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.
This commit is contained in:
SenseiKiwi
2013-12-26 15:29:20 -04:00
parent 72196c6afd
commit 820e72f17a
3 changed files with 282 additions and 0 deletions

View File

@@ -8,6 +8,7 @@ import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
import net.minecraftforge.common.DimensionManager;
import StevenDimDoors.experimental.MazeGenerator;
import StevenDimDoors.mod_pocketDim.DDProperties;
import StevenDimDoors.mod_pocketDim.Point3D;
import StevenDimDoors.mod_pocketDim.blocks.IDimDoor;
@@ -472,6 +473,7 @@ public class PocketBuilder
Point3D door = new Point3D(x, y, z);
BlockRotator.transformPoint(center, door, orientation - BlockRotator.EAST_DOOR_METADATA, door);
/*
//Build the outer layer of Eternal Fabric
buildBox(world, center.getX(), center.getY(), center.getZ(), (size / 2), properties.PermaFabricBlockID, false, 0);
@@ -481,6 +483,9 @@ public class PocketBuilder
buildBox(world, center.getX(), center.getY(), center.getZ(), (size / 2) - layer, properties.FabricBlockID,
layer < (wallThickness - 1) && properties.TNFREAKINGT_Enabled, properties.NonTntWeight);
}
*/
MazeGenerator.generate(world, x, y, z, random);
//Build the door
int doorOrientation = BlockRotator.transformMetadata(BlockRotator.EAST_DOOR_METADATA, orientation - BlockRotator.EAST_DOOR_METADATA + 2, properties.DimensionalDoorID);