Improved Rift Gateway Generation and Fixed Several Bugs #26
@@ -3,6 +3,7 @@ package StevenDimDoors.mod_pocketDim;
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import java.util.Random;
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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.world.World;
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import net.minecraft.world.chunk.IChunkProvider;
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import StevenDimDoors.mod_pocketDim.helpers.dimHelper;
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@@ -20,7 +21,7 @@ public class RiftGenerator implements IWorldGenerator
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private static final int MAX_RIFT_Y = 250;
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private static final int CHUNK_LENGTH = 16;
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private static final int GATEWAY_RADIUS = 4;
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private static final int MAX_GATEWAY_GENERATION_ATTEMPTS = 6;
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private static final int MAX_GATEWAY_GENERATION_ATTEMPTS = 10;
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private static DDProperties properties = null;
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public RiftGenerator()
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@@ -56,8 +57,12 @@ public class RiftGenerator implements IWorldGenerator
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z = chunkZ * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
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y = world.getHeightValue(x, z);
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//If the point is within the acceptable altitude range and the block above is empty, then place a rift
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if (y >= MIN_RIFT_Y && y <= MAX_RIFT_Y && world.isAirBlock(x, y + 1, z))
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//If the point is within the acceptable altitude range, the block above is empty, and we're
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//not building on bedrock, then generate a rift there
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if (y >= MIN_RIFT_Y && y <= MAX_RIFT_Y && world.isAirBlock(x, y + 1, z) &&
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world.getBlockId(x, y, z) != Block.bedrock.blockID && //<-- Stops Nether roof spawning. DO NOT REMOVE!
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world.getBlockId(x, y - 1, z) != Block.bedrock.blockID &&
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world.getBlockId(x, y - 2, z) != Block.bedrock.blockID)
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{
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//Create a link. If this is the first time, create a dungeon pocket and create a two-way link.
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//Otherwise, create a one-way link and connect to the destination of the first link.
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@@ -80,19 +85,18 @@ public class RiftGenerator implements IWorldGenerator
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//This only happens if a rift cluster was NOT generated.
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else if (random.nextInt(MAX_GATEWAY_GENERATION_CHANCE) < properties.GatewayGenerationChance)
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{
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//Check locations for the gateway until we are satisfied or run out of attempts.
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attempts = 0;
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valid = false;
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do
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x = y = z = 0; //Stop the compiler from freaking out
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//Check locations for the gateway until we are satisfied or run out of attempts.
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for (attempts = 0; attempts < MAX_GATEWAY_GENERATION_ATTEMPTS && !valid; attempts++)
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{
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//Pick a random point on the surface of the chunk
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//Pick a random point on the surface of the chunk and check its materials
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x = chunkX * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
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z = chunkZ * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
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y = world.getHeightValue(x, z);
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valid = checkGatewayLocation(world, x, y, z);
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attempts++;
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}
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while (attempts < MAX_GATEWAY_GENERATION_ATTEMPTS && valid);
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//Build the gateway if we found a valid location
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if (valid)
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@@ -161,8 +165,23 @@ public class RiftGenerator implements IWorldGenerator
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private static boolean checkGatewayLocation(World world, int x, int y, int z)
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{
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//Check if the point is within the acceptable altitude range, the block above that point is empty,
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//and at least one of the two blocks under that point are opaque
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return (y >= MIN_RIFT_Y && y <= MAX_RIFT_Y && world.isAirBlock(x, y + 1, z) &&
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world.isBlockOpaqueCube(x, y - 2, z) || world.isBlockOpaqueCube(x, y - 1, z));
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//and the block two levels down is opaque and has a reasonable material. Plus that we're not building
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//on top of bedrock.
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return (y >= MIN_RIFT_Y &&
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y <= MAX_RIFT_Y &&
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world.isAirBlock(x, y + 1, z) &&
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world.getBlockId(x, y, z) != Block.bedrock.blockID && //<-- Stops Nether roof spawning. DO NOT REMOVE!
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world.getBlockId(x, y - 1, z) != Block.bedrock.blockID &&
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checkFoundationMaterial(world, x, y - 2, z));
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}
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private static boolean checkFoundationMaterial(World world, int x, int y, int z)
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{
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//We check the material and opacity to prevent generating gateways on top of trees or houses,
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//or on top of strange things like tall grass, water, slabs, or torches.
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//We also want to avoid generating things on top of the Nether's bedrock!
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Material material = world.getBlockMaterial(x, y, z);
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return (material != Material.leaves && material != Material.wood && material != Material.pumpkin
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&& world.isBlockOpaqueCube(x, y, z) && world.getBlockId(x, y, z) != Block.bedrock.blockID);
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}
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}
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