-
Notifications
You must be signed in to change notification settings - Fork 43
/
minecraft_save.h
334 lines (294 loc) · 7.86 KB
/
minecraft_save.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
#pragma once
#include <random>
#include <string>
#include <vector>
namespace alpaca {
namespace benchmark {
enum class GameType {
SURVIVAL,
CREATIVE,
ADVENTURE,
SPECTATOR
};
struct Item {
int32_t count;
uint32_t slot;
std::string id;
};
struct Abilities {
float walk_speed;
float fly_speed;
bool may_fly;
bool flying;
bool invulnerable;
bool may_build;
bool instabuild;
};
struct Vector3d {
double x;
double y;
double z;
};
struct Vector2f {
float x;
float y;
};
struct Uuid {
uint32_t x0;
uint32_t x1;
uint32_t x2;
uint32_t x3;
};
struct Entity {
std::string id;
Vector3d pos;
Vector3d motion;
Vector2f rotation;
float fall_distance;
uint32_t fire;
uint32_t air;
bool on_ground;
bool no_gravity;
bool invulnerable;
int32_t portal_cooldown;
Uuid uuid;
std::string custom_name;
bool custom_name_visible;
bool silent;
bool glowing;
};
struct RecipeBook {
std::vector<std::string> recipes;
std::vector<std::string> to_be_displayed;
bool is_filtering_craftable;
bool is_gui_open;
bool is_furnace_filtering_craftable;
bool is_furnace_gui_open;
bool is_blasting_furnace_filtering_craftable;
bool is_blasting_furnace_gui_open;
bool is_smoker_filtering_craftable;
bool is_smoker_gui_open;
};
struct Vehicle {
Uuid uuid;
Entity entity;
};
struct Player {
GameType game_type;
GameType previous_game_type;
int64_t score;
std::string dimension;
uint32_t selected_item_slot;
Item selected_item;
std::string spawn_dimension;
int64_t spawn_x;
int64_t spawn_y;
int64_t spawn_z;
bool spawn_forced;
uint32_t sleep_timer;
float food_exhaustion_level;
float food_saturation_level;
uint32_t food_tick_timer;
uint32_t xp_level;
float xp_p;
int32_t xp_total;
int32_t xp_seed;
std::vector<Item> inventory;
std::vector<Item> ender_items;
Abilities abilities;
Vector3d entered_nether_position;
Vehicle root_vehicle;
Entity shoulder_entity_left;
Entity shoulder_entity_right;
bool seen_credits;
RecipeBook recipe_book;
};
struct Players {
std::vector<Player> players;
};
static inline
std::string generate_string(std::size_t N) {
auto randchar = []() -> char
{
const char charset[] = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz";
const size_t max_index = (sizeof(charset) - 1);
return charset[ rand() % max_index ];
};
std::string str(N, 0);
std::generate_n(str.begin(), N, randchar);
return str;
}
template <typename Engine>
auto generate_game_type(Engine& eng) {
std::uniform_int_distribution<> distr(0, 3);
auto index = distr(eng);
if (index == 0) {
return GameType::SURVIVAL;
}
else if (index == 1) {
return GameType::CREATIVE;
}
else if (index == 2) {
return GameType::CREATIVE;
}
else if (index == 3) {
return GameType::CREATIVE;
}
else {
return GameType::SURVIVAL;
}
}
template <typename Engine>
auto generate_item(Engine& eng) {
std::uniform_int_distribution<uint32_t> uint_distr(0, 20);
std::uniform_int_distribution<int32_t> int_distr(0, 100);
return Item {
int_distr(eng),
uint_distr(eng),
generate_string(32)
};
}
template <typename Engine>
auto generate_item_vec(Engine& eng) {
std::vector<Item> result{};
std::uniform_int_distribution<uint32_t> uint_distr(0, 20);
constexpr auto size = 15;
for (std::size_t i = 0; i < size; ++i) {
result.push_back(generate_item(eng));
}
return result;
}
template <typename Engine>
auto generate_abilities(Engine& eng) {
std::uniform_real_distribution<float> float_distr(0, 100);
std::uniform_int_distribution<uint32_t> uint_distr(0, 60);
return Abilities {
float_distr(eng),
float_distr(eng),
uint_distr(eng) % 2 == 0,
uint_distr(eng) % 3 == 0,
uint_distr(eng) % 5 == 0,
uint_distr(eng) % 7 == 0,
uint_distr(eng) % 13 == 0
};
}
template <typename Engine>
auto generate_vector3d(Engine& eng) {
std::uniform_real_distribution<> double_distr(-100, 100);
return Vector3d {
double_distr(eng),
double_distr(eng),
double_distr(eng)
};
}
template <typename Engine>
auto generate_vector2f(Engine& eng) {
std::uniform_real_distribution<float> float_distr(-100, 100);
return Vector2f {
float_distr(eng),
float_distr(eng)
};
}
template <typename Engine>
auto generate_uuid(Engine& eng) {
std::uniform_int_distribution<uint32_t> distr(0, 10000);
return Uuid {
distr(eng),
distr(eng),
distr(eng),
distr(eng)
};
}
template <typename Engine>
auto generate_entity(Engine& eng) {
std::uniform_real_distribution<float> float_distr(-100, 100);
std::uniform_int_distribution<uint32_t> uint_distr(0, 10000);
std::uniform_int_distribution<int32_t> int_distr(0, 200);
return Entity {
generate_string(32),
generate_vector3d(eng),
generate_vector3d(eng),
generate_vector2f(eng),
float_distr(eng),
uint_distr(eng),
uint_distr(eng),
uint_distr(eng) % 14 == 0,
uint_distr(eng) % 5 == 0,
uint_distr(eng) % 9 == 0,
int_distr(eng),
generate_uuid(eng),
generate_string(16),
uint_distr(eng) % 3 == 0,
uint_distr(eng) % 5 == 0,
uint_distr(eng) % 7 == 0
};
}
template <typename Engine>
auto generate_recipe_book(Engine& eng) {
RecipeBook result{};
std::uniform_int_distribution<uint32_t> uint_distr(0, 50);
constexpr auto size = 30;
for (std::size_t i = 0; i < size; ++i) {
result.recipes.push_back(generate_string(12));
}
constexpr auto size2 = 10;
for (std::size_t i = 0; i < size2; ++i) {
result.to_be_displayed.push_back(generate_string(12));
}
result.is_filtering_craftable = uint_distr(eng) % 2 == 0;
result.is_gui_open = uint_distr(eng) % 2 == 0;
result.is_furnace_filtering_craftable = uint_distr(eng) % 2 == 0;
result.is_furnace_gui_open = uint_distr(eng) % 2 == 0;
result.is_blasting_furnace_filtering_craftable = uint_distr(eng) % 2 == 0;
result.is_blasting_furnace_gui_open = uint_distr(eng) % 2 == 0;
result.is_smoker_filtering_craftable = uint_distr(eng) % 2 == 0;
result.is_smoker_gui_open = uint_distr(eng) % 2 == 0;
return result;
}
template <typename Engine>
auto generate_vehicle(Engine& eng) {
return Vehicle {
generate_uuid(eng),
generate_entity(eng)
};
}
template <typename Engine>
auto generate_player(Engine& eng) {
std::uniform_real_distribution<float> float_distr(-100, 100);
std::uniform_int_distribution<uint32_t> uint32_distr(0, 100000);
std::uniform_int_distribution<int32_t> int32_distr(-2000, 2000);
std::uniform_int_distribution<uint64_t> uint64_distr(0, 10000);
std::uniform_int_distribution<int64_t> int64_distr(-10000, 10000);
return Player {
generate_game_type(eng),
generate_game_type(eng),
int64_distr(eng),
generate_string(16),
uint32_distr(eng),
generate_item(eng),
generate_string(16),
int64_distr(eng),
int64_distr(eng),
int64_distr(eng),
uint32_distr(eng) % 2 == 0,
uint32_distr(eng),
float_distr(eng),
float_distr(eng),
uint32_distr(eng),
uint32_distr(eng),
float_distr(eng),
int32_distr(eng),
int32_distr(eng),
generate_item_vec(eng),
generate_item_vec(eng),
generate_abilities(eng),
generate_vector3d(eng),
generate_vehicle(eng),
generate_entity(eng),
generate_entity(eng),
uint32_distr(eng) % 2 == 0,
generate_recipe_book(eng)
};
}
}
}