mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-05-18 23:13:50 +00:00
Initial commit
This commit is contained in:
parent
def8cb4153
commit
b691c43c44
19437 changed files with 4363922 additions and 0 deletions
208
Minecraft.World/StructureFeature.cpp
Normal file
208
Minecraft.World/StructureFeature.cpp
Normal file
|
|
@ -0,0 +1,208 @@
|
|||
#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()
|
||||
{
|
||||
for( AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); it++ )
|
||||
{
|
||||
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
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
bool StructureFeature::postProcess(Level *level, Random *random, int chunkX, int chunkZ)
|
||||
{
|
||||
// 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_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); it++ )
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return intersection;
|
||||
}
|
||||
|
||||
bool StructureFeature::isIntersection(int cellX, int cellZ)
|
||||
{
|
||||
for( AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); it++ )
|
||||
{
|
||||
StructureStart *structureStart = it->second;
|
||||
if (structureStart->isValid())
|
||||
{
|
||||
if (structureStart->getBoundingBox()->intersects(cellX, cellZ, cellX, cellZ))
|
||||
{
|
||||
AUTO_VAR(it2, structureStart->getPieces()->begin());
|
||||
while( it2 != structureStart->getPieces()->end() )
|
||||
{
|
||||
StructurePiece *next = *it2++;
|
||||
if (next->getBoundingBox()->intersects(cellX, cellZ, cellX, cellZ))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////
|
||||
// 4J-PB - Below functions added from 1.2.3
|
||||
///////////////////////////////////////////
|
||||
bool StructureFeature::isInsideFeature(int cellX, int cellY, int cellZ)
|
||||
{
|
||||
//for (StructureStart structureStart : cachedStructures.values())
|
||||
for(AUTO_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); ++it)
|
||||
{
|
||||
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_VAR(it2, pieces->begin()); it2 != pieces->end(); it2++ )
|
||||
{
|
||||
StructurePiece* piece = *it2;
|
||||
if ( piece->getBoundingBox()->isInside(cellX, cellY, cellZ) )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
|
||||
random->setSeed(level->getSeed());
|
||||
__int64 xScale = random->nextLong();
|
||||
__int64 zScale = random->nextLong();
|
||||
__int64 xx = (cellX >> 4) * xScale;
|
||||
__int64 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_VAR(it, cachedStructures.begin()); it != cachedStructures.end(); ++it)
|
||||
{
|
||||
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(AUTO_VAR(it, guesstimatedFeaturePositions->begin()); it != guesstimatedFeaturePositions->end(); ++it)
|
||||
{
|
||||
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;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue