Partially Improved Unsafe Exits
Partially completed the code for unsafe exits (used for trapdoors) so that they drop players into air pockets. It's not complete yet, but I want to merge in other changes before continuing.
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72213de437
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37b0510676
2 changed files with 82 additions and 10 deletions
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@ -150,7 +150,7 @@ public class DDTeleporter
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{
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throw new IllegalStateException("The destination world should be loaded!");
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}
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//Check if the block below that point is actually a door
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int blockID = world.getBlockId(door.getX(), door.getY() - 1, door.getZ());
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if (blockID != properties.DimensionalDoorID && blockID != properties.WarpDoorID &&
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@ -436,9 +436,9 @@ public class DDTeleporter
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private static boolean generateUnsafeExit(DimLink link)
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{
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// An unsafe exit teleports the user to exactly the same coordinates
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// as the link source, except located at the dimension's root dimension.
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// This is very risky, as we make no effort to clear an air pocket or
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// An unsafe exit teleports the user to the first available air space
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// in the pocket's root dimension. X and Z are kept roughly the same
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// as the source location, but Y is set by searching down. We don't
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// place a platform at the destination. We also don't place a reverse
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// link at the destination, so it's a one-way trip. Good luck!
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@ -449,13 +449,20 @@ public class DDTeleporter
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if (current.isPocketDimension())
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{
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Point4D source = link.source();
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current.root().setDestination(link, source.getX(), source.getY(), source.getZ());
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return true;
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}
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else
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{
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return false;
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World world = PocketManager.loadDimension(current.root().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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Point3D destination = yCoordHelper.findDropPoint(world, source.getX(), source.getY(), source.getZ());
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if (destination != null)
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{
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current.root().setDestination(link, source.getX(), source.getY(), source.getZ());
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return true;
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}
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}
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return false;
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}
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private static boolean generateSafeExit(DimLink link, DDProperties properties)
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@ -217,6 +217,71 @@ public class yCoordHelper
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}
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return target;
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}
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public static Point3D findDropPoint(World world, int x, int y, int z)
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{
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/*// Find a simple 2-block-high air gap
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// Search across a 3x3 column
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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 = initializeChunkArea(world, x >> 4, z >> 4);
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int height = world.getActualHeight();
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int y, dx, dz, blockID;
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boolean isSafe;
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boolean hasBlocks;
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Block block;
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int layers = 0;
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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.min(startY + 2, height - 1); y >= 0; y--)
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{
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isSafe = true;
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hasBlocks = false;
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for (dx = -1; dx <= 1 && isSafe; dx++)
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{
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for (dz = -1; dz <= 1 && isSafe; 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.blockMaterial.isReplaceable())
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{
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if (layers >= 3)
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{
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return new Point3D(localX + cornerX, y + 1, localZ + cornerZ);
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}
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isSafe = false;
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}
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hasBlocks = true;
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}
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}
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}
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if (isSafe)
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{
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layers++;
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if (hasBlocks)
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{
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if (layers >= 3)
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{
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return new Point3D(localX + cornerX, y, localZ + cornerZ);
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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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return null;*/
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// Temporary measure to not break the build
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return new Point3D(x, y - 2, z);
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}
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public static int adjustDestinationY(int y, int worldHeight, int entranceY, int dungeonHeight)
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{
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