Partial Dungeon Pack and Configurable Dungeon Chain Implementation #67

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SenseiKiwi merged 9 commits from DungeonPacks into master 2013-08-18 15:24:50 +00:00
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@@ -24,6 +24,9 @@ public class RiftGenerator implements IWorldGenerator
private static final int CHUNK_LENGTH = 16; private static final int CHUNK_LENGTH = 16;
private static final int GATEWAY_RADIUS = 4; private static final int GATEWAY_RADIUS = 4;
private static final int MAX_GATEWAY_GENERATION_ATTEMPTS = 10; private static final int MAX_GATEWAY_GENERATION_ATTEMPTS = 10;
private static final int NETHER_CHANCE_CORRECTION = 4;
private static final int OVERWORLD_DIMENSION_ID = 0;
private static final int NETHER_DIMENSION_ID = -1;
private static DDProperties properties = null; private static DDProperties properties = null;
public RiftGenerator() public RiftGenerator()
@@ -43,17 +46,31 @@ public class RiftGenerator implements IWorldGenerator
return; return;
} }
//This check prevents a crash related to superflat worlds not loading World 0 //This check prevents a crash related to superflat worlds not loading World 0
if (dimHelper.getWorld(0) == null) if (dimHelper.getWorld(OVERWORLD_DIMENSION_ID) == null)
{ {
return; return;
} }
int x, y, z; int x, y, z;
int attempts; int attempts;
int blockID; int correction;
boolean valid; boolean valid;
LinkData link; LinkData link;
//Check if we're generating things in the Nether
if (world.provider.dimensionId == NETHER_DIMENSION_ID)
{
//The terrain in the Nether makes it much harder for our gateway spawning algorithm to find a spot to place a gateway.
//Tests show that only about 15% of attempts succeed. Compensate for this by multiplying the chance of generation
//by a correction factor.
correction = NETHER_CHANCE_CORRECTION;
}
else
{
//No correction
correction = 1;
}
//Randomly decide whether to place a cluster of rifts here //Randomly decide whether to place a cluster of rifts here
if (random.nextInt(MAX_CLUSTER_GENERATION_CHANCE) < properties.ClusterGenerationChance) if (random.nextInt(MAX_CLUSTER_GENERATION_CHANCE) < properties.ClusterGenerationChance)
{ {
@@ -91,7 +108,8 @@ public class RiftGenerator implements IWorldGenerator
//Check if generating structures is enabled and randomly decide whether to place a Rift Gateway here. //Check if generating structures is enabled and randomly decide whether to place a Rift Gateway here.
//This only happens if a rift cluster was NOT generated. //This only happens if a rift cluster was NOT generated.
else if (random.nextInt(MAX_GATEWAY_GENERATION_CHANCE) < properties.GatewayGenerationChance && isStructureGenerationAllowed()) else if (random.nextInt(MAX_GATEWAY_GENERATION_CHANCE) < properties.GatewayGenerationChance * correction &&
isStructureGenerationAllowed())
{ {
valid = false; valid = false;
x = y = z = 0; //Stop the compiler from freaking out x = y = z = 0; //Stop the compiler from freaking out
@@ -117,59 +135,74 @@ public class RiftGenerator implements IWorldGenerator
//If the current dimension isn't Limbo, build a Rift Gateway out of Stone Bricks //If the current dimension isn't Limbo, build a Rift Gateway out of Stone Bricks
if (world.provider.dimensionId != properties.LimboDimensionID) if (world.provider.dimensionId != properties.LimboDimensionID)
{ {
blockID = Block.stoneBrick.blockID; createStoneGateway(world, x, y, z, random);
//Replace some of the ground around the gateway with bricks
for (int xc = -GATEWAY_RADIUS; xc <= GATEWAY_RADIUS; xc++)
{
for (int zc= -GATEWAY_RADIUS; zc <= GATEWAY_RADIUS; zc++)
{
//Check that the block is supported by an opaque block.
//This prevents us from building over a cliff, on the peak of a mountain,
//or the surface of the ocean or a frozen lake.
if (world.isBlockOpaqueCube(x + xc, y - 2, z + zc))
{
//Randomly choose whether to place bricks or not. The math is designed so that the
//chances of placing a block decrease as we get farther from the gateway's center.
if (Math.abs(xc) + Math.abs(zc) < random.nextInt(2) + 3)
{
//Place Stone Bricks
world.setBlock(x + xc, y - 1, z + zc, blockID, 0, 3);
}
else if (Math.abs(xc) + Math.abs(zc) < random.nextInt(3) + 3)
{
//Place Cracked Stone Bricks
world.setBlock(x + xc, y - 1, z + zc, blockID, 2, 3);
}
}
}
}
//Use Chiseled Stone Bricks to top off the pillars around the door
world.setBlock(x, y + 2, z + 1, blockID, 3, 3);
world.setBlock(x, y + 2, z - 1, blockID, 3, 3);
} }
else else
{ {
//Build the gateway out of Unraveled Fabric. Since nearly all the blocks in Limbo are of createLimboGateway(world, x, y, z);
//that type, there is no point replacing the ground. Just build the tops of the columns here.
blockID = properties.LimboBlockID;
world.setBlock(x, y + 2, z + 1, blockID, 0, 3);
world.setBlock(x, y + 2, z - 1, blockID, 0, 3);
} }
//Place the shiny transient door into a dungeon //Place the shiny transient door into a dungeon
itemDimDoor.placeDoorBlock(world, x, y + 1, z, 0, mod_pocketDim.transientDoor); itemDimDoor.placeDoorBlock(world, x, y + 1, z, 0, mod_pocketDim.transientDoor);
//Build the columns around the door
world.setBlock(x, y + 1, z - 1, blockID, 0, 3);
world.setBlock(x, y + 1, z + 1, blockID, 0, 3);
world.setBlock(x, y, z - 1, blockID, 0, 3);
world.setBlock(x, y, z + 1, blockID, 0, 3);
} }
} }
} }
private static void createStoneGateway(World world, int x, int y, int z, Random random)
{
final int blockID = Block.stoneBrick.blockID;
//Replace some of the ground around the gateway with bricks
for (int xc = -GATEWAY_RADIUS; xc <= GATEWAY_RADIUS; xc++)
{
for (int zc= -GATEWAY_RADIUS; zc <= GATEWAY_RADIUS; zc++)
{
//Check that the block is supported by an opaque block.
//This prevents us from building over a cliff, on the peak of a mountain,
//or the surface of the ocean or a frozen lake.
if (world.isBlockOpaqueCube(x + xc, y - 2, z + zc))
{
//Randomly choose whether to place bricks or not. The math is designed so that the
//chances of placing a block decrease as we get farther from the gateway's center.
if (Math.abs(xc) + Math.abs(zc) < random.nextInt(2) + 3)
{
//Place Stone Bricks
world.setBlock(x + xc, y - 1, z + zc, blockID, 0, 3);
}
else if (Math.abs(xc) + Math.abs(zc) < random.nextInt(3) + 3)
{
//Place Cracked Stone Bricks
world.setBlock(x + xc, y - 1, z + zc, blockID, 2, 3);
}
}
}
}
//Use Chiseled Stone Bricks to top off the pillars around the door
world.setBlock(x, y + 2, z + 1, blockID, 3, 3);
world.setBlock(x, y + 2, z - 1, blockID, 3, 3);
//Build the columns around the door
world.setBlock(x, y + 1, z - 1, blockID, 0, 3);
world.setBlock(x, y + 1, z + 1, blockID, 0, 3);
world.setBlock(x, y, z - 1, blockID, 0, 3);
world.setBlock(x, y, z + 1, blockID, 0, 3);
}
private static void createLimboGateway(World world, int x, int y, int z)
{
//Build the gateway out of Unraveled Fabric. Since nearly all the blocks in Limbo are of
//that type, there is no point replacing the ground.
final int blockID = properties.LimboBlockID;
world.setBlock(x, y + 2, z + 1, blockID, 0, 3);
world.setBlock(x, y + 2, z - 1, blockID, 0, 3);
//Build the columns around the door
world.setBlock(x, y + 1, z - 1, blockID, 0, 3);
world.setBlock(x, y + 1, z + 1, blockID, 0, 3);
world.setBlock(x, y, z - 1, blockID, 0, 3);
world.setBlock(x, y, z + 1, blockID, 0, 3);
}
private static boolean checkGatewayLocation(World world, int x, int y, int z) private static boolean checkGatewayLocation(World world, int x, int y, int z)
{ {
//Check if the point is within the acceptable altitude range, the block above that point is empty, //Check if the point is within the acceptable altitude range, the block above that point is empty,
@@ -195,6 +228,6 @@ public class RiftGenerator implements IWorldGenerator
private static boolean isStructureGenerationAllowed() private static boolean isStructureGenerationAllowed()
{ {
return DimensionManager.getWorld(0).getWorldInfo().isMapFeaturesEnabled(); return DimensionManager.getWorld(OVERWORLD_DIMENSION_ID).getWorldInfo().isMapFeaturesEnabled();
} }
} }