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:
@@ -18,6 +18,11 @@ import net.minecraft.world.World;
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import net.minecraft.world.WorldServer;
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import net.minecraft.world.WorldServer;
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import net.minecraftforge.common.DimensionManager;
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import net.minecraftforge.common.DimensionManager;
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import StevenDimDoors.mod_pocketDim.DDProperties;
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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.mod_pocketDim;
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import StevenDimDoors.mod_pocketDim.helpers.yCoordHelper;
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import StevenDimDoors.mod_pocketDim.items.ItemDimensionalDoor;
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import StevenDimDoors.mod_pocketDim.schematic.BlockRotator;
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import StevenDimDoors.mod_pocketDim.util.Point4D;
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import StevenDimDoors.mod_pocketDim.util.Point4D;
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import StevenDimDoors.mod_pocketDim.world.PocketBuilder;
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import StevenDimDoors.mod_pocketDim.world.PocketBuilder;
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import cpw.mods.fml.common.registry.GameRegistry;
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import cpw.mods.fml.common.registry.GameRegistry;
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@@ -472,19 +477,63 @@ public class DDTeleporter
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return false;
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return false;
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}
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}
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private static boolean generateSafeExit(NewDimData target, DimLink link, DDProperties properties)
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private static boolean generateSafeExit(NewDimData destinationDim, DimLink link, DDProperties properties)
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{
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{
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// A safe exit attempts to place a Warp Door in a dimension with
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// A safe exit attempts to place a Warp Door in a dimension with
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// some precautions to protect the player. The X and Z coordinates
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// some precautions to protect the player. The X and Z coordinates
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// are fixed to match the source, but the Y coordinate is chosen by
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// are fixed to match the source (mostly - may be shifted a little),
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// searching for a safe location to place the door. The direction of
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// but the Y coordinate is chosen by searching for a safe location
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// the vertical search is away from the map boundary closest to
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// to place the door.
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// the source Y. In other words, if a player is really high up, the
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// search proceeds down. If a player is near the bottom of the map,
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// the search proceeds up. If a safe destination cannot be found,
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// then we return false and the source-side door slams shut.
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// FIXME: Add code here!
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// The direction of the vertical search is away from the map boundary
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return false;
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// closest to the source Y. In other words, if a player is really
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// high up, the search goes down. If a player is near the bottom
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// of the map, the search goes up. If a safe destination cannot be
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// found, then we return false and the source-side door slams shut.
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Point3D destination;
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Point4D source = link.source();
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World world = PocketManager.loadDimension(destinationDim.id());
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if (world == null)
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{
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return false;
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}
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boolean searchDown = (source.getY() >= world.getActualHeight() / 2);
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destination = yCoordHelper.findSafeCube(world, source.getX(), source.getY() - 2, source.getZ(), searchDown);
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if (destination == null)
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{
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destination = yCoordHelper.findSafeCube(world, source.getX(), source.getY() - 2, source.getZ(), !searchDown);
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}
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if (destination != null)
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{
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// Set up a 3x3 platform at the destination
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int x = destination.getX();
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int y = destination.getY();
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int z = destination.getZ();
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for (int dx = -1; dx <= 1; dx++)
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{
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for (int dz = -1; dz <= 1; dz++)
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{
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world.setBlock(x + dx, y, z + dz, properties.FabricBlockID);
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}
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}
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// Create a reverse link for returning
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NewDimData sourceDim = PocketManager.getDimensionData(link.source().getDimension());
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DimLink reverse = destinationDim.createLink(x, y + 2, z, LinkTypes.REVERSE);
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sourceDim.setDestination(reverse, source.getX(), source.getY(), source.getZ());
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// Set up the warp door at the destination
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int orientation = getDestinationOrientation(source, properties);
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orientation = BlockRotator.transformMetadata(orientation, 2, properties.WarpDoorID);
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ItemDimensionalDoor.placeDoorBlock(world, x, y + 1, z, orientation, mod_pocketDim.warpDoor);
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// Complete the link to the destination
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// This comes last so the destination isn't set unless everything else works first
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destinationDim.setDestination(link, x, y + 2, z);
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}
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return (destination != null);
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}
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}
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}
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}
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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.Block;
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import net.minecraft.block.material.Material;
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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.World;
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import net.minecraft.world.chunk.Chunk;
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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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public class yCoordHelper
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{
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{
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@@ -68,6 +70,76 @@ public class yCoordHelper
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return (material.isLiquid() || !material.isReplaceable());
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return (material.isLiquid() || !material.isReplaceable());
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}
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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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public static int adjustDestinationY(int y, int worldHeight, int entranceY, int dungeonHeight)
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{
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{
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//The goal here is to guarantee that the dungeon fits within the vertical bounds
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//The goal here is to guarantee that the dungeon fits within the vertical bounds
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