#include "stdafx.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.tile.h" #include "net.minecraft.world.level.biome.h" #include "LargeCaveFeature.h" void LargeCaveFeature::addRoom(__int64 seed, int xOffs, int zOffs, byteArray blocks, double xRoom, double yRoom, double zRoom) { addTunnel(seed, xOffs, zOffs, blocks, xRoom, yRoom, zRoom, 1 + random->nextFloat() * 6, 0, 0, -1, -1, 0.5); } void LargeCaveFeature::addTunnel(__int64 seed, int xOffs, int zOffs, byteArray blocks, double xCave, double yCave, double zCave, float thickness, float yRot, float xRot, int step, int dist, double yScale) { double xMid = xOffs * 16 + 8; double zMid = zOffs * 16 + 8; float yRota = 0; float xRota = 0; Random random = Random(seed); if (dist <= 0) { int max = radius * 16 - 16; dist = max - random.nextInt(max / 4); } bool singleStep = false; if (step == -1) { step = dist / 2; singleStep = true; } int splitPoint = random.nextInt(dist / 2) + dist / 4; bool steep = random.nextInt(6) == 0; for (; step < dist; step++) { double rad = 1.5 + (Mth::sin(step * PI / dist) * thickness) * 1; double yRad = rad * yScale; float xc = Mth::cos(xRot); float xs = Mth::sin(xRot); xCave += Mth::cos(yRot) * xc; yCave += xs; zCave += Mth::sin(yRot) * xc; if (steep) { xRot *= 0.92f; } else { xRot *= 0.7f; } xRot += xRota * 0.1f; yRot += yRota * 0.1f; xRota *= 0.90f; yRota *= 0.75f; xRota += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2; yRota += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4; if (!singleStep && step == splitPoint && thickness > 1 && dist > 0) { addTunnel(random.nextLong(), xOffs, zOffs, blocks, xCave, yCave, zCave, random.nextFloat() * 0.5f + 0.5f, yRot - PI / 2, xRot / 3, step, dist, 1.0); addTunnel(random.nextLong(), xOffs, zOffs, blocks, xCave, yCave, zCave, random.nextFloat() * 0.5f + 0.5f, yRot + PI / 2, xRot / 3, step, dist, 1.0); return; } if (!singleStep && random.nextInt(4) == 0) continue; { double xd = xCave - xMid; double zd = zCave - zMid; double remaining = dist - step; double rr = (thickness + 2) + 16; if (xd * xd + zd * zd - (remaining * remaining) > rr * rr) { return; } } if (xCave < xMid - 16 - rad * 2 || zCave < zMid - 16 - rad * 2 || xCave > xMid + 16 + rad * 2 || zCave > zMid + 16 + rad * 2) continue; int x0 = Mth::floor(xCave - rad) - xOffs * 16 - 1; int x1 = Mth::floor(xCave + rad) - xOffs * 16 + 1; int y0 = Mth::floor(yCave - yRad) - 1; int y1 = Mth::floor(yCave + yRad) + 1; int z0 = Mth::floor(zCave - rad) - zOffs * 16 - 1; int z1 = Mth::floor(zCave + rad) - zOffs * 16 + 1; if (x0 < 0) x0 = 0; if (x1 > 16) x1 = 16; if (y0 < 1) y0 = 1; if (y1 > Level::genDepth - 8) y1 = Level::genDepth - 8; if (z0 < 0) z0 = 0; if (z1 > 16) z1 = 16; bool detectedWater = false; for (int xx = x0; !detectedWater && xx < x1; xx++) { for (int zz = z0; !detectedWater && zz < z1; zz++) { for (int yy = y1 + 1; !detectedWater && yy >= y0 - 1; yy--) { int p = (xx * 16 + zz) * Level::genDepth + yy; if (yy < 0 || yy >= Level::genDepth) continue; if (blocks[p] == Tile::water_Id || blocks[p] == Tile::calmWater_Id) { detectedWater = true; } if (yy != y0 - 1 && xx != x0 && xx != x1 - 1 && zz != z0 && zz != z1 - 1) { yy = y0; } } } } if (detectedWater) continue; for (int xx = x0; xx < x1; xx++) { double xd = ((xx + xOffs * 16 + 0.5) - xCave) / rad; for (int zz = z0; zz < z1; zz++) { double zd = ((zz + zOffs * 16 + 0.5) - zCave) / rad; int p = (xx * 16 + zz) * Level::genDepth + y1; bool hasGrass = false; if (xd * xd + zd * zd < 1) { for (int yy = y1 - 1; yy >= y0; yy--) { double yd = (yy + 0.5 - yCave) / yRad; if (yd > -0.7 && xd * xd + yd * yd + zd * zd < 1) { int block = blocks[p]; if (block == Tile::grass_Id) hasGrass = true; if (block == Tile::rock_Id || block == Tile::dirt_Id || block == Tile::grass_Id) { if (yy < 10) { blocks[p] = (byte) Tile::lava_Id; } else { blocks[p] = (byte) 0; if (hasGrass && blocks[p - 1] == Tile::dirt_Id) blocks[p - 1] = (byte) level->getBiome(xx + xOffs * 16, zz + zOffs * 16)->topMaterial; } } } p--; } } } } if (singleStep) break; } } void LargeCaveFeature::addFeature(Level *level, int x, int z, int xOffs, int zOffs, byteArray blocks) { int caves = random->nextInt(random->nextInt(random->nextInt(40) + 1) + 1); if (random->nextInt(15) != 0) caves = 0; for (int cave = 0; cave < caves; cave++) { double xCave = x * 16 + random->nextInt(16); double yCave = random->nextInt(random->nextInt(Level::genDepth - 8) + 8); double zCave = z * 16 + random->nextInt(16); int tunnels = 1; if (random->nextInt(4) == 0) { addRoom(random->nextLong(), xOffs, zOffs, blocks, xCave, yCave, zCave); tunnels += random->nextInt(4); } for (int i = 0; i < tunnels; i++) { float yRot = random->nextFloat() * PI * 2; float xRot = ((random->nextFloat() - 0.5f) * 2) / 8; float thickness = random->nextFloat() * 2 + random->nextFloat(); if (random->nextInt(10) == 0) thickness *= random->nextFloat() * random->nextFloat() * 3 + 1; addTunnel(random->nextLong(), xOffs, zOffs, blocks, xCave, yCave, zCave, thickness, yRot, xRot, 0, 0, 1.0); } } }