Commit Diff


commit - d608014470b6cd1d42349fd916e913d3ae28c242
commit + 6bef88f60deda87f756c9aec70c0c2fe05d40657
blob - 0761a876e15066d6f44fa9aa4bbab0ef89c14259
blob + 3c95d185b5db257dc3d1b15498ee9b0bf28f3154
--- build_registries.js
+++ build_registries.js
@@ -11,6 +11,7 @@ const blockToItemOverrides = {
   "redstone_ore": "redstone",
   "iron_ore": "raw_iron",
   "coal_ore": "coal",
+  "copper_ore": "raw_copper",
   "snow": "snowball",
   "dead_bush": "stick"
 };
@@ -47,6 +48,9 @@ const blockWhitelist = [
   "water_6",
   "water_7",
   "lava",
+  "lava_2",
+  "lava_4",
+  "lava_6",
   "snowy_grass_block",
   "mud",
   "moss_carpet",
@@ -54,7 +58,9 @@ const blockWhitelist = [
   "stone_slab",
   "cobblestone_slab",
   "composter",
-  "coal_block"
+  "coal_block",
+  "copper_ore",
+  "copper_block"
 ];
 
 // Currently, only 4 biome types are supported, excluding "beach"
@@ -346,7 +352,8 @@ async function convert () {
   const tagBuffer = serializeTags({
     "fluid": {
       // Water and lava, both flowing and still states
-      "water": [ 1, 2, 3, 4 ]
+      "water": [ 1, 2 ],
+      "lava": [ 3, 4 ]
     },
     "block": {
       "mineable/pickaxe": [
@@ -362,12 +369,14 @@ async function convert () {
         itemsAndBlocks.blockRegistry["redstone_ore"],
         itemsAndBlocks.blockRegistry["iron_ore"],
         itemsAndBlocks.blockRegistry["coal_ore"],
+        itemsAndBlocks.blockRegistry["copper_ore"],
         itemsAndBlocks.blockRegistry["furnace"],
         itemsAndBlocks.blockRegistry["iron_block"],
         itemsAndBlocks.blockRegistry["gold_block"],
         itemsAndBlocks.blockRegistry["diamond_block"],
         itemsAndBlocks.blockRegistry["redstone_block"],
-        itemsAndBlocks.blockRegistry["coal_block"]
+        itemsAndBlocks.blockRegistry["coal_block"],
+        itemsAndBlocks.blockRegistry["copper_block"]
       ],
       "mineable/axe": [
         itemsAndBlocks.blockRegistry["oak_log"],
blob - d9bf6274667881d202903ac5a0e2dfc0f0bf6f47
blob + e6941e769649fdb6279921cd668f1c4794505133
--- src/crafting.c
+++ src/crafting.c
@@ -31,34 +31,14 @@ void getCraftingOutput (PlayerData *player, uint8_t *c
 
     case 1:
       switch (first_item) {
-        case I_oak_log:
-          *item = I_oak_planks;
-          *count = 4;
-          return;
-        case I_oak_planks:
-          *item = I_oak_button;
-          *count = 1;
-          return;
-        case I_iron_block:
-          *item = I_iron_ingot;
-          *count = 9;
-          return;
-        case I_gold_block:
-          *item = I_gold_ingot;
-          *count = 9;
-          return;
-        case I_diamond_block:
-          *item = I_diamond;
-          *count = 9;
-          return;
-        case I_redstone_block:
-          *item = I_redstone;
-          *count = 9;
-          return;
-        case I_coal_block:
-          *item = I_coal;
-          *count = 9;
-          return;
+        case I_oak_log: *item = I_oak_planks; *count = 4; return;
+        case I_oak_planks: *item = I_oak_button; *count = 1; return;
+        case I_iron_block: *item = I_iron_ingot; *count = 9; return;
+        case I_gold_block: *item = I_gold_ingot; *count = 9; return;
+        case I_diamond_block: *item = I_diamond; *count = 9; return;
+        case I_redstone_block: *item = I_redstone; *count = 9; return;
+        case I_coal_block: *item = I_coal; *count = 9; return;
+        case I_copper_block: *item = I_copper_ingot; *count = 9; return;
 
         default: break;
       }
@@ -345,6 +325,7 @@ void getCraftingOutput (PlayerData *player, uint8_t *c
         case I_diamond: *item = I_diamond_block; *count = 1; return;
         case I_redstone: *item = I_redstone_block; *count = 1; return;
         case I_coal: *item = I_coal_block; *count = 1; return;
+        case I_copper_ingot: *item = I_copper_block; *count = 1; return;
         default: break;
       }
       break;
blob - 8afdc87dafad893ff8f2ab6b3c6fd663e5767343
blob + bfaaaaf229820e4964b9e9467df9afb91829881b
--- src/procedures.c
+++ src/procedures.c
@@ -622,7 +622,8 @@ uint8_t isColumnBlock (uint8_t block) {
 uint8_t isPassableBlock (uint8_t block) {
   return (
     block == B_air ||
-    block == B_water ||
+    (block >= B_water && block < B_water + 8) ||
+    (block >= B_lava && block < B_lava + 4) ||
     block == B_snow ||
     block == B_moss_carpet ||
     block == B_short_grass ||
@@ -636,6 +637,7 @@ uint8_t isReplaceableBlock (uint8_t block) {
   return (
     block == B_air ||
     (block >= B_water && block < B_water + 8) ||
+    (block >= B_lava && block < B_lava + 4) ||
     block == B_short_grass ||
     block == B_snow
   );
@@ -869,7 +871,7 @@ void handleFluidMovement (short x, uint8_t y, short z,
   // a higher fluid "level" means the fluid has traveled farther
   uint8_t level = block - fluid;
 
-  // Query blocks adjacent to this water stream
+  // Query blocks adjacent to this fluid stream
   uint8_t adjacent[4] = {
     getBlockAt(x + 1, y, z),
     getBlockAt(x - 1, y, z),
@@ -877,7 +879,7 @@ void handleFluidMovement (short x, uint8_t y, short z,
     getBlockAt(x, y, z - 1)
   };
 
-  // Handle maintaining connections to a water source
+  // Handle maintaining connections to a fluid source
   if (level != 0) {
     // Check if this fluid is connected to a block exactly one level lower
     uint8_t connected = false;
@@ -906,6 +908,7 @@ void handleFluidMovement (short x, uint8_t y, short z,
   }
 
   // Stop flowing laterally at the maximum level
+  if (level == 3 && fluid == B_lava) return;
   if (level == 7) return;
 
   // Handle lateral water flow, increasing level by 1
@@ -932,7 +935,7 @@ void checkFluidUpdate (short x, uint8_t y, short z, ui
 
   uint8_t fluid;
   if (block >= B_water && block < B_water + 8) fluid = B_water;
-  // else if (block >= B_lava && block < B_lava + 8) fluid = B_lava;
+  else if (block >= B_lava && block < B_lava + 4) fluid = B_lava;
   else return;
 
   handleFluidMovement(x, y, z, fluid, block);
@@ -1303,6 +1306,10 @@ void hurtEntity (int entity_id, int attacker_id, uint8
         // Killed by a less than 5 block fall
         strcpy((char *)recv_buffer + player_name_len, " hit the ground too hard");
         recv_buffer[player_name_len + 24] = '\0';
+      } else if (damage_type == D_lava) {
+        // Killed by being in lava
+        strcpy((char *)recv_buffer + player_name_len, " tried to swim in lava");
+        recv_buffer[player_name_len + 22] = '\0';
       } else if (attacker_id < -1) {
         // Killed by a mob
         strcpy((char *)recv_buffer + player_name_len, " was slain by a mob");
@@ -1314,6 +1321,10 @@ void hurtEntity (int entity_id, int attacker_id, uint8
         strcpy((char *)recv_buffer + player_name_len, " was slain by ");
         strcpy((char *)recv_buffer + player_name_len + 14, attacker->name);
         recv_buffer[player_name_len + 14 + strlen(attacker->name)] = '\0';
+      } else {
+        // Unknown death reason
+        strcpy((char *)recv_buffer + player_name_len, " died");
+        recv_buffer[player_name_len + 4] = '\0';
       }
 
     } else player->health -= effective_damage;
@@ -1386,31 +1397,37 @@ void handleServerTick (int64_t time_since_last_tick) {
     if (player->flags & 0x20) { // Check "client loading" flag
       // If 3 seconds (60 vanilla ticks) have passed, assume player has loaded
       player->flagval_16 ++;
-      if (player->flagval_16 > (unsigned int)(3 * TICKS_PER_SECOND)) {
+      if (player->flagval_16 > (uint16_t)(3 * TICKS_PER_SECOND)) {
         player->flags &= ~0x20;
         player->flagval_16 = 0;
       } else continue;
     }
-    // Send Keep Alive and Update Time packets
-    sc_keepAlive(player->client_fd);
-    sc_updateTime(player->client_fd, world_time);
     // Reset player attack cooldown
     if (player->flags & 0x01) {
-      if (player->flagval_8 >= (unsigned int)(0.6f * TICKS_PER_SECOND)) {
+      if (player->flagval_8 >= (uint8_t)(0.6f * TICKS_PER_SECOND)) {
         player->flags &= ~0x01;
         player->flagval_8 = 0;
       } else player->flagval_8 ++;
     }
     // Handle eating animation
     if (player->flags & 0x10) {
-      if (player->flagval_16 >= (unsigned int)(1.6f * TICKS_PER_SECOND)) {
+      if (player->flagval_16 >= (uint16_t)(1.6f * TICKS_PER_SECOND)) {
         handlePlayerEating(&player_data[i], false);
         player->flags &= ~0x10;
         player->flagval_16 = 0;
       } else player->flagval_16 ++;
     }
-    // Heal from saturation if player is able and has enough food
+    // Below this, process events that happen once per second
     if (server_ticks % (uint32_t)TICKS_PER_SECOND != 0) continue;
+    // Send Keep Alive and Update Time packets
+    sc_keepAlive(player->client_fd);
+    sc_updateTime(player->client_fd, world_time);
+    // Tick damage from lava
+    uint8_t block = getBlockAt(player->x, player->y, player->z);
+    if (block >= B_lava && block < B_lava + 4) {
+      hurtEntity(player->client_fd, -1, D_lava, 8);
+    }
+    // Heal from saturation if player is able and has enough food
     if (player->health >= 20 || player->health == 0) continue;
     if (player->hunger < 18) continue;
     if (player->saturation >= 600) {
@@ -1438,6 +1455,7 @@ void handleServerTick (int64_t time_since_last_tick) {
   // Tick mob behavior
   for (int i = 0; i < MAX_MOBS; i ++) {
     if (mob_data[i].type == 0) continue;
+    int entity_id = -2 - i;
 
     // Handle deallocation on mob death
     if ((mob_data[i].data & 31) == 0) {
@@ -1449,9 +1467,9 @@ void handleServerTick (int64_t time_since_last_tick) {
       for (int j = 0; j < MAX_PLAYERS; j ++) {
         if (player_data[j].client_fd == -1) continue;
         // Spawn death smoke particles
-        sc_entityEvent(player_data[j].client_fd, -2 - i, 60);
+        sc_entityEvent(player_data[j].client_fd, entity_id, 60);
         // Remove the entity from the client
-        sc_removeEntity(player_data[j].client_fd, -2 - i);
+        sc_removeEntity(player_data[j].client_fd, entity_id);
       }
       continue;
     }
@@ -1465,7 +1483,7 @@ void handleServerTick (int64_t time_since_last_tick) {
 
     // Burn hostile mobs if above ground during sunlight
     if (!passive && (world_time < 13000 || world_time > 23460) && mob_data[i].y > 48) {
-      hurtEntity(-2 - i, -1, D_on_fire, 2);
+      hurtEntity(entity_id, -1, D_on_fire, 2);
     }
 
     uint32_t r = fast_rand();
@@ -1518,7 +1536,7 @@ void handleServerTick (int64_t time_since_last_tick) {
 
       // If we're already next to the player, hurt them and skip movement
       if (closest_dist < 3 && abs(mob_data[i].y - closest_player->y) < 2) {
-        hurtEntity(closest_player->client_fd, -2 - i, D_generic, 6);
+        hurtEntity(closest_player->client_fd, entity_id, D_generic, 6);
         continue;
       }
 
@@ -1557,9 +1575,14 @@ void handleServerTick (int64_t time_since_last_tick) {
       else continue;
     } else {
       uint8_t block_below = getBlockAt(new_x, new_y - 1, new_z);
-      if (isPassableBlock(block_below)) new_y -= 1;
+      if (isPassableBlock(block_below) && block != B_water) new_y -= 1;
     }
 
+    if ( // Hurt mobs that stumble into lava
+      (block >= B_lava && block < B_lava + 4) ||
+      (block_above >= B_lava && block_above < B_lava + 4)
+    ) hurtEntity(entity_id, -1, D_lava, 8);
+
     // Store new mob position
     mob_data[i].x = new_x;
     mob_data[i].y = new_y;
@@ -1568,7 +1591,6 @@ void handleServerTick (int64_t time_since_last_tick) {
     // Broadcast relevant entity movement packets
     for (int j = 0; j < MAX_PLAYERS; j ++) {
       if (player_data[j].client_fd == -1) continue;
-      int entity_id = -2 - i;
       sc_teleportEntity (
         player_data[j].client_fd, entity_id,
         (double)new_x + 0.5, new_y, (double)new_z + 0.5,
blob - c6d2e122e029b88e816238347e668e451dcbbb7c
blob + fbb685e816a79f49d9662f2918d1a50b72c9903d
--- src/worldgen.c
+++ src/worldgen.c
@@ -270,25 +270,38 @@ skip_feature:
     int8_t gap = height - TERRAIN_BASE_HEIGHT;
     if (y < CAVE_BASE_DEPTH + gap && y > CAVE_BASE_DEPTH - gap) return B_air;
 
-    // The chunk-relative X and Z coordinates are used in a bit shift on the hash
-    // The sum of these is then used to get the Y coordinate of the ore in this column
-    // This way, each column is guaranteed to have exactly one ore candidate
-    uint8_t ore_x_component = (anchor.hash >> rx) & 31;
-    uint8_t ore_z_component = (anchor.hash >> (rz + 16)) & 31;
-    uint8_t ore_y = ore_x_component + ore_z_component;
+    // The chunk-relative X and Z coordinates are used as the seed for an
+    // xorshift RNG/hash function to generate the Y coordinate of the ore
+    // in this column. This way, each column is guaranteed to have exactly
+    // one ore candidate, as there will always be a Y value to reference.
+    uint8_t ore_y = ((rx & 15) << 4) + (rz & 15);
+    ore_y ^= ore_y << 4;
+    ore_y ^= ore_y >> 5;
+    ore_y ^= ore_y << 1;
+    ore_y &= 63;
 
     if (y == ore_y) {
-      // Since the ore Y coordinate is effectely a random number in range [0;64],
-      // we use it in another bit shift to get a pseudo-random number for the column
-      uint8_t ore_probability = (anchor.hash >> ore_y) & 255;
+      // Since the ore Y coordinate is effectely a random number in range [0;64),
+      // we use it in a bit shift with the chunk's anchor hash to get another
+      // pseudo-random number for the ore's rarity.
+      uint8_t ore_probability = (anchor.hash >> (ore_y % 24)) & 255;
       // Ore placement is determined by Y level and "probability"
-      if (y < 15 && ore_probability < 15) return B_diamond_ore;
+      if (y < 15) {
+        if (ore_probability < 10) return B_diamond_ore;
+        if (ore_probability < 12) return B_gold_ore;
+        if (ore_probability < 15) return B_redstone_ore;
+      }
       if (y < 30) {
-        if (ore_probability < 5) return B_gold_ore;
-        if (ore_probability < 20) return B_redstone_ore;
+        if (ore_probability < 3) return B_gold_ore;
+        if (ore_probability < 8) return B_redstone_ore;
       }
-      if (y < 54 && ore_probability < 50) return B_iron_ore;
+      if (y < 54) {
+        if (ore_probability < 30) return B_iron_ore;
+        if (ore_probability < 40) return B_copper_ore;
+      }
       if (ore_probability < 60) return B_coal_ore;
+      if (y < 5) return B_lava;
+      return B_cobblestone;
     }
 
     // For everything else, fall back to stone
@@ -363,6 +376,8 @@ uint8_t getTerrainAt (int x, int y, int z, ChunkAnchor
 
 uint8_t getBlockAt (int x, int y, int z) {
 
+  if (y < 0) return B_bedrock;
+
   uint8_t block_change = getBlockChange(x, y, z);
   if (block_change != 0xFF) return block_change;