Jump to content

[1.12.2] Caves generate in isolated chunks and never connect


Lyinginbedmon

Recommended Posts

I've managed to analyse the vanilla cave generation code and identify the significance of almost all variables involved, but I've encountered a bizarre bug that seems to occur no matter what I do (suggesting strongly that there's something outside the cave generation code itself responsible). I've added/removed qualifiers, I've imported cave generation code from other mods almost entirely wholesale, rebuilt from scratch twice, and still the same bug.

 

Normal cave generation:

p2xYXgD.png

My cave generation:

B5Ck3CQ.png


In short, what appears to happen is that instead of generating whole snake-like caves as normal, each chunk uses a seed value so distinct from its neighbours that no generated cave successfully exits the chunk it started in.

import java.util.Random;

import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.chunk.ChunkPrimer;
import net.minecraft.world.gen.MapGenBase;

public class MapGenCavesWater extends MapGenBase
{
    protected void recursiveGenerate(World worldIn, int chunkX, int chunkZ, int originalX, int originalZ, ChunkPrimer chunkPrimerIn)
    {
        int tunnelCount = this.rand.nextInt(this.rand.nextInt(this.rand.nextInt(10) + 1) + 1);
        if(this.rand.nextInt(5) != 0) tunnelCount = 0;
        for(int j = 0; j < tunnelCount; ++j)
        {
            double xPos = (double)(chunkX * 16 + this.rand.nextInt(16));
            double yPos = (double)this.rand.nextInt(255);
            double zPos = (double)(chunkZ * 16 + this.rand.nextInt(16));
            int length = 1;
            
            // 1 in 4 chance of adding a room, increment length
            if(this.rand.nextInt(4) == 0)
            {
                this.addRoom(this.rand.nextLong(), originalX, originalZ, chunkPrimerIn, xPos, yPos, zPos);
                length += this.rand.nextInt(4);
            }
            
            // Generate tunnel to length
            for(int l = 0; l < length; ++l)
            {
                float f = this.rand.nextFloat() * ((float)Math.PI * 2F);
                float f1 = (this.rand.nextFloat() - 0.5F) * 2.0F / 8.0F;
                float f2 = this.rand.nextFloat() * 2.0F + this.rand.nextFloat();
                this.addTunnel(this.rand.nextLong(), originalX, originalZ, chunkPrimerIn, xPos, yPos, zPos, f2 * 2.0F, f, f1, 0, 0, 0.5D);
            }
        }
    }
    
    protected void addRoom(long randSeed, int chunkX, int chunkZ, ChunkPrimer primer, double xPos, double yPos, double zPos)
    {
        this.addTunnel(randSeed, chunkX, chunkZ, primer, xPos, yPos, zPos, 1.0F + this.rand.nextFloat() * 6.0F, 0.0F, 0.0F, -1, -1, 0.5D);
    }
    
    protected void addTunnel(long randSeed, int chunkX, int chunkZ, ChunkPrimer primer, double xPos, double yPos, double zPos, float size, float yaw, float pitch, int par11Int, int par12Int, double heightMap)
    {
        double chunkMidX = (double)(chunkX * 16 + 8);
        double chunkMidZ = (double)(chunkZ * 16 + 8);
        float f = 0.0F;
        float f1 = 0.0F;
        Random random = new Random(randSeed);
        if(par12Int <= 0)
        {
            int i = this.range * 16 - 16;
            par12Int = i - random.nextInt(i / 4);
        }
        
        boolean singleGen = false;
        if (par11Int == -1)
        {
            par11Int = par12Int / 2;
            singleGen = true;
        }
        
        int j = random.nextInt(par12Int / 2) + par12Int / 4;
        for(boolean flag = random.nextInt(6) == 0; par11Int < par12Int; ++par11Int)
        {
            double d2 = 1.5D + (double)(MathHelper.sin((float)par11Int * (float)Math.PI / (float)par12Int) * size);
            double d3 = d2 * heightMap;
            float f2 = MathHelper.cos(pitch);
            float f3 = MathHelper.sin(pitch);
            xPos += (double)(MathHelper.cos(yaw) * f2);
            yPos += (double)f3;
            zPos += (double)(MathHelper.sin(yaw) * f2);
            
            if(flag) pitch = pitch * 0.92F;
            else pitch = pitch * 0.7F;
            
            pitch = pitch + f1 * 0.1F;
            yaw += f * 0.1F;
            f1 = f1 * 0.9F;
            f = f * 0.75F;
            f1 = f1 + (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2.0F;
            f = f + (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4.0F;
            
            if(!singleGen && par11Int == j && size > 1.0F)
            {
                this.addTunnel(random.nextLong(), chunkX, chunkZ, primer, xPos, yPos, zPos, random.nextFloat() * 0.5F + 0.5F, yaw - ((float)Math.PI / 2F), pitch / 3.0F, par11Int, par12Int, 1.0D);
                this.addTunnel(random.nextLong(), chunkX, chunkZ, primer, xPos, yPos, zPos, random.nextFloat() * 0.5F + 0.5F, yaw + ((float)Math.PI / 2F), pitch / 3.0F, par11Int, par12Int, 1.0D);
                return;
            }
            
            if(singleGen || random.nextInt(4) != 0)
            {
                double d4 = xPos - chunkMidX;
                double d5 = zPos - chunkMidZ;
                double d6 = (double)(par12Int - par11Int);
                double d7 = (double)(size + 2.0F + 16.0F);
                
                if(d4 * d4 + d5 * d5 - d6 * d6 > d7 * d7) return;
                
                if(
                		xPos >= chunkMidX - 16.0D - d2 * 2.0D && 
                		zPos >= chunkMidZ - 16.0D - d2 * 2.0D && 
                		xPos <= chunkMidX + 16.0D + d2 * 2.0D && 
                		zPos <= chunkMidZ + 16.0D + d2 * 2.0D
                	)
                {
                    int minX = Math.max(0, MathHelper.floor(xPos - d2) - chunkX * 16 - 1);
                    int maxX = Math.min(16, MathHelper.floor(xPos + d2) - chunkX * 16 + 1);
                    
                    int minY = Math.max(0, MathHelper.floor(yPos - d3) - 1);
                    int maxY = Math.min(255, MathHelper.floor(yPos + d3) + 1);
                    
                    int minZ = Math.max(0, MathHelper.floor(zPos - d2) - chunkZ * 16 - 1);
                    int maxZ = Math.min(16, MathHelper.floor(zPos + d2) - chunkZ * 16 + 1);
                    
                    for(int blockX = minX; blockX < maxX; ++blockX)
                    {
                        double d10 = ((double)(blockX + chunkX * 16) + 0.5D - xPos) / d2;
                        for(int blockZ = minZ; blockZ < maxZ; ++blockZ)
                        {
                            double d8 = ((double)(blockZ + chunkZ * 16) + 0.5D - zPos) / d2;
                            for(int blockY = maxY; blockY > minY; --blockY)
                            {
                                double d9 = ((double)(blockY - 1) + 0.5D - yPos) / d3;
                                if(d9 > -0.7D && d10 * d10 + d9 * d9 + d8 * d8 < 1.0D)
                                {
                                    IBlockState blockAtPos = primer.getBlockState(blockX, blockY, blockZ);
                                    if(blockAtPos.getBlock() == Blocks.WATER)
                                    {
                                        primer.setBlockState(blockX, blockY, blockZ, Blocks.SANDSTONE.getDefaultState());
                                    }
                                }
                            }
                        }
                    }
                    if(singleGen) break;
                }
            }
        }
    }
}

At this point my only meaningful guess is that there's something to do with chunk generation order resulting in the seeds being so different, but I can't find anywhere to remedy that.

Edited by Lyinginbedmon
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.