Partially Fixed Exit Doors

Added code so that exit doors will search for a destination and place a
platform for the player on the other side. However, the search function
only searches upward, not downward. I'd like to discuss some details
about this before completing the implementation:
1. How should the search work?
2. What should be the likelihood of a dungeon exit leading to a
different root dimension than the dungeon's actual root?

I've tested the exits and they're working well.
This commit is contained in:
SenseiKiwi
2013-09-06 18:40:43 -04:00
parent b795c411be
commit c57b001fe2
2 changed files with 131 additions and 10 deletions

View File

@@ -18,6 +18,11 @@ import net.minecraft.world.World;
import net.minecraft.world.WorldServer;
import net.minecraftforge.common.DimensionManager;
import StevenDimDoors.mod_pocketDim.DDProperties;
import StevenDimDoors.mod_pocketDim.Point3D;
import StevenDimDoors.mod_pocketDim.mod_pocketDim;
import StevenDimDoors.mod_pocketDim.helpers.yCoordHelper;
import StevenDimDoors.mod_pocketDim.items.ItemDimensionalDoor;
import StevenDimDoors.mod_pocketDim.schematic.BlockRotator;
import StevenDimDoors.mod_pocketDim.util.Point4D;
import StevenDimDoors.mod_pocketDim.world.PocketBuilder;
import cpw.mods.fml.common.registry.GameRegistry;
@@ -472,19 +477,63 @@ public class DDTeleporter
return false;
}
private static boolean generateSafeExit(NewDimData target, DimLink link, DDProperties properties)
private static boolean generateSafeExit(NewDimData destinationDim, DimLink link, DDProperties properties)
{
// A safe exit attempts to place a Warp Door in a dimension with
// some precautions to protect the player. The X and Z coordinates
// are fixed to match the source, but the Y coordinate is chosen by
// searching for a safe location to place the door. The direction of
// the vertical search is away from the map boundary closest to
// the source Y. In other words, if a player is really high up, the
// search proceeds down. If a player is near the bottom of the map,
// the search proceeds up. If a safe destination cannot be found,
// then we return false and the source-side door slams shut.
// are fixed to match the source (mostly - may be shifted a little),
// but the Y coordinate is chosen by searching for a safe location
// to place the door.
// FIXME: Add code here!
return false;
// The direction of the vertical search is away from the map boundary
// closest to the source Y. In other words, if a player is really
// high up, the search goes down. If a player is near the bottom
// of the map, the search goes up. If a safe destination cannot be
// found, then we return false and the source-side door slams shut.
Point3D destination;
Point4D source = link.source();
World world = PocketManager.loadDimension(destinationDim.id());
if (world == null)
{
return false;
}
boolean searchDown = (source.getY() >= world.getActualHeight() / 2);
destination = yCoordHelper.findSafeCube(world, source.getX(), source.getY() - 2, source.getZ(), searchDown);
if (destination == null)
{
destination = yCoordHelper.findSafeCube(world, source.getX(), source.getY() - 2, source.getZ(), !searchDown);
}
if (destination != null)
{
// Set up a 3x3 platform at the destination
int x = destination.getX();
int y = destination.getY();
int z = destination.getZ();
for (int dx = -1; dx <= 1; dx++)
{
for (int dz = -1; dz <= 1; dz++)
{
world.setBlock(x + dx, y, z + dz, properties.FabricBlockID);
}
}
// Create a reverse link for returning
NewDimData sourceDim = PocketManager.getDimensionData(link.source().getDimension());
DimLink reverse = destinationDim.createLink(x, y + 2, z, LinkTypes.REVERSE);
sourceDim.setDestination(reverse, source.getX(), source.getY(), source.getZ());
// Set up the warp door at the destination
int orientation = getDestinationOrientation(source, properties);
orientation = BlockRotator.transformMetadata(orientation, 2, properties.WarpDoorID);
ItemDimensionalDoor.placeDoorBlock(world, x, y + 1, z, orientation, mod_pocketDim.warpDoor);
// Complete the link to the destination
// This comes last so the destination isn't set unless everything else works first
destinationDim.setDestination(link, x, y + 2, z);
}
return (destination != null);
}
}

View File

@@ -2,8 +2,10 @@ package StevenDimDoors.mod_pocketDim.helpers;
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 StevenDimDoors.mod_pocketDim.Point3D;
public class yCoordHelper
{
@@ -67,6 +69,76 @@ public class yCoordHelper
material = block.blockMaterial;
return (material.isLiquid() || !material.isReplaceable());
}
public static Point3D findSafeCube(World world, int x, int startY, int z, boolean searchDown)
{
// 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 = world.getChunkProvider().loadChunk(x >> 4, z >> 4);
int layers = 0;
int height = world.getActualHeight();
int y, dx, dz, blockID;
boolean filled;
Block block;
Point3D location = null;
if (searchDown)
{
/*for (y = startY; y >= 0; y--)
{
blockID = chunk.getBlockID(localX, y, localZ);
}*/
}
else
{
// 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, 0); y < height; y++)
{
filled = false;
for (dx = -1; dx <= 1 && !filled; dx++)
{
for (dz = -1; dz <= 1 && !filled; dz++)
{
blockID = chunk.getBlockID(localX + dx, y, localZ + dz);
if (blockID != 0)
{
block = Block.blocksList[blockID];
if (block != null && !block.blockMaterial.isReplaceable())
{
filled = true;
}
layers = 0;
}
}
}
if (!filled)
{
layers++;
if (layers == 3)
{
location = new Point3D(localX + cornerX, y - 2, localZ + cornerZ);
break;
}
}
}
}
return location;
}
public static int adjustDestinationY(int y, int worldHeight, int entranceY, int dungeonHeight)
{