StructurePiece *pStructurePiece = pStructureStart->getPieces().get(0);
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StructurePiece* pStructurePiece = * pStructureStart->getPieces()->begin();
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TilePos *locatorPosition = pStructurePiece->getLocatorPosition();
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int dx = locatorPosition->x - cellX;
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int dy = locatorPosition->y - cellY;
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int dz = locatorPosition->z - cellZ;
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double dist = dx + dx * dy * dy + dz * dz;
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if (dist < minDistance)
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{
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minDistance = dist;
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selected = locatorPosition;
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}
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}
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}
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if (selected != NULL)
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{
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return selected;
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}
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else
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{
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vector<TilePos> *guesstimatedFeaturePositions = getGuesstimatedFeaturePositions();
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if (guesstimatedFeaturePositions != NULL)
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{
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TilePos *pSelectedPos = new TilePos(0,0,0);
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for(AUTO_VAR(it, guesstimatedFeaturePositions->begin()); it != guesstimatedFeaturePositions->end(); ++it)
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{
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int dx = (*it).x - cellX;
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int dy = (*it).y - cellY;
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int dz = (*it).z - cellZ;
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double dist = dx + dx * dy * dy + dz * dz;
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if (dist < minDistance)
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{
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minDistance = dist;
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pSelectedPos->x = (*it).x;
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pSelectedPos->y = (*it).y;
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pSelectedPos->z = (*it).z;
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}
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}
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delete guesstimatedFeaturePositions;
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return pSelectedPos;
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}
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}
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return NULL;
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}
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vector<TilePos> *StructureFeature::getGuesstimatedFeaturePositions()
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{
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return NULL;
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}
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