Progress on Rewrite

Completed exit door code. Also fixed noise calculation for dungeon door
destinations - we were attempting to use pack depth in the calculation
before it had been initialized.
This commit is contained in:
SenseiKiwi
2013-09-07 12:27:28 -04:00
parent 06c90572f1
commit 07a5e2a64d
4 changed files with 164 additions and 64 deletions

View File

@@ -5,6 +5,7 @@ import net.minecraft.block.material.Material;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.IChunkProvider;
import StevenDimDoors.mod_pocketDim.Point3D;
public class yCoordHelper
@@ -70,7 +71,7 @@ public class yCoordHelper
return (material.isLiquid() || !material.isReplaceable());
}
public static Point3D findSafeCube(World world, int x, int startY, int z, boolean searchDown)
public static Point3D findSafeCubeUp(World world, int x, int startY, int z)
{
// Search for a 3x3x3 cube of air with blocks underneath
// We can also match against a 3x2x3 box with
@@ -84,62 +85,139 @@ public class yCoordHelper
localX = MathHelper.clamp_int(localX, 1, 14);
localZ = MathHelper.clamp_int(localZ, 1, 14);
Chunk chunk = world.getChunkProvider().loadChunk(x >> 4, z >> 4);
Chunk chunk = initializeChunkArea(world, x >> 4, z >> 4);
int layers = 0;
int height = world.getActualHeight();
int y, dx, dz, blockID;
boolean filled;
boolean isSafe;
Block block;
Point3D location = null;
if (searchDown)
// Initialize layers to a huge negative number so that we won't
// consider an area as usable unless it gets reset to 0 first
// when we find a foundation upon which to build.
int layers = -1000000;
// Check if a 3x3 layer of blocks is empty
// If we find a layer that contains replaceable blocks, it can
// serve as the base where we'll place the player and door.
for (y = Math.max(startY - 1, 0); y < height; y++)
{
/*for (y = startY; y >= 0; y--)
isSafe = true;
for (dx = -1; dx <= 1 && isSafe; dx++)
{
blockID = chunk.getBlockID(localX, y, localZ);
}*/
}
else
{
// Check if a 3x3 layer of blocks is empty
// If we find a layer that contains replaceable blocks, it can
// serve as the base where we'll place the player and door.
for (y = Math.max(startY, 0); y < height; y++)
{
filled = false;
for (dx = -1; dx <= 1 && !filled; dx++)
for (dz = -1; dz <= 1 && isSafe; dz++)
{
for (dz = -1; dz <= 1 && !filled; dz++)
blockID = chunk.getBlockID(localX + dx, y, localZ + dz);
if (blockID != 0)
{
blockID = chunk.getBlockID(localX + dx, y, localZ + dz);
if (blockID != 0)
block = Block.blocksList[blockID];
if (!block.blockMaterial.isReplaceable())
{
block = Block.blocksList[blockID];
if (block != null && !block.blockMaterial.isReplaceable())
{
filled = true;
}
layers = 0;
isSafe = false;
}
}
}
if (!filled)
{
layers++;
if (layers == 3)
{
location = new Point3D(localX + cornerX, y - 2, localZ + cornerZ);
break;
layers = 0;
}
}
}
if (isSafe)
{
layers++;
if (layers == 3)
{
return new Point3D(localX + cornerX, y - 2, localZ + cornerZ);
}
}
}
return location;
return null;
}
public static Point3D findSafeCubeDown(World world, int x, int startY, int z)
{
// Search for a 3x3x3 cube of air with blocks underneath
// We can also match against a 3x2x3 box with
// We shift the search area into the bounds of a chunk for the sake of simplicity,
// so that we don't need to worry about working across chunks.
int localX = x < 0 ? (x % 16) + 16 : (x % 16);
int localZ = z < 0 ? (z % 16) + 16 : (z % 16);
int cornerX = x - localX;
int cornerZ = z - localZ;
localX = MathHelper.clamp_int(localX, 1, 14);
localZ = MathHelper.clamp_int(localZ, 1, 14);
Chunk chunk = initializeChunkArea(world, x >> 4, z >> 4);
int height = world.getActualHeight();
int y, dx, dz, blockID;
boolean isSafe;
boolean hasBlocks;
Block block;
int layers = 0;
// Check if a 3x3 layer of blocks is empty
// If we find a layer that contains replaceable blocks, it can
// serve as the base where we'll place the player and door.
for (y = Math.min(startY + 2, height - 1); y >= 0; y--)
{
isSafe = true;
hasBlocks = false;
for (dx = -1; dx <= 1 && isSafe; dx++)
{
for (dz = -1; dz <= 1 && isSafe; dz++)
{
blockID = chunk.getBlockID(localX + dx, y, localZ + dz);
if (blockID != 0)
{
block = Block.blocksList[blockID];
if (!block.blockMaterial.isReplaceable())
{
if (layers >= 3)
{
return new Point3D(localX + cornerX, y + 1, localZ + cornerZ);
}
isSafe = false;
}
hasBlocks = true;
}
}
}
if (isSafe)
{
layers++;
if (hasBlocks)
{
if (layers >= 3)
{
return new Point3D(localX + cornerX, y, localZ + cornerZ);
}
layers = 0;
}
}
}
return null;
}
private static Chunk initializeChunkArea(World world, int chunkX, int chunkZ)
{
// We initialize a 3x3 area of chunks instead of just initializing
// the target chunk because things generated in adjacent chunks
// (e.g. trees) might intrude into the target chunk.
IChunkProvider provider = world.getChunkProvider();
Chunk target = provider.loadChunk(chunkX, chunkZ);
for (int dx = -1; dx <= 1; dx++)
{
for (int dz = -1; dz <= 1; dz++)
{
if (!provider.chunkExists(chunkX + dx, chunkZ + dz))
{
provider.loadChunk(chunkX, chunkZ);
}
}
}
return target;
}
public static int adjustDestinationY(int y, int worldHeight, int entranceY, int dungeonHeight)
{
//The goal here is to guarantee that the dungeon fits within the vertical bounds