#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 it = structureStart.getPieces().iterator(); while (it.hasNext()) { StructurePiece next = it.next(); if (next.getBoundingBox().isInside(cellX, cellY, cellZ)) { return true; } */ list *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 *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 *StructureFeature::getGuesstimatedFeaturePositions() { return NULL; }