Yatopia/patches/server/0054-lithium-NoiseChunkGeneratorMixin.patch
Ivan Pekov c4a1166224
Add more permanent getLastTick time API
Also fix bad plugins that touch NMS not working
2020-09-27 19:05:16 +03:00

120 lines
6.1 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: SuperCoder79 <k.pranav@gmail.com>
Date: Sat, 26 Sep 2020 14:25:07 -0500
Subject: [PATCH] lithium NoiseChunkGeneratorMixin
Original code by JellySquid, licensed under LGPLv3
you can find the original code on https://github.com/jellysquid3/lithium-fabric/ (Yarn mappings)
diff --git a/src/main/java/net/minecraft/server/ChunkGeneratorAbstract.java b/src/main/java/net/minecraft/server/ChunkGeneratorAbstract.java
index 119804e5c12aca3f4fbfeaf424f46152f43b3941..e9862fe294cdde305778ec6fd33005e00db57a73 100644
--- a/src/main/java/net/minecraft/server/ChunkGeneratorAbstract.java
+++ b/src/main/java/net/minecraft/server/ChunkGeneratorAbstract.java
@@ -112,6 +112,97 @@ public final class ChunkGeneratorAbstract extends ChunkGenerator {
return this.w == i && ((GeneratorSettingBase) this.h.get()).a(resourcekey);
}
+ private static double sampleOctave(NoiseGeneratorPerlin sampler, double x, double y, double z, double scaledVerticalScale, double scaledY, double frequency) {
+ return sampler.sample(x, y, z, scaledVerticalScale, scaledY) / frequency;
+ }
+
+ private double sampleNoise(int x, int y, int z, double horizontalScale, double verticalScale, double horizontalStretch, double verticalStretch) { return a(x, y, z, horizontalScale, verticalScale, horizontalStretch, verticalStretch); } // Yatopia - OBFHELPER
+ private double a(int x, int y, int z, double horizontalScale, double verticalScale, double horizontalStretch, double verticalStretch) {
+ // To generate it's terrain, Minecraft uses two different perlin noises.
+ // It interpolates these two noises to create the final sample at a position.
+ // However, the interpolation noise is not all that good and spends most of it's time at > 1 or < 0, rendering
+ // one of the noises completely unnecessary in the process.
+ // By taking advantage of that, we can reduce the sampling needed per block through the interpolation noise.
+
+ // This controls both the frequency and amplitude of the noise.
+ double frequency = 1.0;
+ double interpolationValue = 0.0;
+
+ // Calculate interpolation data to decide what noise to sample.
+ for (int octave = 0; octave < 8; octave++) {
+ double scaledVerticalScale = verticalStretch * frequency;
+ double scaledY = y * scaledVerticalScale;
+
+ interpolationValue += sampleOctave(this.s.a(octave),
+ NoiseGeneratorOctaves.a(x * horizontalStretch * frequency),
+ NoiseGeneratorOctaves.a(scaledY),
+ NoiseGeneratorOctaves.a(z * horizontalStretch * frequency), scaledVerticalScale, scaledY, frequency);
+
+ frequency /= 2.0;
+ }
+
+ double clampedInterpolation = (interpolationValue / 10.0 + 1.0) / 2.0;
+
+ if (clampedInterpolation >= 1) {
+ // Sample only upper noise, as the lower noise will be interpolated out.
+ frequency = 1.0;
+ double noise = 0.0;
+ for (int octave = 0; octave < 16; octave++) {
+ double scaledVerticalScale = verticalScale * frequency;
+ double scaledY = y * scaledVerticalScale;
+
+ noise += sampleOctave(this.r.a(octave),
+ NoiseGeneratorOctaves.a(x * horizontalScale * frequency),
+ NoiseGeneratorOctaves.a(scaledY),
+ NoiseGeneratorOctaves.a(z * horizontalScale * frequency), scaledVerticalScale, scaledY, frequency);
+
+ frequency /= 2.0;
+ }
+
+ return noise / 512.0;
+ } else if (clampedInterpolation <= 0) {
+ // Sample only lower noise, as the upper noise will be interpolated out.
+ frequency = 1.0;
+ double noise = 0.0;
+ for (int octave = 0; octave < 16; octave++) {
+ double scaledVerticalScale = verticalScale * frequency;
+ double scaledY = y * scaledVerticalScale;
+ noise += sampleOctave(this.q.a(octave),
+ NoiseGeneratorOctaves.a(x * horizontalScale * frequency),
+ NoiseGeneratorOctaves.a(scaledY),
+ NoiseGeneratorOctaves.a(z * horizontalScale * frequency), scaledVerticalScale, scaledY, frequency);
+
+ frequency /= 2.0;
+ }
+
+ return noise / 512.0;
+ } else {
+ // [VanillaCopy] SurfaceChunkGenerator#sampleNoise
+ // Sample both and interpolate, as in vanilla.
+
+ frequency = 1.0;
+ double lowerNoise = 0.0;
+ double upperNoise = 0.0;
+
+ for (int octave = 0; octave < 16; octave++) {
+ // Pre calculate these values to share them
+ double scaledVerticalScale = verticalScale * frequency;
+ double scaledY = y * scaledVerticalScale;
+ double xVal = NoiseGeneratorOctaves.a(x * horizontalScale * frequency);
+ double yVal = NoiseGeneratorOctaves.a(scaledY);
+ double zVal = NoiseGeneratorOctaves.a(z * horizontalScale * frequency);
+
+ upperNoise += sampleOctave(this.r.a(octave), xVal, yVal, zVal, scaledVerticalScale, scaledY, frequency);
+ lowerNoise += sampleOctave(this.q.a(octave), xVal, yVal, zVal, scaledVerticalScale, scaledY, frequency);
+
+ frequency /= 2.0;
+ }
+
+ // Vanilla behavior, return interpolated noise
+ return MathHelper.b(clampedInterpolation, lowerNoise / 512.0, upperNoise / 512.0);
+ }
+ }
+ /* //Yatopa Start - Replace Logic
private double a(int i, int j, int k, double d0, double d1, double d2, double d3) {
double d4 = 0.0D;
double d5 = 0.0D;
@@ -148,7 +239,7 @@ public final class ChunkGeneratorAbstract extends ChunkGenerator {
}
return MathHelper.b(d4 / 512.0D, d5 / 512.0D, (d6 / 10.0D + 1.0D) / 2.0D);
- }
+ }*/ //Yatopia End
private double[] b(int i, int j) {
double[] adouble = new double[this.o + 1];