Added retrying on Rift Gateway generation

Added a loop that allows RiftGenerator to retry generating a gateway if
it picks an invalid location for it. It has a limited number of tries
before it gives up and doesn't generate a gateway. I haven't added the
logic for avoiding generating on top of trees, but that'll be easy to
add now.
This commit is contained in:
SenseiKiwi
2013-06-17 03:20:00 -04:00
parent 8b5aafa3c7
commit 4ceace1b47

View File

@@ -20,6 +20,7 @@ public class RiftGenerator implements IWorldGenerator
private static final int MAX_RIFT_Y = 250;
private static final int CHUNK_LENGTH = 16;
private static final int GATEWAY_RADIUS = 4;
private static final int MAX_GATEWAY_GENERATION_ATTEMPTS = 6;
private static DDProperties properties = null;
public RiftGenerator()
@@ -39,7 +40,9 @@ public class RiftGenerator implements IWorldGenerator
}
int x, y, z;
int attempts;
int blockID;
boolean valid;
LinkData link;
//Randomly decide whether to place a cluster of rifts here
@@ -77,15 +80,22 @@ public class RiftGenerator implements IWorldGenerator
//This only happens if a rift cluster was NOT generated.
else if (random.nextInt(MAX_GATEWAY_GENERATION_CHANCE) < properties.GatewayGenerationChance)
{
//Pick a random point on the surface of the chunk
x = chunkX * CHUNK_LENGTH - random.nextInt(CHUNK_LENGTH);
z = chunkZ * CHUNK_LENGTH - random.nextInt(CHUNK_LENGTH);
y = world.getHeightValue(x, z);
//Check locations for the gateway until we are satisfied or run out of attempts.
attempts = 0;
valid = false;
do
{
//Pick a random point on the surface of the chunk
x = chunkX * CHUNK_LENGTH - random.nextInt(CHUNK_LENGTH);
z = chunkZ * CHUNK_LENGTH - random.nextInt(CHUNK_LENGTH);
y = world.getHeightValue(x, z);
valid = checkGatewayLocation(world, x, y, z);
attempts++;
}
while (attempts < MAX_GATEWAY_GENERATION_ATTEMPTS && valid);
//Check if the point is within the acceptable altitude range, the block above that point is empty,
//and at least one of the two blocks under that point are opaque
if (y >= MIN_RIFT_Y && y <= MAX_RIFT_Y && world.isAirBlock(x, y + 1, z) &&
world.isBlockOpaqueCube(x, y - 2, z) || world.isBlockOpaqueCube(x, y - 1, z))
//Build the gateway if we found a valid location
if (valid)
{
//Create a two-way link between the upper block of the gateway and a pocket dimension
//That pocket dimension is where we'll start a dungeon!
@@ -147,4 +157,12 @@ public class RiftGenerator implements IWorldGenerator
}
}
}
private static boolean checkGatewayLocation(World world, int x, int y, int z)
{
//Check if the point is within the acceptable altitude range, the block above that point is empty,
//and at least one of the two blocks under that point are opaque
return (y >= MIN_RIFT_Y && y <= MAX_RIFT_Y && world.isAirBlock(x, y + 1, z) &&
world.isBlockOpaqueCube(x, y - 2, z) || world.isBlockOpaqueCube(x, y - 1, z));
}
}