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java/src/game/worldgen/GeneratorIsland.java
Executable file
190
java/src/game/worldgen/GeneratorIsland.java
Executable file
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package game.worldgen;
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import game.ExtMath;
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import game.rng.OctaveGen;
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import game.rng.Random;
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import game.world.State;
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import game.world.WorldServer;
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public class GeneratorIsland implements ChunkGenerator
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{
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private final OctaveGen noiseGen1;
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private final OctaveGen noiseGen2;
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private final OctaveGen noiseGen3;
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private final OctaveGen noiseGen4;
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private final OctaveGen noiseGen5;
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private final double[] densities = new double[297];
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private final double[] noiseData1 = new double[297];
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private final double[] noiseData2 = new double[297];
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private final double[] noiseData3 = new double[297];
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private final double[] noiseData4 = new double[9];
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private final double[] noiseData5 = new double[9];
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private final State filler;
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// public GeneratorIsland(Dimension dim, Random rand) {
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// this(rand, dim.getFiller());
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// }
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public GeneratorIsland(Random rand, State filler)
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{
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this.noiseGen1 = new OctaveGen(rand, 16);
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this.noiseGen2 = new OctaveGen(rand, 16);
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this.noiseGen3 = new OctaveGen(rand, 8);
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this.noiseGen4 = new OctaveGen(rand, 10);
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this.noiseGen5 = new OctaveGen(rand, 16);
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this.filler = filler;
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}
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public int getMaximumHeight() {
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return 128;
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}
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public void generateChunk(WorldServer world, int x, int z, ChunkPrimer primer)
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{
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int range = 2;
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int xr = range + 1;
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int yr = 33;
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int zr = range + 1;
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this.genNoisemap(x * range, 0, z * range);
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for (int i1 = 0; i1 < range; ++i1)
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{
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for (int j1 = 0; j1 < range; ++j1)
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{
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for (int k1 = 0; k1 < 32; ++k1)
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{
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double d0 = 0.25D;
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double d1 = this.densities[((i1 + 0) * zr + j1 + 0) * yr + k1 + 0];
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double d2 = this.densities[((i1 + 0) * zr + j1 + 1) * yr + k1 + 0];
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double d3 = this.densities[((i1 + 1) * zr + j1 + 0) * yr + k1 + 0];
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double d4 = this.densities[((i1 + 1) * zr + j1 + 1) * yr + k1 + 0];
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double d5 = (this.densities[((i1 + 0) * zr + j1 + 0) * yr + k1 + 1] - d1) * d0;
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double d6 = (this.densities[((i1 + 0) * zr + j1 + 1) * yr + k1 + 1] - d2) * d0;
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double d7 = (this.densities[((i1 + 1) * zr + j1 + 0) * yr + k1 + 1] - d3) * d0;
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double d8 = (this.densities[((i1 + 1) * zr + j1 + 1) * yr + k1 + 1] - d4) * d0;
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for (int l1 = 0; l1 < 4; ++l1)
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{
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double d9 = 0.125D;
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double d10 = d1;
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double d11 = d2;
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double d12 = (d3 - d1) * d9;
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double d13 = (d4 - d2) * d9;
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for (int i2 = 0; i2 < 8; ++i2)
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{
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double d14 = 0.125D;
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double d15 = d10;
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double d16 = (d11 - d10) * d14;
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for (int j2 = 0; j2 < 8; ++j2)
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{
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State iblockstate = null;
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if (d15 > 0.0D)
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{
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iblockstate = this.filler;
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}
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int k2 = i2 + i1 * 8;
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int l2 = l1 + k1 * 4;
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int i3 = j2 + j1 * 8;
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primer.set(k2, l2, i3, iblockstate);
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d15 += d16;
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}
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d10 += d12;
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d11 += d13;
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}
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d1 += d5;
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d2 += d6;
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d3 += d7;
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d4 += d8;
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}
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}
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}
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}
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}
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private void genNoisemap(int x, int y, int z)
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{
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int xs = 3;
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int ys = 33;
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int zs = 3;
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double d0 = 684.412D;
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double d1 = 684.412D;
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this.noiseGen4.generate(this.noiseData4, x, z, xs, zs, 1.121D, 1.121D, 0.5D);
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this.noiseGen5.generate(this.noiseData5, x, z, xs, zs, 200.0D, 200.0D, 0.5D);
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d0 = d0 * 2.0D;
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this.noiseGen3.generate(this.noiseData1, x, y, z, xs, ys, zs, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D);
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this.noiseGen1.generate(this.noiseData2, x, y, z, xs, ys, zs, d0, d1, d0);
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this.noiseGen2.generate(this.noiseData3, x, y, z, xs, ys, zs, d0, d1, d0);
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int i = 0;
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for (int j = 0; j < xs; ++j)
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{
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for (int k = 0; k < zs; ++k)
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{
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float f = (float)(j + x) / 1.0F;
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float f1 = (float)(k + z) / 1.0F;
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float f2 = 100.0F - ExtMath.sqrtf(f * f + f1 * f1) * 8.0F;
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if (f2 > 80.0F)
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{
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f2 = 80.0F;
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}
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if (f2 < -100.0F)
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{
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f2 = -100.0F;
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}
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for (int l = 0; l < ys; ++l)
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{
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double d2 = 0.0D;
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double d3 = this.noiseData2[i] / 512.0D;
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double d4 = this.noiseData3[i] / 512.0D;
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double d5 = (this.noiseData1[i] / 10.0D + 1.0D) / 2.0D;
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if (d5 < 0.0D)
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{
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d2 = d3;
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}
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else if (d5 > 1.0D)
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{
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d2 = d4;
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}
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else
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{
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d2 = d3 + (d4 - d3) * d5;
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}
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d2 = d2 - 8.0D;
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d2 = d2 + (double)f2;
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int i1 = 2;
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if (l > ys / 2 - i1)
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{
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double d6 = (double)((float)(l - (ys / 2 - i1)) / 64.0F);
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d6 = ExtMath.clampd(d6, 0.0D, 1.0D);
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d2 = d2 * (1.0D - d6) + -3000.0D * d6;
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}
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i1 = 8;
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if (l < i1)
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{
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double d7 = (double)((float)(i1 - l) / ((float)i1 - 1.0F));
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d2 = d2 * (1.0D - d7) + -30.0D * d7;
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}
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this.densities[i] = d2;
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++i;
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}
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}
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}
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}
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}
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