THE UPDATE

Merging months of dev work into master. The update is playable, but
untested.
This commit is contained in:
StevenRS11
2013-11-05 18:15:23 -05:00
parent be89913263
commit a04a266c17
154 changed files with 8826 additions and 8272 deletions

View File

@@ -1,41 +1,23 @@
package StevenDimDoors.mod_pocketDim.helpers;
import StevenDimDoors.mod_pocketDim.LinkData;
import net.minecraft.block.Block;
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
{
private static final int MAXIMUM_UNCOVERED_Y = 245;
public static int getFirstUncovered(LinkData pointerLink)
{
return yCoordHelper.getFirstUncovered(
pointerLink.destDimID,
pointerLink.destXCoord,
pointerLink.destYCoord,
pointerLink.destZCoord);
}
public static int getFirstUncovered(int worldID, int x, int yStart, int z)
{ return getFirstUncovered(worldID, x, yStart, z, false); }
public static int getFirstUncovered(int worldID, int x, int yStart, int z, boolean fromTop)
{
if (dimHelper.getWorld(worldID) == null ||
dimHelper.getWorld(worldID).provider == null)
{
dimHelper.initDimension(worldID);
}
return yCoordHelper.getFirstUncovered(dimHelper.getWorld(worldID), x, yStart, z, fromTop);
}
private yCoordHelper() { }
public static int getFirstUncovered(World world, int x, int yStart, int z)
{ return getFirstUncovered(world, x, yStart, z, false); }
{
return getFirstUncovered(world, x, yStart, z, false);
}
public static int getFirstUncovered(World world, int x, int yStart, int z, boolean fromTop)
{
@@ -43,21 +25,23 @@ public class yCoordHelper
int localX = x < 0 ? (x % 16) + 16 : (x % 16);
int localZ = z < 0 ? (z % 16) + 16 : (z % 16);
int height = MAXIMUM_UNCOVERED_Y; //world.getHeight();
int height = MAXIMUM_UNCOVERED_Y;
int y;
if(!fromTop)
if (!fromTop)
{
boolean covered = true;
for (y = yStart; y < height && covered; y++)
{
covered = IsCoveredBlock(chunk, localX, y - 1, localZ) || IsCoveredBlock(chunk, localX, y, localZ);
covered = isCoveredBlock(chunk, localX, y - 1, localZ) || isCoveredBlock(chunk, localX, y, localZ);
}
} else {
}
else
{
boolean covered = false;
for (y = MAXIMUM_UNCOVERED_Y; y > 1 && !covered; y--)
{
covered = IsCoveredBlock(chunk, localX, y - 1, localZ);
covered = isCoveredBlock(chunk, localX, y - 1, localZ);
}
if (!covered) y = 63;
y++;
@@ -66,7 +50,7 @@ public class yCoordHelper
return y;
}
public static boolean IsCoveredBlock(Chunk chunk, int localX, int y, int localZ)
public static boolean isCoveredBlock(Chunk chunk, int localX, int y, int localZ)
{
int blockID;
Block block;
@@ -86,4 +70,228 @@ public class yCoordHelper
material = block.blockMaterial;
return (material.isLiquid() || !material.isReplaceable());
}
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
// 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;
Block block;
// 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++)
{
isSafe = true;
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())
{
isSafe = false;
}
layers = 0;
}
}
}
if (isSafe)
{
layers++;
if (layers == 3)
{
return new Point3D(localX + cornerX, y - 2, localZ + cornerZ);
}
}
}
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 Point3D findDropPoint(World world, int x, int startY, int z)
{
// Find a simple 2-block-high air gap
// Search across a 3x3 column
final int GAP_HEIGHT = 2;
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 y, dx, dz, index;
int height = world.getActualHeight();
int[] gaps = new int[9];
// Check 3x3 layers of blocks for air spaces
for (y = Math.min(startY, height - 1); y > 0; y--)
{
for (dx = -1, index = 0; dx <= 1; dx++)
{
for (dz = -1; dz <= 1; dz++, index++)
{
if (chunk.getBlockID(localX + dx, y, localZ + dz) != 0)
{
gaps[index] = 0;
}
else
{
gaps[index]++;
}
}
}
// Check if an acceptable gap exists in the center of the search column
if (gaps[index / 2] == GAP_HEIGHT)
{
return new Point3D(localX + cornerX, y + GAP_HEIGHT - 1, localZ + cornerZ);
}
// Check the other positions in the column
for (dx = -1, index = 0; dx <= 1; dx++)
{
for (dz = -1; dz <= 1; dz++, index++)
{
if (gaps[index] == GAP_HEIGHT)
{
return new Point3D(localX + cornerX + dx, y + GAP_HEIGHT - 1, localZ + cornerZ + dz);
}
}
}
}
return null;
}
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
//of the world while shifting it as little as possible.
int destY = y;
//Is the top of the dungeon going to be at Y < worldHeight?
int pocketTop = (dungeonHeight - 1) + destY - entranceY;
if (pocketTop >= worldHeight)
{
destY = (worldHeight - 1) - (dungeonHeight - 1) + entranceY;
}
//Is the bottom of the dungeon at Y >= 0?
if (destY < entranceY)
{
destY = entranceY;
}
return destY;
}
}