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.
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@@ -2,8 +2,10 @@ package StevenDimDoors.mod_pocketDim.helpers;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.util.MathHelper;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.Chunk;
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import StevenDimDoors.mod_pocketDim.Point3D;
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public class yCoordHelper
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{
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@@ -67,6 +69,76 @@ public class yCoordHelper
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material = block.blockMaterial;
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return (material.isLiquid() || !material.isReplaceable());
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}
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public static Point3D findSafeCube(World world, int x, int startY, int z, boolean searchDown)
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{
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// Search for a 3x3x3 cube of air with blocks underneath
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// We can also match against a 3x2x3 box with
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// We shift the search area into the bounds of a chunk for the sake of simplicity,
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// so that we don't need to worry about working across chunks.
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int localX = x < 0 ? (x % 16) + 16 : (x % 16);
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int localZ = z < 0 ? (z % 16) + 16 : (z % 16);
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int cornerX = x - localX;
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int cornerZ = z - localZ;
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localX = MathHelper.clamp_int(localX, 1, 14);
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localZ = MathHelper.clamp_int(localZ, 1, 14);
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Chunk chunk = world.getChunkProvider().loadChunk(x >> 4, z >> 4);
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int layers = 0;
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int height = world.getActualHeight();
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int y, dx, dz, blockID;
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boolean filled;
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Block block;
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Point3D location = null;
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if (searchDown)
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{
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/*for (y = startY; y >= 0; y--)
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{
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blockID = chunk.getBlockID(localX, y, localZ);
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}*/
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}
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else
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{
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// Check if a 3x3 layer of blocks is empty
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// If we find a layer that contains replaceable blocks, it can
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// serve as the base where we'll place the player and door.
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for (y = Math.max(startY, 0); y < height; y++)
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{
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filled = false;
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for (dx = -1; dx <= 1 && !filled; dx++)
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{
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for (dz = -1; dz <= 1 && !filled; dz++)
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{
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blockID = chunk.getBlockID(localX + dx, y, localZ + dz);
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if (blockID != 0)
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{
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block = Block.blocksList[blockID];
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if (block != null && !block.blockMaterial.isReplaceable())
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{
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filled = true;
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}
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layers = 0;
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}
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}
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}
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if (!filled)
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{
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layers++;
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if (layers == 3)
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{
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location = new Point3D(localX + cornerX, y - 2, localZ + cornerZ);
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break;
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}
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}
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}
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}
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return location;
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}
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public static int adjustDestinationY(int y, int worldHeight, int entranceY, int dungeonHeight)
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{
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