#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.biome.h"
#include "net.minecraft.world.level.levelgen.h"
#include "net.minecraft.world.level.levelgen.feature.h"
#include "net.minecraft.world.level.levelgen.structure.h"
#include "net.minecraft.world.level.levelgen.synth.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.level.storage.h"
#include "CustomLevelSource.h"

const double CustomLevelSource::SNOW_SCALE = 0.3;
const double CustomLevelSource::SNOW_CUTOFF = 0.5;

CustomLevelSource::CustomLevelSource(Level *level, __int64 seed, bool generateStructures) : generateStructures( generateStructures )
{
#ifdef _OVERRIDE_HEIGHTMAP
	m_XZSize = level->getLevelData()->getXZSize();

	m_heightmapOverride = byteArray( (m_XZSize*16) * (m_XZSize*16) );

#ifdef _UNICODE
	wstring path = L"GAME:\\GameRules\\heightmap.bin";

#else
	string path = "GAME:\\GameRules\\heightmap.bin";
#endif
	HANDLE file = CreateFile(path.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
	if( file == INVALID_HANDLE_VALUE )
	{
		app.FatalLoadError();
		DWORD error = GetLastError();
		assert(false);
	}
	else
	{

		DWORD bytesRead,dwFileSize = GetFileSize(file,NULL);
		if(dwFileSize > m_heightmapOverride.length)
		{
			app.DebugPrintf("Heightmap binary is too large!!\n");
			__debugbreak();
		}
		BOOL bSuccess = ReadFile(file,m_heightmapOverride.data,dwFileSize,&bytesRead,NULL);

		if(bSuccess==FALSE)
		{
			app.FatalLoadError();
		}
		CloseHandle(file);
	}

	m_waterheightOverride = byteArray( (m_XZSize*16) * (m_XZSize*16) );

#ifdef _UNICODE
	wstring waterHeightPath = L"GAME:\\GameRules\\waterheight.bin";

#else
	string waterHeightPath = "GAME:\\GameRules\\waterheight.bin";
#endif
	file = CreateFile(waterHeightPath.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
	if( file == INVALID_HANDLE_VALUE )
	{
		DWORD error = GetLastError();
		//assert(false);
		memset(m_waterheightOverride.data, level->seaLevel, m_waterheightOverride.length);
	}
	else
	{

		DWORD bytesRead,dwFileSize = GetFileSize(file,NULL);
		if(dwFileSize > m_waterheightOverride.length)
		{
			app.DebugPrintf("waterheight binary is too large!!\n");
			__debugbreak();
		}
		BOOL bSuccess = ReadFile(file,m_waterheightOverride.data,dwFileSize,&bytesRead,NULL);

		if(bSuccess==FALSE)
		{
			app.FatalLoadError();
		}
		CloseHandle(file);
	}

	caveFeature = new LargeCaveFeature();
	strongholdFeature = new StrongholdFeature();
	villageFeature = new VillageFeature(0,m_XZSize);
	mineShaftFeature = new MineShaftFeature();
	canyonFeature = new CanyonFeature();

	this->level = level;

	random = new Random(seed);
	pprandom = new Random(seed);	// 4J - added, so that we can have a separate random for doing post-processing in parallel with creation
    perlinNoise3 = new PerlinNoise(random, 4);
#endif
}

CustomLevelSource::~CustomLevelSource()
{
#ifdef _OVERRIDE_HEIGHTMAP
	delete caveFeature;
	delete strongholdFeature;
	delete villageFeature;
	delete mineShaftFeature;
	delete canyonFeature;

	this->level = level;

	delete random;
    delete perlinNoise3;
#endif
}

void CustomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
{
#ifdef _OVERRIDE_HEIGHTMAP
	int xChunks = 16 / CHUNK_WIDTH;
	int yChunks = Level::maxBuildHeight / CHUNK_HEIGHT;
	int waterHeight = level->seaLevel;

	int xSize = xChunks + 1;
	int ySize = Level::maxBuildHeight / CHUNK_HEIGHT + 1;
	int zSize = xChunks + 1;

	int xMapStart = xOffs + m_XZSize/2;
	int zMapStart = zOffs + m_XZSize/2;
	for (int xc = 0; xc < xChunks; xc++)
	{
		for (int zc = 0; zc < xChunks; zc++)
		{
			for (int yc = 0; yc < yChunks; yc++)
			{
				for (int y = 0; y < CHUNK_HEIGHT; y++)
				{
					for (int x = 0; x < CHUNK_WIDTH; x++)
					{
						for (int z = 0; z < CHUNK_WIDTH; z++)
						{
							int mapIndex = (zMapStart * 16 + z + ( zc * CHUNK_WIDTH )) * (m_XZSize * 16) + (xMapStart * 16 + x + ( xc * CHUNK_WIDTH ));
							int mapHeight = m_heightmapOverride[mapIndex];
							waterHeight = m_waterheightOverride[mapIndex];
							//app.DebugPrintf("MapHeight = %d, y = %d\n", mapHeight, yc * CHUNK_HEIGHT + y);
							///////////////////////////////////////////////////////////////////
							// 4J - add this chunk of code to make land "fall-off" at the edges of
							// a finite world - size of that world is currently hard-coded in here
							const int worldSize = m_XZSize * 16;
							const int falloffStart = 32;			// chunks away from edge were we start doing fall-off
							const float falloffMax = 128.0f;			// max value we need to get to falloff by the edge of the map

							int xxx = ( ( xOffs * 16 ) + x + ( xc * CHUNK_WIDTH ) );
							int zzz = ( ( zOffs * 16 ) + z + ( zc * CHUNK_WIDTH ) );

							// Get distance to edges of world in x
							int xxx0 = xxx + ( worldSize / 2 );
							if( xxx0 < 0 ) xxx0 = 0;
							int xxx1 = ( ( worldSize / 2 ) - 1 ) - xxx;
							if( xxx1 < 0 ) xxx1 = 0;

							// Get distance to edges of world in z
							int zzz0 = zzz + ( worldSize / 2 );
							if( zzz0 < 0 ) zzz0 = 0;
							int zzz1 = ( ( worldSize / 2 ) - 1 ) - zzz;
							if( zzz1 < 0 ) zzz1 = 0;

							// Get min distance to any edge
							int emin = xxx0;
							if (xxx1 < emin ) emin = xxx1;
							if (zzz0 < emin ) emin = zzz0;
							if (zzz1 < emin ) emin = zzz1;

							float comp = 0.0f;

							// Calculate how much we want the world to fall away, if we're in the defined region to do so
							if( emin < falloffStart )
							{
								int falloff = falloffStart - emin;
								comp = ((float)falloff / (float)falloffStart ) * falloffMax;
							}
							// 4J - end of extra code
							///////////////////////////////////////////////////////////////////
							int tileId = 0;
							// 4J - this comparison used to just be with 0.0f but is now varied by block above
							if (yc * CHUNK_HEIGHT + y < mapHeight)
							{
								tileId = (byte) Tile::rock_Id;
							}
							else if (yc * CHUNK_HEIGHT + y < waterHeight)
							{
								tileId = (byte) Tile::calmWater_Id;
							}

							// 4J - more extra code to make sure that the column at the edge of the world is just water & rock, to match the infinite sea that
							// continues on after the edge of the world.

							if( emin == 0 )
							{
								// This matches code in MultiPlayerChunkCache that makes the geometry which continues at the edge of the world
								if( yc * CHUNK_HEIGHT + y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::rock_Id;
								else if( yc * CHUNK_HEIGHT + y < level->getSeaLevel() ) tileId = Tile::calmWater_Id;
							}

							int indexY = (yc * CHUNK_HEIGHT + y);
							int offsAdjustment = 0;
							if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
							{
								indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
								offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES;
							}
							int offs = ( (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (z + zc * CHUNK_WIDTH) << Level::genDepthBits | indexY) + offsAdjustment;
							blocks[offs] = tileId;
						}
					}
				}
			}
		}
	}
#endif
}


void CustomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
{
#ifdef _OVERRIDE_HEIGHTMAP
	int waterHeight = level->seaLevel;
	int xMapStart = xOffs + m_XZSize/2;
	int zMapStart = zOffs + m_XZSize/2;

	double s = 1 / 32.0;

	doubleArray depthBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety

	depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s * 2, s * 2, s * 2);

	for (int x = 0; x < 16; x++)
	{
		for (int z = 0; z < 16; z++)
		{
			int mapIndex = (zMapStart * 16 + z) * (m_XZSize * 16) + (xMapStart * 16 + x);
			waterHeight = m_waterheightOverride[mapIndex];

			Biome *b = biomes[z + x * 16];
			float temp = b->getTemperature();
			int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);

			int run = -1;

			byte top = b->topMaterial;
			byte material = b->material;

			LevelGenerationOptions *lgo = app.getLevelGenerationOptions();
			if(lgo != NULL)
			{
				lgo->getBiomeOverride(b->id,material,top);
			}

			for (int y = Level::maxBuildHeight - 1; y >= 0; y--)
			{

				int indexY = y;
				int offsAdjustment = 0;
				if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
				{
					indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
					offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES;
				}
				int offs = (x << Level::genDepthBitsPlusFour | z << Level::genDepthBits | indexY) + offsAdjustment;

				if (y <= 1 + random->nextInt(2))	// 4J - changed to make the bedrock not have bits you can get stuck in
					//                if (y <= 0 + random->nextInt(5))
				{
					blocks[offs] = (byte) Tile::unbreakable_Id;
				}
				else
				{
					int old = blocks[offs];

					if (old == 0)
					{
						run = -1;
					}
					else if (old == Tile::rock_Id)
					{
						if (run == -1)
						{
							if (runDepth <= 0)
							{
								top = 0;
								material = (byte) Tile::rock_Id;
							}
							else if (y >= waterHeight - 4 && y <= waterHeight + 1)
							{
								top = b->topMaterial;
								material = b->material;
								if(lgo != NULL)
								{
									lgo->getBiomeOverride(b->id,material,top);
								}
							}

							if (y < waterHeight && top == 0)
							{
								if (temp < 0.15f) top = (byte) Tile::ice_Id;
								else top = (byte) Tile::calmWater_Id;
							}

							run = runDepth;
							if (y >= waterHeight - 1) blocks[offs] = top;
							else blocks[offs] = material;
						} 
						else if (run > 0)
						{
							run--;
							blocks[offs] = material;

							// place a few sandstone blocks beneath sand
							// runs
							if (run == 0 && material == Tile::sand_Id)
							{
								run = random->nextInt(4);
								material = (byte) Tile::sandStone_Id;
							}
						}
					}
				}
			}
		}
	}

	delete [] depthBuffer.data;
#endif
}

LevelChunk *CustomLevelSource::create(int x, int z)
{
#ifdef _OVERRIDE_HEIGHTMAP
	return getChunk(x,z);
#else
	return NULL;
#endif
}

LevelChunk *CustomLevelSource::getChunk(int xOffs, int zOffs)
{
#ifdef _OVERRIDE_HEIGHTMAP
	random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);

	// 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
	int blocksSize = Level::maxBuildHeight * 16 * 16;
	byte *tileData = (byte *)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE);
	XMemSet128(tileData,0,blocksSize);
	byteArray blocks = byteArray(tileData,blocksSize);
	//    byteArray blocks = byteArray(16 * level->depth * 16);

	// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);		// 4J - moved to below

	prepareHeights(xOffs, zOffs, blocks);

	// 4J - Some changes made here to how biomes, temperatures and downfalls are passed around for thread safety
	BiomeArray biomes;
	level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true);

	buildSurfaces(xOffs, zOffs, blocks, biomes);

	delete [] biomes.data;

	caveFeature->apply(this, level, xOffs, zOffs, blocks);
	// 4J Stu Design Change - 1.8 gen goes stronghold, mineshaft, village, canyon
	// this changed in 1.2 to canyon, mineshaft, village, stronghold
	// This change makes sense as it stops canyons running through other structures
	canyonFeature->apply(this, level, xOffs, zOffs, blocks);
	if (generateStructures)
	{
		mineShaftFeature->apply(this, level, xOffs, zOffs, blocks);
		villageFeature->apply(this, level, xOffs, zOffs, blocks);
		strongholdFeature->apply(this, level, xOffs, zOffs, blocks);
	}
	//        canyonFeature.apply(this, level, xOffs, zOffs, blocks);
	// townFeature.apply(this, level, xOffs, zOffs, blocks);
	// addCaves(xOffs, zOffs, blocks);
	// addTowns(xOffs, zOffs, blocks);

	//    levelChunk->recalcHeightmap();		// 4J - removed & moved into its own method	

	// 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
	// now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
	LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
	XPhysicalFree(tileData);

	return levelChunk;
#else
	return NULL;
#endif
}

// 4J - removed & moved into its own method from getChunk, so we can call recalcHeightmap after the chunk is added into the cache. Without
// doing this, then loads of the lightgaps() calls will fail to add any lights, because adding a light checks if the cache has this chunk in.
// lightgaps also does light 1 block into the neighbouring chunks, and maybe that is somehow enough to get lighting to propagate round the world,
// but this just doesn't seem right - this isn't a new fault in the 360 version, have checked that java does the same.
void CustomLevelSource::lightChunk(LevelChunk *lc)
{
#ifdef _OVERRIDE_HEIGHTMAP
	lc->recalcHeightmap();
#endif
}

bool CustomLevelSource::hasChunk(int x, int y)
{
	return true;
}

void CustomLevelSource::calcWaterDepths(ChunkSource *parent, int xt, int zt)
{
#ifdef _OVERRIDE_HEIGHTMAP
	int xo = xt * 16;
	int zo = zt * 16;
	for (int x = 0; x < 16; x++)
	{
		int y = level->getSeaLevel();
		for (int z = 0; z < 16; z++)
		{
			int xp = xo + x + 7;
			int zp = zo + z + 7;
			int h = level->getHeightmap(xp, zp);
			if (h <= 0)
			{
				if (level->getHeightmap(xp - 1, zp) > 0 || level->getHeightmap(xp + 1, zp) > 0 || level->getHeightmap(xp, zp - 1) > 0 || level->getHeightmap(xp, zp + 1) > 0)
				{
					bool hadWater = false;
					if (hadWater || (level->getTile(xp - 1, y, zp) == Tile::calmWater_Id && level->getData(xp - 1, y, zp) < 7)) hadWater = true;
					if (hadWater || (level->getTile(xp + 1, y, zp) == Tile::calmWater_Id && level->getData(xp + 1, y, zp) < 7)) hadWater = true;
					if (hadWater || (level->getTile(xp, y, zp - 1) == Tile::calmWater_Id && level->getData(xp, y, zp - 1) < 7)) hadWater = true;
					if (hadWater || (level->getTile(xp, y, zp + 1) == Tile::calmWater_Id && level->getData(xp, y, zp + 1) < 7)) hadWater = true;
					if (hadWater)
					{
						for (int x2 = -5; x2 <= 5; x2++)
						{
							for (int z2 = -5; z2 <= 5; z2++)
							{
								int d = (x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2);

								if (d <= 5)
								{
									d = 6 - d;
									if (level->getTile(xp + x2, y, zp + z2) == Tile::calmWater_Id)
									{
										int od = level->getData(xp + x2, y, zp + z2);
										if (od < 7 && od < d)
										{
											level->setData(xp + x2, y, zp + z2, d);
										}
									}
								}
							}
						}
						if (hadWater)
						{
							level->setTileAndDataNoUpdate(xp, y, zp, Tile::calmWater_Id, 7);
							for (int y2 = 0; y2 < y; y2++)
							{
								level->setTileAndDataNoUpdate(xp, y2, zp, Tile::calmWater_Id, 8);
							}
						}
					}
				}
			}
		}
	}
#endif
}

// 4J - changed this to used pprandom rather than random, so that we can run it concurrently with getChunk
void CustomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
{
#ifdef _OVERRIDE_HEIGHTMAP
	HeavyTile::instaFall = true;
	int xo = xt * 16;
	int zo = zt * 16;

	Biome *biome = level->getBiome(xo + 16, zo + 16);

	if (CustomLevelSource::FLOATING_ISLANDS)
	{
		calcWaterDepths(parent, xt, zt);
	}

	pprandom->setSeed(level->getSeed());
	__int64 xScale = pprandom->nextLong() / 2 * 2 + 1;
	__int64 zScale = pprandom->nextLong() / 2 * 2 + 1;
	pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());

	bool hasVillage = false;

	PIXBeginNamedEvent(0,"Structure postprocessing");
	if (generateStructures)
	{
		mineShaftFeature->postProcess(level, pprandom, xt, zt);
		hasVillage = villageFeature->postProcess(level, pprandom, xt, zt);
		strongholdFeature->postProcess(level, pprandom, xt, zt);
	}
	PIXEndNamedEvent();

#if 0
	PIXBeginNamedEvent(0,"Lakes");
	if (!hasVillage && pprandom->nextInt(4) == 0)
	{
		int x = xo + pprandom->nextInt(16) + 8;
		int y = pprandom->nextInt(Level::maxBuildHeight);
		int z = zo + pprandom->nextInt(16) + 8;

		LakeFeature *calmWater = new LakeFeature(Tile::calmWater_Id);
		calmWater->place(level, pprandom, x, y, z);
		delete calmWater;
	}
	PIXEndNamedEvent();

	PIXBeginNamedEvent(0,"Lava");
	if (!hasVillage && pprandom->nextInt(8) == 0)
	{
		int x = xo + pprandom->nextInt(16) + 8;
		int y = pprandom->nextInt(pprandom->nextInt(Level::maxBuildHeight - 8) + 8);
		int z = zo + pprandom->nextInt(16) + 8;
		if (y < level->seaLevel || pprandom->nextInt(10) == 0)
		{
			LakeFeature *calmLava = new LakeFeature(Tile::calmLava_Id);
			calmLava->place(level, pprandom, x, y, z);
			delete calmLava;
		}
	}
	PIXEndNamedEvent();
#endif

	PIXBeginNamedEvent(0,"Monster rooms");
	for (int i = 0; i < 8; i++) {
		int x = xo + pprandom->nextInt(16) + 8;
		int y = pprandom->nextInt(Level::maxBuildHeight);
		int z = zo + pprandom->nextInt(16) + 8;
		MonsterRoomFeature *mrf = new MonsterRoomFeature();
		if (mrf->place(level, pprandom, x, y, z))
		{
		}
		delete mrf;
	}
	PIXEndNamedEvent();

	PIXBeginNamedEvent(0,"Biome decorate");
	biome->decorate(level, pprandom, xo, zo);
	PIXEndNamedEvent();

	app.processSchematics(parent->getChunk(xt,zt));

	MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16, pprandom);

	// 4J - brought forward from 1.2.3 to get snow back in taiga biomes
	xo += 8;
	zo += 8;
	for (int x = 0; x < 16; x++)
	{
		for (int z = 0; z < 16; z++)
		{
			int y = level->getTopRainBlock(xo + x, zo + z);

			if (level->shouldFreezeIgnoreNeighbors(x + xo, y - 1, z + zo))
			{
				level->setTileNoUpdate(x + xo, y - 1, z + zo, Tile::ice_Id);		// 4J - changed from setTile, otherwise we end up creating a *lot* of dynamic water tiles as these ice tiles are set
			}
			if (level->shouldSnow(x + xo, y, z + zo))
			{
				level->setTile(x + xo, y, z + zo, Tile::topSnow_Id);
			}
		}
	}

	HeavyTile::instaFall = false;
#endif
}

bool CustomLevelSource::save(bool force, ProgressListener *progressListener)
{
	return true;
}

bool CustomLevelSource::tick()
{
	return false;
}

bool CustomLevelSource::shouldSave()
{
	return true;
}

wstring CustomLevelSource::gatherStats()
{
	return L"CustomLevelSource";
}

vector<Biome::MobSpawnerData *> *CustomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
{
#ifdef _OVERRIDE_HEIGHTMAP
	Biome *biome = level->getBiome(x, z);
	if (biome == NULL)
	{
		return NULL;
	}
	return biome->getMobs(mobCategory);
#else
	return NULL;
#endif
}

TilePos *CustomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
{
#ifdef _OVERRIDE_HEIGHTMAP
	if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL)
	{
		return strongholdFeature->getNearestGeneratedFeature(level, x, y, z);
	}
#endif
	return NULL;
}
