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185
Minecraft.World/CanyonFeature.cpp
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185
Minecraft.World/CanyonFeature.cpp
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#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "CanyonFeature.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.level.biome.h"
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void CanyonFeature::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)
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{
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MemSect(49);
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Random *random = new Random(seed);
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MemSect(0);
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double xMid = xOffs * 16 + 8;
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double zMid = zOffs * 16 + 8;
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float yRota = 0;
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float xRota = 0;
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// int dist = CAVE_RADIUS * 16 - 16;
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// if (step>0) dist = step*2;
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if (dist <= 0)
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{
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int max = radius * 16 - 16;
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dist = max - random->nextInt(max / 4);
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}
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bool singleStep = false;
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if (step == -1)
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{
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step = dist / 2;
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singleStep = true;
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}
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float f = 1;
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for (int i = 0; i < Level::genDepth; i++)
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{
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if (i == 0 || random->nextInt(3) == 0)
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{
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f = 1 + (random->nextFloat() * random->nextFloat()) * 1.0f;
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}
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rs[i] = f * f;
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}
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for (; step < dist; step++)
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{
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double rad = 1.5 + (Mth::sin(step * PI / dist) * thickness) * 1;
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double yRad = rad * yScale;
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rad *= (random->nextFloat() * 0.25 + 0.75);
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yRad *= (random->nextFloat() * 0.25 + 0.75);
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float xc = Mth::cos(xRot);
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float xs = Mth::sin(xRot);
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xCave += Mth::cos(yRot) * xc;
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yCave += xs;
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zCave += Mth::sin(yRot) * xc;
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xRot *= 0.7f;
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xRot += xRota * 0.05f;
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yRot += yRota * 0.05f;
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xRota *= 0.80f;
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yRota *= 0.50f;
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xRota += (random->nextFloat() - random->nextFloat()) * random->nextFloat() * 2;
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yRota += (random->nextFloat() - random->nextFloat()) * random->nextFloat() * 4;
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if (!singleStep && random->nextInt(4) == 0) continue;
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{
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double xd = xCave - xMid;
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double zd = zCave - zMid;
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double remaining = dist - step;
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double rr = (thickness + 2) + 16;
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if (xd * xd + zd * zd - (remaining * remaining) > rr * rr)
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{
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delete random;
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return;
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}
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}
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if (xCave < xMid - 16 - rad * 2 || zCave < zMid - 16 - rad * 2 || xCave > xMid + 16 + rad * 2 || zCave > zMid + 16 + rad * 2) continue;
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int x0 = Mth::floor(xCave - rad) - xOffs * 16 - 1;
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int x1 = Mth::floor(xCave + rad) - xOffs * 16 + 1;
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int y0 = Mth::floor(yCave - yRad) - 1;
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int y1 = Mth::floor(yCave + yRad) + 1;
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int z0 = Mth::floor(zCave - rad) - zOffs * 16 - 1;
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int z1 = Mth::floor(zCave + rad) - zOffs * 16 + 1;
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if (x0 < 0) x0 = 0;
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if (x1 > 16) x1 = 16;
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if (y0 < 1) y0 = 1;
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if (y1 > Level::genDepth - 8) y1 = Level::genDepth - 8;
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if (z0 < 0) z0 = 0;
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if (z1 > 16) z1 = 16;
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bool detectedWater = false;
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for (int xx = x0; !detectedWater && xx < x1; xx++)
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{
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for (int zz = z0; !detectedWater && zz < z1; zz++)
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{
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for (int yy = y1 + 1; !detectedWater && yy >= y0 - 1; yy--)
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{
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int p = (xx * 16 + zz) * Level::genDepth + yy;
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if (yy < 0 || yy >= Level::genDepth) continue;
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if (blocks[p] == Tile::water_Id || blocks[p] == Tile::calmWater_Id)
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{
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detectedWater = true;
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}
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if (yy != y0 - 1 && xx != x0 && xx != x1 - 1 && zz != z0 && zz != z1 - 1)
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{
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yy = y0;
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}
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}
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}
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}
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if (detectedWater) continue;
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for (int xx = x0; xx < x1; xx++)
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{
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double xd = ((xx + xOffs * 16 + 0.5) - xCave) / rad;
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for (int zz = z0; zz < z1; zz++)
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{
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double zd = ((zz + zOffs * 16 + 0.5) - zCave) / rad;
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int p = (xx * 16 + zz) * Level::genDepth + y1;
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bool hasGrass = false;
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if (xd * xd + zd * zd < 1)
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{
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for (int yy = y1 - 1; yy >= y0; yy--)
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{
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double yd = (yy + 0.5 - yCave) / yRad;
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if ((xd * xd + zd * zd) * rs[yy] + (yd * yd / 6) < 1)
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{
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int block = blocks[p];
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if (block == Tile::grass_Id) hasGrass = true;
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if (block == Tile::rock_Id || block == Tile::dirt_Id || block == Tile::grass_Id)
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{
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if (yy < 10)
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{
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blocks[p] = (byte) Tile::lava_Id;
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}
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else
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{
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blocks[p] = (byte) 0;
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if (hasGrass && blocks[p - 1] == Tile::dirt_Id) blocks[p - 1] = (byte) level->getBiome(xx + xOffs * 16, zz + zOffs * 16)->topMaterial;
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}
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}
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}
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p--;
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}
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}
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}
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}
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if (singleStep) break;
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}
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delete random;
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}
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void CanyonFeature::addFeature(Level *level, int x, int z, int xOffs, int zOffs, byteArray blocks)
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{
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if (random->nextInt(50) != 0) return;
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double xCave = x * 16 + random->nextInt(16);
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double yCave = random->nextInt(random->nextInt(40) + 8) + 20;
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double zCave = z * 16 + random->nextInt(16);
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int tunnels = 1;
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for (int i = 0; i < tunnels; i++)
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{
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float yRot = random->nextFloat() * PI * 2;
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float xRot = ((random->nextFloat() - 0.5f) * 2) / 8;
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float thickness = (random->nextFloat() * 2 + random->nextFloat()) * 2;
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addTunnel(random->nextLong(), xOffs, zOffs, blocks, xCave, yCave, zCave, thickness, yRot, xRot, 0, 0, 3.0);
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// 4J Add to feature list
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app.AddTerrainFeaturePosition(eTerrainFeature_Ravine,(int)(xCave/16.0),(int)(yCave/16.0));
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}
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}
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