#include "stdafx.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.biome.h" #include "net.minecraft.world.level.levelgen.h" #include "net.minecraft.world.level.levelgen.feature.h" #include "net.minecraft.world.level.levelgen.structure.h" #include "net.minecraft.world.level.levelgen.synth.h" #include "net.minecraft.world.level.tile.h" #include "net.minecraft.world.level.storage.h" #include "RandomLevelSource.h" #ifdef __PS3__ #include "..\Minecraft.Client\PS3\SPU_Tasks\PerlinNoise\PerlinNoiseJob.h" #include "C4JSpursJob.h" static PerlinNoise_DataIn g_lperlinNoise1_SPU __attribute__((__aligned__(16))); static PerlinNoise_DataIn g_lperlinNoise2_SPU __attribute__((__aligned__(16))); static PerlinNoise_DataIn g_perlinNoise1_SPU __attribute__((__aligned__(16))); static PerlinNoise_DataIn g_scaleNoise_SPU __attribute__((__aligned__(16))); static PerlinNoise_DataIn g_depthNoise_SPU __attribute__((__aligned__(16))); #endif const double RandomLevelSource::SNOW_SCALE = 0.3; const double RandomLevelSource::SNOW_CUTOFF = 0.5; RandomLevelSource::RandomLevelSource(Level *level, __int64 seed, bool generateStructures) : generateStructures( generateStructures ) { m_XZSize = level->getLevelData()->getXZSize(); caveFeature = new LargeCaveFeature(); strongholdFeature = new StrongholdFeature(); villageFeature = new VillageFeature(0,m_XZSize); mineShaftFeature = new MineShaftFeature(); scatteredFeature = new RandomScatteredLargeFeature(); canyonFeature = new CanyonFeature(); this->level = level; random = new Random(seed); pprandom = new Random(seed); // 4J - added, so that we can have a separate random for doing post-processing in parallel with creation lperlinNoise1 = new PerlinNoise(random, 16); lperlinNoise2 = new PerlinNoise(random, 16); perlinNoise1 = new PerlinNoise(random, 8); perlinNoise3 = new PerlinNoise(random, 4); scaleNoise = new PerlinNoise(random, 10); depthNoise = new PerlinNoise(random, 16); if (FLOATING_ISLANDS) { floatingIslandScale = new PerlinNoise(random, 10); floatingIslandNoise = new PerlinNoise(random, 16); } else { floatingIslandScale = NULL; floatingIslandNoise = NULL; } forestNoise = new PerlinNoise(random, 8); } RandomLevelSource::~RandomLevelSource() { delete caveFeature; delete strongholdFeature; delete villageFeature; delete mineShaftFeature; delete scatteredFeature; delete canyonFeature; this->level = level; delete random;; delete lperlinNoise1; delete lperlinNoise2; delete perlinNoise1; delete perlinNoise3; delete scaleNoise; delete depthNoise; if (FLOATING_ISLANDS) { delete floatingIslandScale; delete floatingIslandNoise; } delete forestNoise; if( pows.data != NULL ) delete [] pows.data; } int g_numPrepareHeightCalls = 0; LARGE_INTEGER g_totalPrepareHeightsTime = {0,0}; LARGE_INTEGER g_averagePrepareHeightsTime = {0, 0}; void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) { LARGE_INTEGER startTime; int xChunks = 16 / CHUNK_WIDTH; int yChunks = Level::genDepth / CHUNK_HEIGHT; int waterHeight = level->seaLevel; int xSize = xChunks + 1; int ySize = Level::genDepth / CHUNK_HEIGHT + 1; int zSize = xChunks + 1; BiomeArray biomes; // 4J created locally here for thread safety, java has this as a class member level->getBiomeSource()->getRawBiomeBlock(biomes, xOffs * CHUNK_WIDTH - 2, zOffs * CHUNK_WIDTH - 2, xSize + 5, zSize + 5); doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize, biomes); QueryPerformanceCounter(&startTime); for (int xc = 0; xc < xChunks; xc++) { for (int zc = 0; zc < xChunks; zc++) { for (int yc = 0; yc < yChunks; yc++) { double yStep = 1 / (double) CHUNK_HEIGHT; double s0 = buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)]; double s1 = buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)]; double s2 = buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)]; double s3 = buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)]; double s0a = (buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] - s0) * yStep; double s1a = (buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] - s1) * yStep; double s2a = (buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] - s2) * yStep; double s3a = (buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] - s3) * yStep; for (int y = 0; y < CHUNK_HEIGHT; y++) { double xStep = 1 / (double) CHUNK_WIDTH; double _s0 = s0; double _s1 = s1; double _s0a = (s2 - s0) * xStep; double _s1a = (s3 - s1) * xStep; for (int x = 0; x < CHUNK_WIDTH; x++) { int offs = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y); int step = 1 << Level::genDepthBits; offs -= step; double zStep = 1 / (double) CHUNK_WIDTH; double val = _s0; double vala = (_s1 - _s0) * zStep; val -= vala; for (int z = 0; z < CHUNK_WIDTH; z++) { /////////////////////////////////////////////////////////////////// // 4J - add this chunk of code to make land "fall-off" at the edges of // a finite world - size of that world is currently hard-coded in here const int worldSize = m_XZSize * 16; const int falloffStart = 32; // chunks away from edge were we start doing fall-off const float falloffMax = 128.0f; // max value we need to get to falloff by the edge of the map int xxx = ( ( xOffs * 16 ) + x + ( xc * CHUNK_WIDTH ) ); int zzz = ( ( zOffs * 16 ) + z + ( zc * CHUNK_WIDTH ) ); // Get distance to edges of world in x int xxx0 = xxx + ( worldSize / 2 ); if( xxx0 < 0 ) xxx0 = 0; int xxx1 = ( ( worldSize / 2 ) - 1 ) - xxx; if( xxx1 < 0 ) xxx1 = 0; // Get distance to edges of world in z int zzz0 = zzz + ( worldSize / 2 ); if( zzz0 < 0 ) zzz0 = 0; int zzz1 = ( ( worldSize / 2 ) - 1 ) - zzz; if( zzz1 < 0 ) zzz1 = 0; // Get min distance to any edge int emin = xxx0; if (xxx1 < emin ) emin = xxx1; if (zzz0 < emin ) emin = zzz0; if (zzz1 < emin ) emin = zzz1; float comp = 0.0f; // Calculate how much we want the world to fall away, if we're in the defined region to do so if( emin < falloffStart ) { int falloff = falloffStart - emin; comp = ((float)falloff / (float)falloffStart ) * falloffMax; } // 4J - end of extra code /////////////////////////////////////////////////////////////////// // 4J - slightly rearranged this code (as of java 1.0.1 merge) to better fit with // changes we've made edge-of-world things - original sets blocks[offs += step] directly // here rather than setting a tileId int tileId = 0; // 4J - this comparison used to just be with 0.0f but is now varied by block above if ((val += vala) > comp) { tileId = (byte) Tile::rock_Id; } else if (yc * CHUNK_HEIGHT + y < waterHeight) { tileId = (byte) Tile::calmWater_Id; } // 4J - more extra code to make sure that the column at the edge of the world is just water & rock, to match the infinite sea that // continues on after the edge of the world. if( emin == 0 ) { // This matches code in MultiPlayerChunkCache that makes the geometry which continues at the edge of the world if( yc * CHUNK_HEIGHT + y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::rock_Id; else if( yc * CHUNK_HEIGHT + y < level->getSeaLevel() ) tileId = Tile::calmWater_Id; } blocks[offs += step] = tileId; } _s0 += _s0a; _s1 += _s1a; } s0 += s0a; s1 += s1a; s2 += s2a; s3 += s3a; } } } } LARGE_INTEGER endTime; QueryPerformanceCounter(&endTime); LARGE_INTEGER timeInFunc; timeInFunc.QuadPart = endTime.QuadPart - startTime.QuadPart; g_numPrepareHeightCalls++; g_totalPrepareHeightsTime.QuadPart += timeInFunc.QuadPart; g_averagePrepareHeightsTime.QuadPart = g_totalPrepareHeightsTime.QuadPart / g_numPrepareHeightCalls; delete [] buffer.data; delete [] biomes.data; } void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) { int waterHeight = level->seaLevel; double s = 1 / 32.0; doubleArray depthBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s * 2, s * 2, s * 2); for (int x = 0; x < 16; x++) { for (int z = 0; z < 16; z++) { Biome *b = biomes[z + x * 16]; float temp = b->getTemperature(); int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25); int run = -1; byte top = b->topMaterial; byte material = b->material; LevelGenerationOptions *lgo = app.getLevelGenerationOptions(); if(lgo != NULL) { lgo->getBiomeOverride(b->id,material,top); } for (int y = Level::genDepthMinusOne; y >= 0; y--) { int offs = (z * 16 + x) * Level::genDepth + y; if (y <= 1 + random->nextInt(2)) // 4J - changed to make the bedrock not have bits you can get stuck in // if (y <= 0 + random->nextInt(5)) { blocks[offs] = (byte) Tile::unbreakable_Id; } else { int old = blocks[offs]; if (old == 0) { run = -1; } else if (old == Tile::rock_Id) { if (run == -1) { if (runDepth <= 0) { top = 0; material = (byte) Tile::rock_Id; } else if (y >= waterHeight - 4 && y <= waterHeight + 1) { top = b->topMaterial; material = b->material; if(lgo != NULL) { lgo->getBiomeOverride(b->id,material,top); } } if (y < waterHeight && top == 0) { if (temp < 0.15f) top = (byte) Tile::ice_Id; else top = (byte) Tile::calmWater_Id; } run = runDepth; if (y >= waterHeight - 1) blocks[offs] = top; else blocks[offs] = material; } else if (run > 0) { run--; blocks[offs] = material; // place a few sandstone blocks beneath sand // runs if (run == 0 && material == Tile::sand_Id) { run = random->nextInt(4); material = (byte) Tile::sandStone_Id; } } } } } } } delete [] depthBuffer.data; } LevelChunk *RandomLevelSource::create(int x, int z) { return getChunk(x,z); } LevelChunk *RandomLevelSource::getChunk(int xOffs, int zOffs) { random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l); // 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed int blocksSize = Level::genDepth * 16 * 16; byte *tileData = (byte *)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE); XMemSet128(tileData,0,blocksSize); byteArray blocks = byteArray(tileData,blocksSize); // byteArray blocks = byteArray(16 * level->depth * 16); // LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J - moved to below prepareHeights(xOffs, zOffs, blocks); // 4J - Some changes made here to how biomes, temperatures and downfalls are passed around for thread safety BiomeArray biomes; level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true); buildSurfaces(xOffs, zOffs, blocks, biomes); delete [] biomes.data; caveFeature->apply(this, level, xOffs, zOffs, blocks); // 4J Stu Design Change - 1.8 gen goes stronghold, mineshaft, village, canyon // this changed in 1.2 to canyon, mineshaft, village, stronghold // This change makes sense as it stops canyons running through other structures canyonFeature->apply(this, level, xOffs, zOffs, blocks); if (generateStructures) { mineShaftFeature->apply(this, level, xOffs, zOffs, blocks); villageFeature->apply(this, level, xOffs, zOffs, blocks); strongholdFeature->apply(this, level, xOffs, zOffs, blocks); scatteredFeature->apply(this, level, xOffs, zOffs, blocks); } // canyonFeature.apply(this, level, xOffs, zOffs, blocks); // townFeature.apply(this, level, xOffs, zOffs, blocks); // addCaves(xOffs, zOffs, blocks); // addTowns(xOffs, zOffs, blocks); // levelChunk->recalcHeightmap(); // 4J - removed & moved into its own method // 4J - this now creates compressed block data from the blocks array passed in, so moved it until after the blocks are actually finalised. We also // now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore. LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); XPhysicalFree(tileData); return levelChunk; } // 4J - removed & moved into its own method from getChunk, so we can call recalcHeightmap after the chunk is added into the cache. Without // doing this, then loads of the lightgaps() calls will fail to add any lights, because adding a light checks if the cache has this chunk in. // lightgaps also does light 1 block into the neighbouring chunks, and maybe that is somehow enough to get lighting to propagate round the world, // but this just doesn't seem right - this isn't a new fault in the 360 version, have checked that java does the same. void RandomLevelSource::lightChunk(LevelChunk *lc) { lc->recalcHeightmap(); } doubleArray RandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize, BiomeArray& biomes) { if (buffer.data == NULL) { buffer = doubleArray(xSize * ySize * zSize); } if (pows.data == NULL) { pows = floatArray(5 * 5); for (int xb = -2; xb <= 2; xb++) { for (int zb = -2; zb <= 2; zb++) { float ppp = 10.0f / Mth::sqrt(xb * xb + zb * zb + 0.2f); pows[xb + 2 + (zb + 2) * 5] = ppp; } } } double s = 1 * 684.412; double hs = 1 * 684.412; doubleArray pnr, ar, br, sr, dr, fi, fis; // 4J - used to be declared with class level scope but moved here for thread safety if (FLOATING_ISLANDS) { fis = floatingIslandScale->getRegion(fis, x, y, z, xSize, 1, zSize, 1.0, 0, 1.0); fi = floatingIslandNoise->getRegion(fi, x, y, z, xSize, 1, zSize, 500.0, 0, 500.0); } #if defined __PS3__ && !defined DISABLE_SPU_CODE C4JSpursJobQueue::Port port("C4JSpursJob_PerlinNoise"); C4JSpursJob_PerlinNoise perlinJob1(&g_scaleNoise_SPU); C4JSpursJob_PerlinNoise perlinJob2(&g_depthNoise_SPU); C4JSpursJob_PerlinNoise perlinJob3(&g_perlinNoise1_SPU); C4JSpursJob_PerlinNoise perlinJob4(&g_lperlinNoise1_SPU); C4JSpursJob_PerlinNoise perlinJob5(&g_lperlinNoise2_SPU); g_scaleNoise_SPU.set(scaleNoise, sr, x, z, xSize, zSize, 1.121, 1.121, 0.5); g_depthNoise_SPU.set(depthNoise, dr, x, z, xSize, zSize, 200.0, 200.0, 0.5); g_perlinNoise1_SPU.set(perlinNoise1, pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 160.0, s / 80.0); g_lperlinNoise1_SPU.set(lperlinNoise1, ar, x, y, z, xSize, ySize, zSize, s, hs, s); g_lperlinNoise2_SPU.set(lperlinNoise2, br, x, y, z, xSize, ySize, zSize, s, hs, s); port.submitJob(&perlinJob1); port.submitJob(&perlinJob2); port.submitJob(&perlinJob3); port.submitJob(&perlinJob4); port.submitJob(&perlinJob5); port.waitForCompletion(); #else sr = scaleNoise->getRegion(sr, x, z, xSize, zSize, 1.121, 1.121, 0.5); dr = depthNoise->getRegion(dr, x, z, xSize, zSize, 200.0, 200.0, 0.5); pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 160.0, s / 80.0); ar = lperlinNoise1->getRegion(ar, x, y, z, xSize, ySize, zSize, s, hs, s); br = lperlinNoise2->getRegion(br, x, y, z, xSize, ySize, zSize, s, hs, s); #endif x = z = 0; int p = 0; int pp = 0; for (int xx = 0; xx < xSize; xx++) { for (int zz = 0; zz < zSize; zz++) { float sss = 0; float ddd = 0; float pow = 0; int rr = 2; Biome *mb = biomes[(xx + 2) + (zz + 2) * (xSize + 5)]; for (int xb = -rr; xb <= rr; xb++) { for (int zb = -rr; zb <= rr; zb++) { Biome *b = biomes[(xx + xb + 2) + (zz + zb + 2) * (xSize + 5)]; float ppp = pows[xb + 2 + (zb + 2) * 5] / (b->depth + 2); if (b->depth > mb->depth) { ppp /= 2; } sss += b->scale * ppp; ddd += b->depth * ppp; pow += ppp; } } sss /= pow; ddd /= pow; sss = sss * 0.9f + 0.1f; ddd = (ddd * 4 - 1) / 8.0f; double rdepth = (dr[pp] / 8000.0); if (rdepth < 0) rdepth = -rdepth * 0.3; rdepth = rdepth * 3.0 - 2.0; if (rdepth < 0) { rdepth = rdepth / 2; if (rdepth < -1) rdepth = -1; rdepth = rdepth / 1.4; rdepth /= 2; } else { if (rdepth > 1) rdepth = 1; rdepth = rdepth / 8; } pp++; for (int yy = 0; yy < ySize; yy++) { double depth = ddd; double scale = sss; depth += rdepth * 0.2; depth = depth * ySize / 16.0; double yCenter = ySize / 2.0 + depth * 4; double val = 0; double yOffs = (yy - (yCenter)) * 12 * 128 / Level::genDepth / scale; if (yOffs < 0) yOffs *= 4; double bb = ar[p] / 512; double cc = br[p] / 512; double v = (pnr[p] / 10 + 1) / 2; if (v < 0) val = bb; else if (v > 1) val = cc; else val = bb + (cc - bb) * v; val -= yOffs; if (yy > ySize - 4) { double slide = (yy - (ySize - 4)) / (4 - 1.0f); val = val * (1 - slide) + -10 * slide; } buffer[p] = val; p++; } } } delete [] pnr.data; delete [] ar.data; delete [] br.data; delete [] sr.data; delete [] dr.data; delete [] fi.data; delete [] fis.data; return buffer; } bool RandomLevelSource::hasChunk(int x, int y) { return true; } void RandomLevelSource::calcWaterDepths(ChunkSource *parent, int xt, int zt) { int xo = xt * 16; int zo = zt * 16; for (int x = 0; x < 16; x++) { int y = level->getSeaLevel(); for (int z = 0; z < 16; z++) { int xp = xo + x + 7; int zp = zo + z + 7; int h = level->getHeightmap(xp, zp); if (h <= 0) { if (level->getHeightmap(xp - 1, zp) > 0 || level->getHeightmap(xp + 1, zp) > 0 || level->getHeightmap(xp, zp - 1) > 0 || level->getHeightmap(xp, zp + 1) > 0) { bool hadWater = false; if (hadWater || (level->getTile(xp - 1, y, zp) == Tile::calmWater_Id && level->getData(xp - 1, y, zp) < 7)) hadWater = true; if (hadWater || (level->getTile(xp + 1, y, zp) == Tile::calmWater_Id && level->getData(xp + 1, y, zp) < 7)) hadWater = true; if (hadWater || (level->getTile(xp, y, zp - 1) == Tile::calmWater_Id && level->getData(xp, y, zp - 1) < 7)) hadWater = true; if (hadWater || (level->getTile(xp, y, zp + 1) == Tile::calmWater_Id && level->getData(xp, y, zp + 1) < 7)) hadWater = true; if (hadWater) { for (int x2 = -5; x2 <= 5; x2++) { for (int z2 = -5; z2 <= 5; z2++) { int d = (x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2); if (d <= 5) { d = 6 - d; if (level->getTile(xp + x2, y, zp + z2) == Tile::calmWater_Id) { int od = level->getData(xp + x2, y, zp + z2); if (od < 7 && od < d) { level->setData(xp + x2, y, zp + z2, d); } } } } } if (hadWater) { level->setTileAndDataNoUpdate(xp, y, zp, Tile::calmWater_Id, 7); for (int y2 = 0; y2 < y; y2++) { level->setTileAndDataNoUpdate(xp, y2, zp, Tile::calmWater_Id, 8); } } } } } } } } // 4J - changed this to used pprandom rather than random, so that we can run it concurrently with getChunk void RandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt) { HeavyTile::instaFall = true; int xo = xt * 16; int zo = zt * 16; Biome *biome = level->getBiome(xo + 16, zo + 16); if (RandomLevelSource::FLOATING_ISLANDS) { calcWaterDepths(parent, xt, zt); } pprandom->setSeed(level->getSeed()); __int64 xScale = pprandom->nextLong() / 2 * 2 + 1; __int64 zScale = pprandom->nextLong() / 2 * 2 + 1; pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed()); bool hasVillage = false; PIXBeginNamedEvent(0,"Structure postprocessing"); if (generateStructures) { mineShaftFeature->postProcess(level, pprandom, xt, zt); hasVillage = villageFeature->postProcess(level, pprandom, xt, zt); strongholdFeature->postProcess(level, pprandom, xt, zt); scatteredFeature->postProcess(level, random, xt, zt); } PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Lakes"); if (!hasVillage && pprandom->nextInt(4) == 0) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth); int z = zo + pprandom->nextInt(16) + 8; LakeFeature *calmWater = new LakeFeature(Tile::calmWater_Id); calmWater->place(level, pprandom, x, y, z); delete calmWater; } PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Lava"); if (!hasVillage && pprandom->nextInt(8) == 0) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(pprandom->nextInt(Level::genDepth - 8) + 8); int z = zo + pprandom->nextInt(16) + 8; if (y < level->seaLevel || pprandom->nextInt(10) == 0) { LakeFeature *calmLava = new LakeFeature(Tile::calmLava_Id); calmLava->place(level, pprandom, x, y, z); delete calmLava; } } PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Monster rooms"); for (int i = 0; i < 8; i++) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth); int z = zo + pprandom->nextInt(16) + 8; MonsterRoomFeature *mrf = new MonsterRoomFeature(); if (mrf->place(level, pprandom, x, y, z)) { } delete mrf; } PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Biome decorate"); biome->decorate(level, pprandom, xo, zo); PIXEndNamedEvent(); app.processSchematics(parent->getChunk(xt,zt)); MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16, pprandom); // 4J - brought forward from 1.2.3 to get snow back in taiga biomes xo += 8; zo += 8; for (int x = 0; x < 16; x++) { for (int z = 0; z < 16; z++) { int y = level->getTopRainBlock(xo + x, zo + z); if (level->shouldFreezeIgnoreNeighbors(x + xo, y - 1, z + zo)) { level->setTileNoUpdate(x + xo, y - 1, z + zo, Tile::ice_Id); // 4J - changed from setTile, otherwise we end up creating a *lot* of dynamic water tiles as these ice tiles are set } if (level->shouldSnow(x + xo, y, z + zo)) { level->setTile(x + xo, y, z + zo, Tile::topSnow_Id); } } } HeavyTile::instaFall = false; } bool RandomLevelSource::save(bool force, ProgressListener *progressListener) { return true; } bool RandomLevelSource::tick() { return false; } bool RandomLevelSource::shouldSave() { return true; } wstring RandomLevelSource::gatherStats() { return L"RandomLevelSource"; } vector *RandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z) { Biome *biome = level->getBiome(x, z); if (biome == NULL) { return NULL; } return biome->getMobs(mobCategory); } TilePos *RandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) { if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL) { return strongholdFeature->getNearestGeneratedFeature(level, x, y, z); } return NULL; }