Partial Dungeon Pack and Configurable Dungeon Chain Implementation #67
@@ -42,16 +42,9 @@ public class SchematicLoader
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if (dimList.get(destDimID).dungeonGenerator == null)
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{
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//The following initialization code is based on code from ChunkProviderGenerate.
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//It makes our generation depend on the world seed. We have an additional seed here
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//to prevent correlations between the selected dungeons and the locations of gateways.
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//TODO: We should centralize RNG initialization and world-seed modifiers for each specific application.
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final long localSeed = world.getSeed() ^ 0x2F50DB9B4A8057E4L;
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final Random random = new Random();
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final long factorA = random.nextLong() / 2L * 2L + 1L;
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final long factorB = random.nextLong() / 2L * 2L + 1L;
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random.setSeed((link.destXCoord >> 4) * factorA + (link.destZCoord >> 4) * factorB ^ localSeed);
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final long localSeed = world.getSeed() ^ 0x2F50DB9B4A8057E4L ^ computeDestinationHash(link);
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final Random random = new Random(localSeed);
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dungeonHelper.generateDungeonLink(link, dungeonHelper.RuinsPack, random);
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}
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@@ -160,4 +153,44 @@ public class SchematicLoader
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}
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return dungeon;
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}
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private static long computeDestinationHash(LinkData link)
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{
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//Time for some witchcraft.
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//The code here is inspired by a discussion on Stack Overflow regarding hash codes for 3D.
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//Source: http://stackoverflow.com/questions/9858376/hashcode-for-3d-integer-coordinates-with-high-spatial-coherence
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//Use 8 bits from Y and 24 bits from X and Z. Mix in 8 bits from the destination dim ID too - that means
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//even if you aligned two doors perfectly between two pockets, it's unlikely they would lead to the same dungeon.
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int bit;
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int index;
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long hash;
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int w = link.destDimID;
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int x = link.destXCoord;
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int y = link.destYCoord;
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int z = link.destZCoord;
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hash = 0;
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index = 0;
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for (bit = 0; bit < 8; bit++)
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{
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hash |= ((w >> bit) & 1) << index;
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index++;
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hash |= ((x >> bit) & 1) << index;
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index++;
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hash |= ((y >> bit) & 1) << index;
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index++;
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hash |= ((z >> bit) & 1) << index;
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index++;
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}
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for (; bit < 24; bit++)
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{
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hash |= ((x >> bit) & 1) << index;
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index++;
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hash |= ((z >> bit) & 1) << index;
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index++;
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}
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return hash;
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}
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}
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@@ -114,10 +114,17 @@ public class DungeonHelper
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//It'll be removed later when we read dungeon configurations from files.
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ArrayList<DungeonChainRuleDefinition> rules = new ArrayList<DungeonChainRuleDefinition>();
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rules.add(parseDefinitionUnsafe("? ? ? -> DeadEnd Exit"));
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rules.add(parseDefinitionUnsafe("Trap -> ?"));
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rules.add(parseDefinitionUnsafe("Hub -> Trap"));
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rules.add(parseDefinitionUnsafe("? -> Hub"));
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rules.add(parseDefinitionUnsafe("? ? ? ? ? ? ? ? -> Trap#20 SimpleHall#40 ComplexHall#10 Exit#20 DeadEnd#10"));
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rules.add(parseDefinitionUnsafe("? ? ? ? -> Trap#18 SimpleHall#40 ComplexHall#10 Exit#18 DeadEnd#10 Hub#4"));
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rules.add(parseDefinitionUnsafe("? ? ? -> ComplexHall Hub Trap SimpleHall Maze"));
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rules.add(parseDefinitionUnsafe("? ? -> ComplexHall Hub Trap SimpleHall Maze"));
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rules.add(parseDefinitionUnsafe("? -> ComplexHall#40 Hub#30 Trap#10 SimpleHall#10 Maze#10"));
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rules.add(parseDefinitionUnsafe("-> ComplexHall#40 Hub#30 Trap#10 SimpleHall#10 Maze#10"));
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String[] typeNames = "Hub Trap Maze Exit DeadEnd SimpleHall ComplexHall".toUpperCase().split(" ");
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