I derped. Oh well. #122

Merged
StevenRS11 merged 18 commits from mazes into master 2014-01-04 07:15:16 +00:00
9 changed files with 898 additions and 99 deletions
Showing only changes of commit 31f0c1ca0c - Show all commits

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@@ -0,0 +1,225 @@
package StevenDimDoors.experimental;
/**
* Provides a complete implementation of a directed graph.
* @author SenseiKiwi
*
* @param <U> The type of data to store in the graph's nodes
* @param <V> The type of data to store in the graph's edges
*/
public class DirectedGraph<U, V>
{
private static class GraphNode<P, Q> implements IGraphNode<P, Q>
{
private LinkedList<Edge<P, Q>> inbound;
private LinkedList<Edge<P, Q>> outbound;
private ILinkedListNode<GraphNode<P, Q>> graphEntry;
private P data;
public GraphNode(P data, LinkedList<GraphNode<P, Q>> graphList)
{
this.data = data;
this.inbound = new LinkedList<Edge<P, Q>>();
this.outbound = new LinkedList<Edge<P, Q>>();
this.graphEntry = graphList.addLast(this);
}
public int indegree()
{
return inbound.size();
}
public int outdegree()
{
return outbound.size();
}
public Iterable<Edge<P, Q>> inbound()
{
return inbound;
}
public Iterable<Edge<P, Q>> outbound()
{
return outbound;
}
public P data()
{
return data;
}
public void remove()
{
graphEntry.remove();
graphEntry = null;
for (Edge<P, Q> edge : inbound)
edge.remove();
for (Edge<P, Q> edge : outbound)
edge.remove();
inbound = null;
outbound = null;
data = null;
}
}
private static class Edge<P, Q> implements IEdge<P, Q>
{
private GraphNode<P, Q> head;
private GraphNode<P, Q> tail;
private ILinkedListNode<Edge<P, Q>> headEntry;
private ILinkedListNode<Edge<P, Q>> tailEntry;
private ILinkedListNode<Edge<P, Q>> graphEntry;
private Q data;
public Edge(GraphNode<P, Q> head, GraphNode<P, Q> tail, Q data, LinkedList<Edge<P, Q>> graphList)
{
this.head = head;
this.tail = tail;
this.data = data;
this.graphEntry = graphList.addLast(this);
this.headEntry = head.outbound.addLast(this);
this.tailEntry = tail.inbound.addLast(this);
}
public IGraphNode<P, Q> head()
{
return head;
}
public IGraphNode<P, Q> tail()
{
return tail;
}
public Q data()
{
return data;
}
public void remove()
{
headEntry.remove();
tailEntry.remove();
graphEntry.remove();
headEntry = null;
tailEntry = null;
graphEntry = null;
head = null;
tail = null;
data = null;
}
}
private LinkedList<GraphNode<U, V>> nodes;
private LinkedList<Edge<U, V>> edges;
public DirectedGraph()
{
nodes = new LinkedList<GraphNode<U, V>>();
edges = new LinkedList<Edge<U, V>>();
}
public int nodeCount()
{
return nodes.size();
}
public int edgeCount()
{
return edges.size();
}
public boolean isEmpty()
{
return nodes.isEmpty();
}
public Iterable<? extends IGraphNode<U, V>> nodes()
{
return nodes;
}
public Iterable<? extends IEdge<U, V>> edges()
{
return edges;
}
private GraphNode<U, V> checkNode(IGraphNode<U, V> node)
{
GraphNode<U, V> innerNode = (GraphNode<U, V>) node;
// Check that this node actually belongs to this graph instance.
// Accepting foreign nodes could corrupt the graph's internal state.
if (innerNode.graphEntry.owner() != nodes)
{
throw new IllegalArgumentException("The specified node does not belong to this graph.");
}
return innerNode;
}
private Edge<U, V> checkEdge(IEdge<U, V> edge)
{
Edge<U, V> innerEdge = (Edge<U, V>) edge;
// Check that this node actually belongs to this graph instance.
// Accepting foreign nodes could corrupt the graph's internal state.
if (innerEdge.graphEntry.owner() != edges)
{
throw new IllegalArgumentException("The specified edge does not belong to this graph.");
}
return innerEdge;
}
public IGraphNode<U, V> addNode(U data)
{
return new GraphNode<U, V>(data, nodes);
}
public IEdge<U, V> addEdge(IGraphNode<U, V> head, IGraphNode<U, V> tail, V data)
{
GraphNode<U, V> innerHead = checkNode(head);
GraphNode<U, V> innerTail = checkNode(tail);
return new Edge<U, V>(innerHead, innerTail, data, edges);
}
public U removeNode(IGraphNode<U, V> node)
{
GraphNode<U, V> innerNode = checkNode(node);
U data = innerNode.data();
innerNode.remove();
return data;
}
public V removeEdge(IEdge<U, V> edge)
{
Edge<U, V> innerEdge = checkEdge(edge);
V data = innerEdge.data();
innerEdge.remove();
return data;
}
public IEdge<U, V> findEdge(IGraphNode<U, V> head, IGraphNode<U, V> tail)
{
for (IEdge<U, V> edge : head.outbound())
{
if (edge.tail() == tail)
return edge;
}
return null;
}
public void clear()
{
// Remove each node individually to guarantee that all external
// references are invalidated. That'll prevent memory leaks and
// keep external code from using removed nodes or edges.
for (GraphNode<U, V> node : nodes)
{
node.remove();
}
}
}

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@@ -4,35 +4,21 @@ import StevenDimDoors.mod_pocketDim.Point3D;
public class DoorwayData
{
public final char X_AXIS = 'X';
public final char Y_AXIS = 'Y';
public final char Z_AXIS = 'Z';
public static final char X_AXIS = 'X';
public static final char Y_AXIS = 'Y';
public static final char Z_AXIS = 'Z';
private RoomNode head;
private RoomNode tail;
private Point3D minCorner;
private Point3D maxCorner;
private char axis;
public DoorwayData(RoomNode head, RoomNode tail, Point3D minCorner, Point3D maxCorner, char axis)
public DoorwayData(Point3D minCorner, Point3D maxCorner, char axis)
{
this.head = head;
this.tail = tail;
this.minCorner = minCorner;
this.maxCorner = maxCorner;
this.axis = axis;
}
public RoomNode head()
{
return head;
}
public RoomNode tail()
{
return tail;
}
public Point3D minCorner()
{
return minCorner;

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@@ -0,0 +1,8 @@
package StevenDimDoors.experimental;
public interface IEdge<U, V>
{
public IGraphNode<U, V> head();
public IGraphNode<U, V> tail();
public V data();
}

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@@ -0,0 +1,10 @@
package StevenDimDoors.experimental;
public interface IGraphNode<U, V>
{
public Iterable<? extends IEdge<U, V>> inbound();
public Iterable<? extends IEdge<U, V>> outbound();
public int indegree();
public int outdegree();
public U data();
}

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@@ -0,0 +1,11 @@
package StevenDimDoors.experimental;
public interface ILinkedListNode<T>
{
public ILinkedListNode<T> next();
public ILinkedListNode<T> prev();
public T data();
public void setData(T data);
public LinkedList<T> owner();
public T remove();
}

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@@ -0,0 +1,236 @@
package StevenDimDoors.experimental;
import java.util.Iterator;
import java.util.NoSuchElementException;
/**
* Provides an implementation of a linked list that exposes its internal nodes.
* This differs from Java's implementation, which does not expose nodes. Access
* to the nodes allows certain operations to be implemented more efficiently.
* Not all operations are supported, but we can add them as the need arises.
* @author SenseiKiwi
*
* @param <T> The type of data to be stored in the LinkedList
*/
public class LinkedList<T> implements Iterable<T>
{
private static class Node<P> implements ILinkedListNode<P>
{
private Node<P> next;
private Node<P> prev;
private P data;
private LinkedList<P> owner;
public Node(Node<P> prev, Node<P> next, P data, LinkedList<P> owner)
{
this.prev = prev;
this.next = next;
this.data = data;
this.owner = owner;
}
@Override
public ILinkedListNode<P> next()
{
return next;
}
@Override
public ILinkedListNode<P> prev()
{
return prev;
}
@Override
public P data()
{
return data;
}
@Override
public void setData(P data)
{
if (this == owner.header || this == owner.trailer)
{
throw new IllegalStateException("Cannot set data for the header and trailer nodes of a list.");
}
this.data = data;
}
@Override
public LinkedList<P> owner()
{
return owner;
}
@Override
public P remove()
{
if (this == owner.header || this == owner.trailer)
{
throw new IllegalStateException("Cannot remove the header and trailer nodes of a list.");
}
P data = this.data;
this.prev.next = this.next;
this.next.prev = this.prev;
this.owner.size--;
this.clear();
return data;
}
public void clear()
{
this.data = null;
this.prev = null;
this.next = null;
this.owner = null;
}
}
private static class LinkedListIterator<P> implements Iterator<P>
{
private Node<P> current;
private Node<P> trailer;
public LinkedListIterator(LinkedList<P> list)
{
current = list.header.next;
trailer = list.trailer;
}
@Override
public boolean hasNext()
{
return (current != trailer);
}
@Override
public P next()
{
if (current == trailer)
{
throw new NoSuchElementException();
}
else
{
P result = current.data;
current = current.next;
return result;
}
}
@Override
public void remove()
{
throw new UnsupportedOperationException();
}
}
private Node<T> header; // Sentinel node
private Node<T> trailer; // Sentinel node
private int size;
public LinkedList()
{
size = 0;
header = new Node<T>(null, null, null, this);
trailer = new Node<T>(null, null, null, this);
header.next = trailer;
trailer.prev = header;
}
public ILinkedListNode<T> header()
{
return header;
}
public ILinkedListNode<T> trailer()
{
return trailer;
}
public int size()
{
return size;
}
public boolean isEmpty()
{
return (size == 0);
}
public void clear()
{
// Go through the list and wipe everything out
Node<T> current;
Node<T> next;
size = 0;
current = header.next;
while (current != trailer)
{
next = current.next;
current.clear();
current = next;
}
header.next = trailer;
trailer.prev = header;
}
private Node<T> checkNode(ILinkedListNode<T> node)
{
Node<T> innerNode = (Node<T>) node;
// Check that this node actually belongs to this list instance.
// Accepting foreign nodes could corrupt the list's internal state.
if (innerNode.owner() != this)
{
throw new IllegalArgumentException("The specified node does not belong to this list.");
}
return innerNode;
}
public ILinkedListNode<T> addFirst(T data)
{
return addAfter(header, data);
}
public ILinkedListNode<T> addLast(T data)
{
return addBefore(trailer, data);
}
public ILinkedListNode<T> addBefore(ILinkedListNode<T> node, T data)
{
if (node == header)
{
throw new IllegalArgumentException("Cannot add a node before the header node.");
}
return addAfter( checkNode(node).prev, data );
}
public ILinkedListNode<T> addAfter(ILinkedListNode<T> node, T data)
{
if (node == trailer)
{
throw new IllegalArgumentException("Cannot add a node after the trailer node.");
}
return addAfter( checkNode(node), data );
}
private Node<T> addAfter(Node<T> node, T data)
{
Node<T> addition = new Node(node, node.next, data, this);
node.next = addition;
addition.next.prev = addition;
return addition;
}
public Iterator<T> iterator()
{
return new LinkedListIterator<T>(this);
}
}

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@@ -2,6 +2,9 @@ package StevenDimDoors.experimental;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.Queue;
import java.util.Random;
import net.minecraft.block.Block;
@@ -24,24 +27,35 @@ public class MazeGenerator
public static void generate(World world, int x, int y, int z, Random random)
{
// Construct a random binary space partitioning of our maze volume
PartitionNode root = partitionRooms(ROOT_WIDTH, ROOT_HEIGHT, ROOT_LENGTH, SPLIT_COUNT, random);
// Collect all the leaf nodes by performing a tree traversal
ArrayList<PartitionNode> rooms = new ArrayList<PartitionNode>(1 << SPLIT_COUNT);
listRooms(root, rooms);
removeRandomRooms(rooms, random);
buildRooms(root, world, new Point3D(x - ROOT_WIDTH / 2, y - ROOT_HEIGHT - 1, z - ROOT_WIDTH / 2));
// List all the leaf nodes of the partition tree, which denote individual rooms
ArrayList<PartitionNode> partitions = new ArrayList<PartitionNode>(1 << SPLIT_COUNT);
listRoomPartitions(root, partitions);
// Construct an adjacency graph of the rooms we've carved out. Two rooms are
// considered adjacent if and only if a doorway could connect them. Their
// common boundary must be large enough for a doorway.
DirectedGraph<PartitionNode, DoorwayData> rooms = createRoomGraph(root, partitions, random);
// Cut out random subgraphs from the adjacency graph
ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores = createMazeSections(rooms, random);
buildRooms(rooms, world, new Point3D(x - ROOT_WIDTH / 2, y - ROOT_HEIGHT - 1, z - ROOT_WIDTH / 2));
}
private static void listRooms(PartitionNode node, ArrayList<PartitionNode> rooms)
private static void listRoomPartitions(PartitionNode node, ArrayList<PartitionNode> partitions)
{
if (node.isLeaf())
{
rooms.add(node);
partitions.add(node);
}
else
{
listRooms(node.leftChild(), rooms);
listRooms(node.rightChild(), rooms);
listRoomPartitions(node.leftChild(), partitions);
listRoomPartitions(node.rightChild(), partitions);
}
}
@@ -135,22 +149,352 @@ public class MazeGenerator
}
}
private static void buildRooms(PartitionNode node, World world, Point3D offset)
private static DirectedGraph<PartitionNode, DoorwayData> createRoomGraph(PartitionNode root, ArrayList<PartitionNode> partitions, Random random)
{
if (node.isLeaf())
DirectedGraph<PartitionNode, DoorwayData> roomGraph = new DirectedGraph<PartitionNode, DoorwayData>();
HashMap<PartitionNode, IGraphNode<PartitionNode, DoorwayData>> roomsToGraph = new HashMap<PartitionNode, IGraphNode<PartitionNode, DoorwayData>>(2 * partitions.size());
// Shuffle the list of rooms so that they're not listed in any ordered way in the room graph
// This is the only convenient way of randomizing the maze sections generated later
Collections.shuffle(partitions, random);
// Add all rooms to a graph
// Also add them to a map so we can associate rooms with their graph nodes
// The map is needed for linking graph nodes based on adjacent partitions
for (PartitionNode partition : partitions)
{
buildBox(world, offset, node.minCorner(), node.maxCorner());
roomsToGraph.put(partition, roomGraph.addNode(partition));
}
// Add edges for each room
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
{
findDoorways(node, root, roomsToGraph, roomGraph);
}
return roomGraph;
}
private static void findDoorways(IGraphNode<PartitionNode, DoorwayData> roomNode, PartitionNode root,
HashMap<PartitionNode, IGraphNode<PartitionNode, DoorwayData>> roomsToGraph,
DirectedGraph<PartitionNode, DoorwayData> roomGraph)
{
// This function finds rooms adjacent to a specified room that could be connected
// to it through a doorway. Edges are added to the room graph to denote rooms that
// could be connected. The areas of their common bounds that could be carved
// out for a passage are stored in the edges.
// Three directions have to be checked: up, forward, and right. The other three
// directions (down, back, left) aren't checked because other nodes will cover them.
// That is, down for this room is up for some other room, if it exists. Also, rooms
// are guaranteed to have at least one doorway to another room, because the minimum
// dimensions to which a room can be partitioned still allow passages along all
// its sides. A room's sibling in the partition tree is guaranteed to share a side
// through which a doorway could exist. Similar arguments guarantee the existence
// of passages such that the whole set of rooms is a connected graph - in other words,
// there will always be a way to walk from any room to any other room.
boolean[][] detected;
PartitionNode adjacent;
int a, b, c;
int p, q, r;
int minXI, minYI, minZI;
int maxXI, maxYI, maxZI;
Point3D otherMin;
Point3D otherMax;
DoorwayData doorway;
IGraphNode<PartitionNode, DoorwayData> adjacentNode;
PartitionNode room = roomNode.data();
Point3D minCorner = room.minCorner();
Point3D maxCorner = room.maxCorner();
int minX = minCorner.getX();
int minY = minCorner.getY();
int minZ = minCorner.getZ();
int maxX = maxCorner.getX();
int maxY = maxCorner.getY();
int maxZ = maxCorner.getZ();
int width = room.width();
int height = room.height();
int length = room.length();
if (maxZ < root.maxCorner().getZ())
{
// Check for adjacent rooms along the XY plane
detected = new boolean[width][height];
for (a = 0; a < width; a++)
{
for (b = 0; b < height; b++)
{
if (!detected[a][b])
{
adjacent = root.findPoint(minX + a, minY + b, maxZ + 1);
if (adjacent != null)
{
// Compute the dimensions available for a doorway
otherMin = adjacent.minCorner();
otherMax = adjacent.maxCorner();
minXI = Math.max(minX, otherMin.getX());
maxXI = Math.min(maxX, otherMax.getX());
minYI = Math.max(minY, otherMin.getY());
maxYI = Math.min(maxY, otherMax.getY());
for (p = a; p <= maxXI - minXI; p++)
{
for (q = b; q <= maxYI - minYI; q++)
{
detected[p][q] = true;
}
}
// Check if we meet the minimum dimensions needed for a doorway
if (maxXI - minXI + 1 >= MIN_SIDE && maxYI - minYI + 1 >= MIN_HEIGHT)
{
otherMin = new Point3D(minXI, minYI, maxZ);
otherMax = new Point3D(maxXI, maxYI, maxZ + 1);
doorway = new DoorwayData(otherMin, otherMax, DoorwayData.Z_AXIS);
adjacentNode = roomsToGraph.get(adjacent);
roomGraph.addEdge(roomNode, adjacentNode, doorway);
}
}
else
{
if (node.leftChild() != null)
buildRooms(node.leftChild(), world, offset);
if (node.rightChild() != null)
buildRooms(node.rightChild(), world, offset);
detected[a][b] = true;
}
}
}
}
}
private static void buildBox(World world, Point3D offset, Point3D minCorner, Point3D maxCorner)
if (maxX < root.maxCorner().getX())
{
// Check for adjacent rooms along the YZ plane
detected = new boolean[height][length];
for (b = 0; b < height; b++)
{
for (c = 0; c < length; c++)
{
if (!detected[b][c])
{
adjacent = root.findPoint(maxX + 1, minY + b, minZ + c);
if (adjacent != null)
{
// Compute the dimensions available for a doorway
otherMin = adjacent.minCorner();
otherMax = adjacent.maxCorner();
minYI = Math.max(minY, otherMin.getY());
maxYI = Math.min(maxY, otherMax.getY());
minZI = Math.max(minZ, otherMin.getZ());
maxZI = Math.min(maxZ, otherMax.getZ());
for (q = b; q <= maxYI - minYI; q++)
{
for (r = c; r <= maxZI - minZI; r++)
{
detected[q][r] = true;
}
}
// Check if we meet the minimum dimensions needed for a doorway
if (maxYI - minYI + 1 >= MIN_HEIGHT && maxZI - minZI + 1 >= MIN_SIDE)
{
otherMin = new Point3D(maxX, minYI, minZI);
otherMax = new Point3D(maxX + 1, maxYI, maxZI);
doorway = new DoorwayData(otherMin, otherMax, DoorwayData.X_AXIS);
adjacentNode = roomsToGraph.get(adjacent);
roomGraph.addEdge(roomNode, adjacentNode, doorway);
}
}
else
{
detected[b][c] = true;
}
}
}
}
}
if (maxY < root.maxCorner().getY())
{
// Check for adjacent rooms along the XZ plane
detected = new boolean[width][length];
for (a = 0; a < width; a++)
{
for (c = 0; c < length; c++)
{
if (!detected[a][c])
{
adjacent = root.findPoint(minX + a, maxY + 1, minZ + c);
if (adjacent != null)
{
// Compute the dimensions available for a doorway
otherMin = adjacent.minCorner();
otherMax = adjacent.maxCorner();
minXI = Math.max(minX, otherMin.getX());
maxXI = Math.min(maxX, otherMax.getX());
minZI = Math.max(minZ, otherMin.getZ());
maxZI = Math.min(maxZ, otherMax.getZ());
for (p = a; p <= maxXI - minXI; p++)
{
for (r = c; r <= maxZI - minZI; r++)
{
detected[p][r] = true;
}
}
// Check if we meet the minimum dimensions needed for a doorway
if (maxXI - minXI + 1 >= MIN_SIDE && maxZI - minZI + 1 >= MIN_SIDE)
{
otherMin = new Point3D(minXI, maxY, minZI);
otherMax = new Point3D(maxXI, maxY + 1, maxZI);
doorway = new DoorwayData(otherMin, otherMax, DoorwayData.Y_AXIS);
adjacentNode = roomsToGraph.get(adjacent);
roomGraph.addEdge(roomNode, adjacentNode, doorway);
}
}
else
{
detected[a][c] = true;
}
}
}
}
}
//Done!
}
private static ArrayList<IGraphNode<PartitionNode, DoorwayData>> createMazeSections(DirectedGraph<PartitionNode, DoorwayData> roomGraph, Random random)
{
// The randomness of the sections generated here hinges on
// the nodes in the graph being in a random order. We assume
// that was handled in a previous step!
final int MAX_DISTANCE = 2;
int distance;
IGraphNode<PartitionNode, DoorwayData> current;
IGraphNode<PartitionNode, DoorwayData> neighbor;
ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores = new ArrayList<IGraphNode<PartitionNode, DoorwayData>>();
Queue<IGraphNode<PartitionNode, DoorwayData>> ordering = new LinkedList<IGraphNode<PartitionNode, DoorwayData>>();
HashMap<IGraphNode<PartitionNode, DoorwayData>, Integer> distances = new HashMap<IGraphNode<PartitionNode, DoorwayData>, Integer>();
// Repeatedly generate sections until all nodes have been visited
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
{
// If this node has an indegree and outdegree of 0, then it has no neighbors,
// which means it could not have been visited. This could happen if its neighbors
// were pruned away before. Single rooms look weird, so remove it.
if (node.indegree() == 0 && node.outdegree() == 0)
{
roomGraph.removeNode(node);
}
// If this node hasn't been visited, then use it as the core of a new section
// Otherwise, ignore it, since it already belongs to a section
else if (!distances.containsKey(node))
{
cores.add(node);
// Perform a breadth-first search to tag surrounding nodes with distances
distances.put(node, 0);
ordering.add(node);
while (!ordering.isEmpty())
{
current = ordering.remove();
distance = distances.get(current) + 1;
if (distance <= MAX_DISTANCE + 1)
{
// Visit neighboring nodes and assign them distances, if they don't
// have a distance assigned already
for (IEdge<PartitionNode, DoorwayData> edge : current.inbound())
{
neighbor = edge.head();
if (!distances.containsKey(neighbor))
{
distances.put(neighbor, distance);
ordering.add(neighbor);
}
}
for (IEdge<PartitionNode, DoorwayData> edge : current.outbound())
{
neighbor = edge.tail();
if (!distances.containsKey(neighbor))
{
distances.put(neighbor, distance);
ordering.add(neighbor);
}
}
}
else
{
roomGraph.removeNode(current);
break;
}
}
// Remove all nodes that have a distance of exactly MAX_DISTANCE + 1
// Those are precisely the nodes that remain in the queue
while (!ordering.isEmpty())
{
roomGraph.removeNode( ordering.remove() );
}
}
}
return cores;
}
private static void buildRooms(DirectedGraph<PartitionNode, DoorwayData> roomGraph, World world, Point3D offset)
{
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
{
PartitionNode room = node.data();
buildBox(world, offset, room.minCorner(), room.maxCorner(), Block.stoneBrick.blockID, 0);
}
// TESTING!!!
// This code carves out cheap doorways
// The final system will be better
// This has to happen after all the rooms have been built or the passages will be overwritten sometimes
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
{
for (IEdge<PartitionNode, DoorwayData> doorway : node.outbound())
{
char axis = doorway.data().axis();
Point3D lower = doorway.data().minCorner();
if (axis == DoorwayData.Z_AXIS)
{
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ(), 0, 0);
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 2, offset.getZ() + lower.getZ(), 0, 0);
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 2, offset.getZ() + lower.getZ() + 1, 0, 0);
}
else if (axis == DoorwayData.X_AXIS)
{
setBlockDirectly(world, offset.getX() + lower.getX(), offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
setBlockDirectly(world, offset.getX() + lower.getX(), offset.getY() + lower.getY() + 2, offset.getZ() + lower.getZ() + 1, 0, 0);
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 2, offset.getZ() + lower.getZ() + 1, 0, 0);
}
else
{
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY(), offset.getZ() + lower.getZ() + 1, 0, 0);
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY(), offset.getZ() + lower.getZ() + 1, 0, 0);
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
}
}
}
}
private static void buildBox(World world, Point3D offset, Point3D minCorner, Point3D maxCorner, int blockID, int metadata)
{
int minX = minCorner.getX() + offset.getX();
int minY = minCorner.getY() + offset.getY();
@@ -161,30 +505,29 @@ public class MazeGenerator
int maxZ = maxCorner.getZ() + offset.getZ();
int x, y, z;
int blockID = Block.stoneBrick.blockID;
for (x = minX; x <= maxX; x++)
{
for (z = minZ; z <= maxZ; z++)
{
setBlockDirectly(world, x, minY, z, blockID, 0);
setBlockDirectly(world, x, maxY, z, blockID, 0);
setBlockDirectly(world, x, minY, z, blockID, metadata);
setBlockDirectly(world, x, maxY, z, blockID, metadata);
}
}
for (x = minX; x <= maxX; x++)
{
for (y = minY; y <= maxY; y++)
{
setBlockDirectly(world, x, y, minZ, blockID, 0);
setBlockDirectly(world, x, y, maxZ, blockID, 0);
setBlockDirectly(world, x, y, minZ, blockID, metadata);
setBlockDirectly(world, x, y, maxZ, blockID, metadata);
}
}
for (z = minZ; z <= maxZ; z++)
{
for (y = minY; y <= maxY; y++)
{
setBlockDirectly(world, minX, y, z, blockID, 0);
setBlockDirectly(world, maxX, y, z, blockID, 0);
setBlockDirectly(world, minX, y, z, blockID, metadata);
setBlockDirectly(world, maxX, y, z, blockID, metadata);
}
}
}

View File

@@ -122,4 +122,40 @@ public class PartitionNode
parent = null;
}
}
public boolean contains(int x, int y, int z)
{
return ((minCorner.getX() <= x && x <= maxCorner.getX()) &&
(minCorner.getY() <= y && y <= maxCorner.getY()) &&
(minCorner.getZ() <= z && z <= maxCorner.getZ()));
}
public PartitionNode findPoint(int x, int y, int z)
{
// Find the lowest node that contains the specified point or return null
if (this.contains(x, y, z))
{
return this.findPointInternal(x, y, z);
}
else
{
return null;
}
}
private PartitionNode findPointInternal(int x, int y, int z)
{
if (leftChild != null && leftChild.contains(x, y, z))
{
return leftChild.findPointInternal(x, y, z);
}
else if (rightChild != null && rightChild.contains(x, y, z))
{
return rightChild.findPointInternal(x, y, z);
}
else
{
return this;
}
}
}

View File

@@ -1,56 +0,0 @@
package StevenDimDoors.experimental;
import java.util.ArrayList;
public class RoomNode
{
private ArrayList<DoorwayData> outbound;
private ArrayList<DoorwayData> inbound;
private PartitionNode bounds;
private int distance;
private boolean visited;
public RoomNode(PartitionNode bounds)
{
this.bounds = bounds;
this.distance = 0;
this.visited = false;
this.outbound = new ArrayList<DoorwayData>();
this.inbound = new ArrayList<DoorwayData>();
}
public int distance()
{
return distance;
}
public boolean isVisited()
{
return visited;
}
public void setDistance(int value)
{
distance = value;
}
public void setVisited(boolean value)
{
visited = value;
}
public PartitionNode bounds()
{
return bounds;
}
public void addInboundDoorway(DoorwayData data)
{
inbound.add(data);
}
public void addOutboundDoorway(DoorwayData data)
{
outbound.add(data);
}
}