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153
Minecraft.World/FlatLevelSource.cpp
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153
Minecraft.World/FlatLevelSource.cpp
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#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.levelgen.h"
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#include "net.minecraft.world.level.levelgen.feature.h"
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#include "net.minecraft.world.level.levelgen.structure.h"
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#include "net.minecraft.world.level.levelgen.synth.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.level.storage.h"
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#include "FlatLevelSource.h"
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//FlatLevelSource::villageFeature = new VillageFeature(1);
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FlatLevelSource::FlatLevelSource(Level *level, __int64 seed, bool generateStructures)
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{
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m_XZSize = level->getLevelData()->getXZSize();
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this->level = level;
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this->generateStructures = generateStructures;
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this->random = new Random(seed);
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this->pprandom = new Random(seed); // 4J - added, so that we can have a separate random for doing post-processing in parallel with creation
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villageFeature = new VillageFeature(0,m_XZSize);
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}
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FlatLevelSource::~FlatLevelSource()
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{
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delete random;
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delete pprandom;
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delete villageFeature;
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}
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void FlatLevelSource::prepareHeights(byteArray blocks)
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{
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int height = blocks.length / (16 * 16);
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for (int xc = 0; xc < 16; xc++)
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{
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for (int zc = 0; zc < 16; zc++)
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{
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for (int yc = 0; yc < height; yc++)
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{
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int block = 0;
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if (yc == 0)
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{
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block = Tile::unbreakable_Id;
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}
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else if (yc <= 2)
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{
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block = Tile::dirt_Id;
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}
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else if (yc == 3)
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{
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block = Tile::grass_Id;
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}
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blocks[xc << 11 | zc << 7 | yc] = (byte) block;
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}
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}
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}
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}
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LevelChunk *FlatLevelSource::create(int x, int z)
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{
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return getChunk(x, z);
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}
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LevelChunk *FlatLevelSource::getChunk(int xOffs, int zOffs)
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{
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// 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
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int chunksSize = Level::genDepth * 16 * 16;
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byte *tileData = (byte *)XPhysicalAlloc(chunksSize, MAXULONG_PTR, 4096, PAGE_READWRITE);
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XMemSet128(tileData,0,chunksSize);
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byteArray blocks = byteArray(tileData,chunksSize);
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// byteArray blocks = byteArray(16 * level->depth * 16);
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prepareHeights(blocks);
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// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J - moved below
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// double[] temperatures = level.getBiomeSource().temperatures;
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if (generateStructures)
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{
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villageFeature->apply(this, level, xOffs, zOffs, blocks);
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}
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// 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
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// now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
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LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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XPhysicalFree(tileData);
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levelChunk->recalcHeightmap();
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return levelChunk;
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}
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bool FlatLevelSource::hasChunk(int x, int y)
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{
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return true;
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}
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void FlatLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
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{
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// 4J - changed from random to pprandom so we can run in parallel with getChunk etc.
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pprandom->setSeed(level->getSeed());
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__int64 xScale = pprandom->nextLong() / 2 * 2 + 1;
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__int64 zScale = pprandom->nextLong() / 2 * 2 + 1;
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pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
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if (generateStructures)
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{
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villageFeature->postProcess(level, pprandom, xt, zt);
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}
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app.processSchematics(parent->getChunk(xt,zt));
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}
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bool FlatLevelSource::save(bool force, ProgressListener *progressListener)
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{
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return true;
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}
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bool FlatLevelSource::tick()
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{
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return false;
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}
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bool FlatLevelSource::shouldSave()
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{
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return true;
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}
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wstring FlatLevelSource::gatherStats()
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{
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return L"FlatLevelSource";
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}
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vector<Biome::MobSpawnerData *> *FlatLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
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{
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Biome *biome = level->getBiome(x, z);
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if (biome == NULL)
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{
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return NULL;
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}
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return biome->getMobs(mobCategory);
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}
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TilePos *FlatLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
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{
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return NULL;
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}
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