Partially Fixed Rotation Bugs
It turns out my earlier commits didn't completely fix things because certain implementation details were missing. I had assumed they were done. Also, some of the information I had regarding the default schematic orientation was wrong. This commit remedies most of those problems with a robust rotation implementation. However, I haven't added the code for linking Warp Doors yet, and there is a bug with tile entities getting reversed in East/West oriented rooms. Not sure why that's happening.
This commit is contained in:
@@ -1,58 +1,63 @@
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package StevenDimDoors.mod_pocketDim;
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import java.io.Serializable;
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public class Point3D implements Serializable {
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private int x;
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private int y;
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private int z;
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public Point3D(int x, int y,int z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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public int getX()
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{
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return x;
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}
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public int getY()
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{
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return y;
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}
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public int getZ()
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{
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return z;
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}
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public int setY(int y)
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{
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return this.y=y;
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}
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public int setX(int x)
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{
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return this. x=x;
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}
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public int setZ(int z)
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{
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return this. z=z;
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}
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public boolean equals(Object other)
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{
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boolean result = false;
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if (other instanceof Point3D)
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{
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Point3D that = (Point3D) other;
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result = (this.getX() == that.getX() && this.getY() == that.getY()&& this.getY() == that.getZ());
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}
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return result;
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}
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private int x;
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private int y;
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private int z;
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public Point3D(int x, int y,int z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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public int getX()
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{
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return x;
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}
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public int getY()
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{
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return y;
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}
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public int getZ()
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{
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return z;
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}
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public int setY(int y)
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{
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return this.y=y;
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}
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public int setX(int x)
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{
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return this. x=x;
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}
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public int setZ(int z)
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{
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return this. z=z;
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}
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public Point3D clone()
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{
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return new Point3D(x, y, z);
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}
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public boolean equals(Object other)
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{
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boolean result = false;
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if (other instanceof Point3D)
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{
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Point3D that = (Point3D) other;
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result = (this.getX() == that.getX() && this.getY() == that.getY()&& this.getY() == that.getZ());
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}
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return result;
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}
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}
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@@ -3,7 +3,6 @@ import java.io.File;
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import java.io.FileInputStream;
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import java.io.InputStream;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.Random;
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import net.minecraft.block.Block;
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@@ -18,9 +17,9 @@ import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.CompressedStreamTools;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.nbt.NBTTagList;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.tileentity.TileEntityChest;
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import net.minecraft.tileentity.TileEntityDispenser;
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import net.minecraft.util.MathHelper;
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import net.minecraft.util.WeightedRandomChestContent;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.Chunk;
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@@ -32,31 +31,23 @@ import StevenDimDoors.mod_pocketDim.helpers.yCoordHelper;
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import StevenDimDoors.mod_pocketDim.ticking.MobObelisk;
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public class SchematicLoader
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{
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private Random rand = new Random();
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public HashMap<Integer,HashMap<Integer, HashMap<Integer,Integer>>> rotationMap = new HashMap<Integer,HashMap<Integer, HashMap<Integer,Integer>>>();
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private final static int EAST_DOOR_METADATA = 0;
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private final static int SOUTH_DOOR_METADATA = 1;
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private final static int WEST_DOOR_METADATA = 2;
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private final static int NORTH_DOOR_METADATA = 3;
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private final static int REFERENCE_DOOR_ORIENTATION = NORTH_DOOR_METADATA;
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public int transMeta;
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private DDProperties properties = DDProperties.instance();
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public SchematicLoader() { }
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public int transformMetadata(int metadata, int orientation, int blockID)
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{
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if (DungeonHelper.instance().metadataFlipList.contains(blockID))
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{
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switch (orientation)
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{
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case 0:
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@@ -94,7 +85,7 @@ public class SchematicLoader
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}
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}
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else if(blockID== Block.chest.blockID||blockID== Block.chestTrapped.blockID||blockID== Block.ladder.blockID)
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else if(blockID== Block.chest.blockID||blockID== Block.chestTrapped.blockID||blockID== Block.ladder.blockID)
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{
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switch (metadata)
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{
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@@ -117,7 +108,7 @@ public class SchematicLoader
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}
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}
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else if(blockID==Block.vine.blockID)
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else if(blockID==Block.vine.blockID)
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{
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switch (metadata)
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{
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@@ -134,16 +125,8 @@ public class SchematicLoader
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case 8:
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metadata = 1;
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break;
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}
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}
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else if(blockID== Block.lever.blockID||blockID== Block.stoneButton.blockID||blockID== Block.woodenButton.blockID||blockID== Block.torchWood.blockID||blockID== Block.torchRedstoneIdle.blockID||blockID== Block.torchRedstoneActive.blockID)
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{
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switch (metadata)
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@@ -171,14 +154,10 @@ public class SchematicLoader
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break;
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case 4:
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metadata = 1;
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break;
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}
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}
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else if(blockID== Block.pistonBase.blockID||blockID==Block.pistonExtension.blockID||blockID==Block.pistonStickyBase.blockID||blockID==Block.dispenser.blockID||blockID==Block.dropper.blockID)
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else if(blockID== Block.pistonBase.blockID||blockID==Block.pistonExtension.blockID||blockID==Block.pistonStickyBase.blockID||blockID==Block.dispenser.blockID||blockID==Block.dropper.blockID)
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{
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switch (metadata)
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{
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@@ -843,22 +822,28 @@ public class SchematicLoader
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}
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World world;
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Chunk chunk;
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dimHelper.dimList.get(destDimID).hasBeenFilled=true;
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dimHelper.dimList.get(destDimID).hasBeenFilled = true;
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if(dimHelper.getWorld(destDimID)==null)
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if (dimHelper.getWorld(destDimID) == null)
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{
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dimHelper.initDimension(destDimID);
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}
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world=dimHelper.getWorld(destDimID);
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world = dimHelper.getWorld(destDimID);
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//The following Random initialization code is based on code from ChunkProviderGenerate.
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//It makes our generation depend on the world seed.
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Random rand = new Random(world.getSeed());
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long factorA = rand.nextLong() / 2L * 2L + 1L;
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long factorB = rand.nextLong() / 2L * 2L + 1L;
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rand.setSeed((riftX >> 4) * factorA + (riftZ >> 4) * factorB ^ world.getSeed());
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//coords relative to the schematic, start at 0 and increase up to max height/width/length
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int x, y, z;
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//relative offset between the schematic coords and world coords
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int offsetX = 0;
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int offsetY = 0;
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int offsetZ = 0;
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//The real coordinates where a block will be placed
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int realX = 0;
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int realY = 0;
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int realZ = 0;
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//first loop through the .schematic to load in all rift locations, and monolith spawn locations.
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//also finds the incomingLink location, which determines the final position of the generated .schematic
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@@ -868,7 +853,6 @@ public class SchematicLoader
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{
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for ( z = 0; z < length; ++z)
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{
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int index = y * width * length + z * width + x;
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int blockToReplace=blocks[index];
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@@ -894,50 +878,48 @@ public class SchematicLoader
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}
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}
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else if(blockToReplace==Block.endPortalFrame.blockID)
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else if (blockToReplace == Block.endPortalFrame.blockID)
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{
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monolithSpawns.add(new Point3D(x,y,z));
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}
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}
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}
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}
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//Compute the Y-axis translation that places our structure correctly
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offsetY = riftY - entrance.getY();
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int offsetY = riftY - entrance.getY();
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//Loop to actually place the blocks
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for ( x = 0; x < width; x++)
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for (x = 0; x < width; x++)
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{
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for ( z = 0; z < length; z++)
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for (z = 0; z < length; z++)
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{
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//Compute the X-axis and Z-axis translations that will shift
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//and rotate our structure properly.
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switch (orientation)
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{
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case 0: //South
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offsetX = entrance.getZ() + riftX;
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offsetZ = -entrance.getX() + riftZ;
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case REFERENCE_DOOR_ORIENTATION:
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realX = (x - entrance.getX()) + riftX;
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realZ = (z - entrance.getZ()) + riftZ;
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break;
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case 1: //West
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offsetX = entrance.getX() + riftX;
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offsetZ = entrance.getZ() + riftZ;
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case (REFERENCE_DOOR_ORIENTATION + 1) % 4: //270 degree CCW rotation
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realX = (z - entrance.getZ()) + riftX;
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realZ = -(x - entrance.getX()) + riftZ;
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break;
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case 2: //North
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offsetX = -entrance.getZ() + riftX;
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offsetZ = entrance.getX() + riftZ;
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case (REFERENCE_DOOR_ORIENTATION + 2) % 4: //180 degree rotation
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realX = -(x - entrance.getX()) + riftX;
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realZ = -(z - entrance.getZ()) + riftZ;
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break;
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case 3: //East
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offsetX = -entrance.getX() + riftX;
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offsetZ = -entrance.getZ() + riftZ;
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case (REFERENCE_DOOR_ORIENTATION + 3) % 4: //90 degree CCW rotation
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realX = -(z - entrance.getZ()) + riftX;
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realZ = (x - entrance.getX()) + riftZ;
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break;
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}
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for ( y = 0; y < height; y++)
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for (y = 0; y < height; y++)
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{
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int index = y * width * length + z * width + x;
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realY = y + offsetY;
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int blockToReplace=blocks[index];
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int blockMetaData=blockData[index];
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@@ -962,15 +944,15 @@ public class SchematicLoader
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//convert vanilla doors to dim doors, then place vanilla blocks
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if(blockToReplace==Block.doorIron.blockID)
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{
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setBlockDirectly(world,x+offsetX,y+offsetY,z+offsetZ,properties.DimensionalDoorID, transMeta );
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setBlockDirectly(world,realX, realY, realZ,properties.DimensionalDoorID, transMeta );
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}
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else if(blockToReplace==Block.doorWood.blockID)
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{
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setBlockDirectly(world,x+offsetX,y+offsetY,z+offsetZ,properties.WarpDoorID, transMeta );
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setBlockDirectly(world,realX, realY, realZ,properties.WarpDoorID, transMeta );
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}
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else
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{
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setBlockDirectly(world,x+offsetX,y+offsetY,z+offsetZ,blockToReplace, transMeta );
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setBlockDirectly(world,realX, realY, realZ,blockToReplace, transMeta );
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}
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//generate container inventories
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@@ -986,17 +968,17 @@ public class SchematicLoader
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**/
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//fill chests
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if(world.getBlockTileEntity(x+offsetX, y+offsetY, z+offsetZ) instanceof TileEntityChest)
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if(world.getBlockTileEntity(realX, realY, realZ) instanceof TileEntityChest)
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{
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TileEntityChest chest = (TileEntityChest) world.getBlockTileEntity(x+offsetX, y+offsetY, z+offsetZ);
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TileEntityChest chest = (TileEntityChest) world.getBlockTileEntity(realX, realY, realZ);
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ChestGenHooks info = DDLoot.DungeonChestInfo;
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WeightedRandomChestContent.generateChestContents(rand, info.getItems(rand), (TileEntityChest)world.getBlockTileEntity(x+offsetX, y+offsetY, z+offsetZ), info.getCount(rand));
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WeightedRandomChestContent.generateChestContents(rand, info.getItems(rand), (TileEntityChest)world.getBlockTileEntity(realX, realY, realZ), info.getCount(rand));
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}
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//fill dispensers
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if(world.getBlockTileEntity(x+offsetX, y+offsetY, z+offsetZ) instanceof TileEntityDispenser)
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if(world.getBlockTileEntity(realX, realY, realZ) instanceof TileEntityDispenser)
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{
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TileEntityDispenser dispenser = (TileEntityDispenser) world.getBlockTileEntity(x+offsetX, y+offsetY, z+offsetZ);
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TileEntityDispenser dispenser = (TileEntityDispenser) world.getBlockTileEntity(realX, realY, realZ);
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dispenser.addItem(new ItemStack(Item.arrow, 64));
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}
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@@ -1006,46 +988,45 @@ public class SchematicLoader
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}
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}
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//generate the LinkData defined by the door placement, Iron Dim doors first
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//Set up variables to use transformPoint()
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Point3D pocketOrigin = new Point3D(riftX, riftY, riftZ);
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Point3D zeroPoint = new Point3D(0, 0, 0);
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//Generate the LinkData defined by the door placement, Iron Dim doors first
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for(Point3D point : sideLinks)
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{
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int depth = dimHelper.instance.getDimDepth(originDimID);
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int xNoise = 0;
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int zNoise =0;
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switch(world.getBlockMetadata(point.getX()+offsetX, point.getY()+offsetY-1, point.getZ()+offsetZ))
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{
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case 0:
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xNoise = (int)rand.nextInt(depth+1*200)+depth*50;
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zNoise = (int)rand.nextInt(depth+1*20)-(10)*depth;
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int forwardNoise = MathHelper.getRandomIntegerInRange(rand, -50 * (depth + 1), 150 * (depth + 1));
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int sidewaysNoise = MathHelper.getRandomIntegerInRange(rand, -10 * (depth + 1), 10 * (depth + 1));
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break;
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case 1:
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xNoise = (int)rand.nextInt(depth+1*20)-(10)*depth;
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zNoise = (int) rand.nextInt(depth+1*200)+depth*50;
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//Transform doorLocation to the pocket coordinate system.
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Point3D doorLocation = point.clone();
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transformPoint(doorLocation, entrance, orientation - REFERENCE_DOOR_ORIENTATION, pocketOrigin);
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int blockDirection = world.getBlockMetadata(doorLocation.getX(), doorLocation.getY() - 1, doorLocation.getZ());
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break;
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case 2:
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xNoise = - (rand.nextInt(depth+1*200)+depth*50);
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zNoise = (int)rand.nextInt(depth+1*20)-(10)*depth;
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break;
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case 3:
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xNoise = (int)rand.nextInt(depth+1*20)-(10)*depth;
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zNoise = -(rand.nextInt(depth+1*200)+depth*50);
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break;
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}
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LinkData sideLink = new LinkData(destDimID,0,point.getX()+offsetX, point.getY()+offsetY, point.getZ()+offsetZ,xNoise+point.getX()+offsetX, point.getY()+offsetY+1, zNoise+point.getZ()+offsetZ,true,world.getBlockMetadata(point.getX()+offsetX, point.getY()+offsetY-1, point.getZ()+offsetZ));
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//Rotate the link destination noise to point in the same direction as the door exit
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//and add it to the door's location. Use EAST as the reference orientation since linkDestination
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//is constructed as if pointing East.
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Point3D linkDestination = new Point3D(forwardNoise, 0, sidewaysNoise);
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transformPoint(linkDestination, zeroPoint, blockDirection - EAST_DOOR_METADATA, doorLocation);
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//Create the link between our current door and its intended exit in destination pocket
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LinkData sideLink = new LinkData(destDimID, 0,
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doorLocation.getX(),
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doorLocation.getY(),
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doorLocation.getZ(),
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linkDestination.getX(),
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linkDestination.getY() + 1,
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linkDestination.getZ(),
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true, blockDirection);
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dimHelper.instance.createPocket(sideLink, true, true);
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}
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//generate linkData for wooden dim doors leading to the overworld
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for(Point3D point : exitLinks)
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{
|
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try
|
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//DISABLED FOR TESTING
|
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/*try
|
||||
{
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LinkData randomLink=dimHelper.instance.getRandomLinkData(false);
|
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LinkData sideLink = new LinkData(destDimID,dimHelper.dimList.get(originDimID).exitDimLink.destDimID,point.getX()+offsetX, point.getY()+offsetY, point.getZ()+offsetZ,point.getX()+offsetX, 0, point.getZ()+offsetZ,true,world.getBlockMetadata(point.getX()+offsetX, point.getY()+offsetY-1, point.getZ()+offsetZ));
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@@ -1084,17 +1065,82 @@ public class SchematicLoader
|
||||
catch(Exception E)
|
||||
{
|
||||
E.printStackTrace();
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
//spawn monoliths
|
||||
for(Point3D point : monolithSpawns)
|
||||
{
|
||||
//Transform the frame block's location to the pocket coordinate system
|
||||
Point3D frameLocation = point.clone();
|
||||
transformPoint(frameLocation, entrance, orientation - REFERENCE_DOOR_ORIENTATION, pocketOrigin);
|
||||
|
||||
Entity mob = new MobObelisk(world);
|
||||
mob.setLocationAndAngles(point.getX()+offsetX,point.getY()+offsetY, point.getZ()+offsetZ, 1, 1);
|
||||
mob.setLocationAndAngles(frameLocation.getX(), frameLocation.getY(), frameLocation.getZ(), 1, 1); //TODO: Why not set the angles to 0? @.@ ~SenseiKiwi
|
||||
world.spawnEntityInWorld(mob);
|
||||
}
|
||||
}
|
||||
|
||||
private void transformPoint(Point3D position, Point3D srcOrigin, int angle, Point3D destOrigin)
|
||||
{
|
||||
//This function receives a position (e.g. point in schematic space), translates it relative
|
||||
//to a source coordinate system (e.g. the point that will be the center of a schematic),
|
||||
//then rotates and translates it to obtain the corresponding point in a destination
|
||||
//coordinate system (e.g. the location of the entry rift in the pocket being generated).
|
||||
//The result is returned by overwriting the original position so that new object references
|
||||
//aren't needed. That way, repeated use of this function will not incur as much overhead.
|
||||
|
||||
//Position is only overwritten at the end, so it's okay to provide it as srcOrigin or destOrigin as well.
|
||||
|
||||
int tx = position.getX() - srcOrigin.getX();
|
||||
int ty = position.getY() - srcOrigin.getY();
|
||||
int tz = position.getZ() - srcOrigin.getZ();
|
||||
|
||||
//"int angle" specifies a rotation consistent with Minecraft's orientation system.
|
||||
//That means each increment of 1 in angle would be a 90-degree clockwise turn.
|
||||
//Given a starting direction A and a destination direction B, the rotation would be
|
||||
//calculated by (B - A).
|
||||
|
||||
//Adjust angle into the expected range
|
||||
if (angle < 0)
|
||||
{
|
||||
int correction = -(angle / 4);
|
||||
angle = angle + 4 * (correction + 1);
|
||||
}
|
||||
angle = angle % 4;
|
||||
|
||||
//Rotations are considered in counterclockwise form because coordinate systems are
|
||||
//often assumed to be right-handed and convenient formulas are available for
|
||||
//common counterclockwise rotations.
|
||||
//Reference: http://en.wikipedia.org/wiki/Rotation_matrix#Common_rotations
|
||||
int rx;
|
||||
int rz;
|
||||
switch (angle)
|
||||
{
|
||||
case 0: //No rotation
|
||||
rx = tx;
|
||||
rz = tz;
|
||||
break;
|
||||
case 1: //270 degrees counterclockwise
|
||||
rx = tz;
|
||||
rz = -tx;
|
||||
break;
|
||||
case 2: //180 degrees
|
||||
rx = -tx;
|
||||
rz = -tz;
|
||||
break;
|
||||
case 3: //90 degrees counterclockwise
|
||||
rx = -tz;
|
||||
rz = tx;
|
||||
break;
|
||||
default: //This should never happen.
|
||||
throw new IllegalStateException("Invalid angle value. This should never happen!");
|
||||
}
|
||||
|
||||
position.setX( rx + destOrigin.getX() );
|
||||
position.setY( ty + destOrigin.getY() );
|
||||
position.setZ( rz + destOrigin.getZ() );
|
||||
}
|
||||
|
||||
public void generateDungeonPocket(LinkData link)
|
||||
{
|
||||
@@ -1113,40 +1159,35 @@ public class SchematicLoader
|
||||
|
||||
public void setBlockDirectly(World world, int x, int y, int z,int id, int metadata)
|
||||
{
|
||||
if(Block.blocksList[id]==null)
|
||||
if (Block.blocksList[id] == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int cX;
|
||||
int cZ;
|
||||
int cY;
|
||||
|
||||
int cX = x >> 4;
|
||||
int cZ = z >> 4;
|
||||
int cY = y >> 4;
|
||||
Chunk chunk;
|
||||
cX = x >> 4;
|
||||
cZ = z >> 4;
|
||||
cY=y >>4;
|
||||
|
||||
int chunkX=(x % 16)< 0 ? ((x) % 16)+16 : ((x) % 16);
|
||||
int chunkZ=((z) % 16)< 0 ? ((z) % 16)+16 : ((z) % 16);
|
||||
//TODO: This really seems odd to me. Like it's wrong. ~SenseiKiwi
|
||||
int chunkX=(x % 16)< 0 ? ((x) % 16)+16 : ((x) % 16);
|
||||
int chunkZ=((z) % 16)< 0 ? ((z) % 16)+16 : ((z) % 16);
|
||||
|
||||
try
|
||||
{
|
||||
chunk = world.getChunkFromChunkCoords(cX, cZ);
|
||||
if (chunk.getBlockStorageArray()[cY] == null)
|
||||
{
|
||||
chunk.getBlockStorageArray()[cY] = new ExtendedBlockStorage(cY << 4, !world.provider.hasNoSky);
|
||||
}
|
||||
|
||||
|
||||
// this.chunk=new EmptyChunk(world,cX, cZ);
|
||||
try
|
||||
{
|
||||
chunk=world.getChunkFromChunkCoords(cX, cZ);
|
||||
if (chunk.getBlockStorageArray()[cY] == null)
|
||||
{
|
||||
chunk.getBlockStorageArray()[cY] = new ExtendedBlockStorage(cY << 4, !world.provider.hasNoSky);
|
||||
}
|
||||
|
||||
|
||||
chunk.getBlockStorageArray()[cY].setExtBlockID(chunkX, (y) & 15, chunkZ, id);
|
||||
chunk.getBlockStorageArray()[cY].setExtBlockMetadata(chunkX, (y) & 15, chunkZ, metadata);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
chunk.getBlockStorageArray()[cY].setExtBlockID(chunkX, (y) & 15, chunkZ, id);
|
||||
chunk.getBlockStorageArray()[cY].setExtBlockMetadata(chunkX, (y) & 15, chunkZ, metadata);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user