Added First Step of Maze Generation
Added classes for generating maze dungeons. At the moment, the dungeons are generated in place of our pocket dimensions to make testing easy. We'll need to restore pocket generation later and integrate the mazes into the dungeon packs later. Currently, the structures are very incomplete (they don't even have doorways), but this is only the first step.
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@@ -8,6 +8,7 @@ import net.minecraft.world.World;
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import net.minecraft.world.chunk.Chunk;
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import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
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import net.minecraftforge.common.DimensionManager;
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import StevenDimDoors.experimental.MazeGenerator;
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import StevenDimDoors.mod_pocketDim.DDProperties;
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import StevenDimDoors.mod_pocketDim.Point3D;
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import StevenDimDoors.mod_pocketDim.blocks.IDimDoor;
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@@ -472,6 +473,7 @@ public class PocketBuilder
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Point3D door = new Point3D(x, y, z);
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BlockRotator.transformPoint(center, door, orientation - BlockRotator.EAST_DOOR_METADATA, door);
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/*
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//Build the outer layer of Eternal Fabric
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buildBox(world, center.getX(), center.getY(), center.getZ(), (size / 2), properties.PermaFabricBlockID, false, 0);
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@@ -481,6 +483,9 @@ public class PocketBuilder
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buildBox(world, center.getX(), center.getY(), center.getZ(), (size / 2) - layer, properties.FabricBlockID,
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layer < (wallThickness - 1) && properties.TNFREAKINGT_Enabled, properties.NonTntWeight);
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}
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*/
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MazeGenerator.generate(world, x, y, z, random);
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//Build the door
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int doorOrientation = BlockRotator.transformMetadata(BlockRotator.EAST_DOOR_METADATA, orientation - BlockRotator.EAST_DOOR_METADATA + 2, properties.DimensionalDoorID);
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