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114 lines
3.2 KiB
C#
114 lines
3.2 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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// Based on:
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// https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm
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// Thanks to Jerralish for originally reverse engineering classic's algorithm, then preparing a high level overview of the algorithm.
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// I believe this process adheres to clean room reverse engineering.
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using System;
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using System.Collections.Generic;
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namespace ClassicalSharp.Generator {
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public sealed partial class NotchyGenerator {
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void FillOblateSpheroid(int x, int y, int z, float radius, byte block) {
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int xStart = Utils.Floor(Math.Max(x - radius, 0));
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int xEnd = Utils.Floor(Math.Min(x + radius, width - 1));
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int yStart = Utils.Floor(Math.Max(y - radius, 0));
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int yEnd = Utils.Floor(Math.Min(y + radius, height - 1));
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int zStart = Utils.Floor(Math.Max(z - radius, 0));
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int zEnd = Utils.Floor(Math.Min(z + radius, length - 1));
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float radiusSq = radius * radius;
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for (int yy = yStart; yy <= yEnd; yy++)
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for (int zz = zStart; zz <= zEnd; zz++)
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for (int xx = xStart; xx <= xEnd; xx++)
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{
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int dx = xx - x, dy = yy - y, dz = zz - z;
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if ((dx * dx + 2 * dy * dy + dz * dz) < radiusSq) {
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int index = (yy * length + zz) * width + xx;
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if (blocks[index] == Block.Stone)
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blocks[index] = block;
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}
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}
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}
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void FloodFill(int startIndex, byte block) {
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FastIntStack stack = new FastIntStack(4);
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stack.Push(startIndex);
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while (stack.Size > 0) {
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int index = stack.Pop();
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if (blocks[index] != 0) continue;
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blocks[index] = block;
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int x = index % width;
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int y = index / oneY;
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int z = (index / width) % length;
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if (x > 0) stack.Push(index - 1);
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if (x < width - 1) stack.Push(index + 1);
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if (z > 0) stack.Push(index - width);
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if (z < length - 1) stack.Push(index + width);
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if (y > 0) stack.Push(index - oneY);
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}
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}
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sealed class FastIntStack {
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public int[] Values;
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public int Size;
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public FastIntStack(int capacity) {
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Values = new int[capacity];
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Size = 0;
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}
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public int Pop() {
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return Values[--Size];
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}
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public void Push(int item) {
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if (Size == Values.Length) {
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int[] array = new int[Values.Length * 2];
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Buffer.BlockCopy(Values, 0, array, 0, Size * sizeof(int));
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Values = array;
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}
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Values[Size++] = item;
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}
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}
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}
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// Based on https://docs.oracle.com/javase/7/docs/api/java/util/Random.html
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public sealed class JavaRandom {
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long seed;
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const long value = 0x5DEECE66DL;
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const long mask = (1L << 48) - 1;
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public JavaRandom(int seed) {
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this.seed = (seed ^ value) & mask;
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}
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int Raw(int bits) {
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seed = (seed * value + 0xBL) & mask;
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return (int)((ulong)seed >> (48 - bits));
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}
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public int Next() { return Raw(32); }
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public int Next(int min, int max) { return min + Next(max - min); }
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public int Next(int n) {
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if ((n & -n) == n) // i.e., n is a power of 2
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return (int)((n * (long)Raw(31)) >> 31);
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int bits, val;
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do {
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bits = Raw(31);
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val = bits % n;
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} while (bits - val + (n - 1) < 0);
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return val;
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}
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public float NextFloat() {
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return Raw(24) / ((float)(1 << 24));
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}
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}
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} |