Reduced Floor Doorways
Added code to minimize the number of doorways that involve dropping through the floor. Added a DisjointSet class as part of the implementation. I also split the maze construction process into two classes (MazeDesigner and MazeBuilder) to make it clearer.
This commit is contained in:
parent
22ab4e3639
commit
cee4005513
5 changed files with 396 additions and 103 deletions
129
src/main/java/StevenDimDoors/experimental/DisjointSet.java
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129
src/main/java/StevenDimDoors/experimental/DisjointSet.java
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package StevenDimDoors.experimental;
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import java.util.HashMap;
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public class DisjointSet<T>
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{
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// This class implements a disjoint set data structure that associates objects with sets.
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private static class SetNode<P>
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{
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private int rank;
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private SetNode<P> parent;
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private P data;
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public SetNode(P data)
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{
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this.data = data;
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this.rank = 0;
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this.parent = null;
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}
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}
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private HashMap<T, SetNode<T>> mapping;
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public DisjointSet(int initialCapacity)
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{
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mapping = new HashMap<T, SetNode<T>>(initialCapacity);
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}
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public boolean makeSet(T element)
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{
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if (!mapping.containsKey(element))
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{
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mapping.put(element, new SetNode<T>(element));
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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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}
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}
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private SetNode<T> findRootNode(T element)
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{
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SetNode<T> node = mapping.get(element);
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if (node == null)
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{
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return null;
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}
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if (node.parent != null)
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{
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node.parent = findRootNode(node.parent);
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return node.parent;
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}
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else
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{
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return node;
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}
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}
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private SetNode<T> findRootNode(SetNode<T> node)
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{
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if (node.parent != null)
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{
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node.parent = findRootNode(node.parent);
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return node.parent;
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}
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else
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{
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return node;
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}
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}
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public boolean mergeSets(T first, T second)
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{
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SetNode<T> firstRoot = findRootNode(first);
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SetNode<T> secondRoot = findRootNode(second);
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if (firstRoot == null || secondRoot == null ||
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firstRoot == secondRoot)
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{
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return false;
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}
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if (firstRoot.rank < secondRoot.rank)
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{
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firstRoot.parent = secondRoot;
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}
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else if (firstRoot.rank > secondRoot.rank)
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{
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secondRoot.parent = firstRoot;
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}
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else
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{
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secondRoot.parent = firstRoot;
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firstRoot.rank++;
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}
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return true;
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}
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public T find(T element)
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{
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SetNode<T> root = findRootNode(element);
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if (root != null)
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{
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return root.data;
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}
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else
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{
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return null;
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}
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}
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public boolean haveSameSet(T first, T second)
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{
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SetNode<T> firstRoot = findRootNode(first);
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SetNode<T> secondRoot = findRootNode(second);
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if (firstRoot == null || secondRoot == null)
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{
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return false;
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}
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else
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{
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return (firstRoot == secondRoot);
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}
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}
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}
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137
src/main/java/StevenDimDoors/experimental/MazeBuilder.java
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137
src/main/java/StevenDimDoors/experimental/MazeBuilder.java
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@ -0,0 +1,137 @@
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package StevenDimDoors.experimental;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.LinkedList;
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import java.util.Queue;
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import java.util.Random;
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import net.minecraft.block.Block;
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import net.minecraft.util.MathHelper;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.Chunk;
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import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
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import StevenDimDoors.mod_pocketDim.Point3D;
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public class MazeBuilder
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{
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private MazeBuilder() { }
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public static void generate(World world, int x, int y, int z, Random random)
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{
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MazeDesign design = MazeDesigner.generate(random);
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buildRooms(design.getRoomGraph(), world,
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new Point3D(x - design.width() / 2, y - design.height() - 1, z - design.length() / 2));
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}
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private static void buildRooms(DirectedGraph<PartitionNode, DoorwayData> roomGraph, World world, Point3D offset)
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{
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for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
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{
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PartitionNode room = node.data();
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buildBox(world, offset, room.minCorner(), room.maxCorner(), Block.stoneBrick.blockID, 0);
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}
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// TESTING!!!
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// This code carves out cheap doorways
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// The final system will be better
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// This has to happen after all the rooms have been built or the passages will be overwritten sometimes
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for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
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{
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for (IEdge<PartitionNode, DoorwayData> doorway : node.outbound())
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{
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char axis = doorway.data().axis();
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Point3D lower = doorway.data().minCorner();
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if (axis == DoorwayData.Z_AXIS)
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{
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ(), 0, 0);
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 2, offset.getZ() + lower.getZ(), 0, 0);
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 2, offset.getZ() + lower.getZ() + 1, 0, 0);
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}
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else if (axis == DoorwayData.X_AXIS)
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{
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setBlockDirectly(world, offset.getX() + lower.getX(), offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
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setBlockDirectly(world, offset.getX() + lower.getX(), offset.getY() + lower.getY() + 2, offset.getZ() + lower.getZ() + 1, 0, 0);
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 2, offset.getZ() + lower.getZ() + 1, 0, 0);
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}
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else
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{
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY(), offset.getZ() + lower.getZ() + 1, 0, 0);
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY(), offset.getZ() + lower.getZ() + 1, 0, 0);
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
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setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ() + 1, 0, 0);
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}
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}
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}
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}
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private static void buildBox(World world, Point3D offset, Point3D minCorner, Point3D maxCorner, int blockID, int metadata)
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{
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int minX = minCorner.getX() + offset.getX();
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int minY = minCorner.getY() + offset.getY();
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int minZ = minCorner.getZ() + offset.getZ();
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int maxX = maxCorner.getX() + offset.getX();
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int maxY = maxCorner.getY() + offset.getY();
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int maxZ = maxCorner.getZ() + offset.getZ();
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int x, y, z;
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for (x = minX; x <= maxX; x++)
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{
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for (z = minZ; z <= maxZ; z++)
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{
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setBlockDirectly(world, x, minY, z, blockID, metadata);
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setBlockDirectly(world, x, maxY, z, blockID, metadata);
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}
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}
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for (x = minX; x <= maxX; x++)
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{
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for (y = minY; y <= maxY; y++)
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{
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setBlockDirectly(world, x, y, minZ, blockID, metadata);
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setBlockDirectly(world, x, y, maxZ, blockID, metadata);
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}
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}
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for (z = minZ; z <= maxZ; z++)
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{
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for (y = minY; y <= maxY; y++)
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{
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setBlockDirectly(world, minX, y, z, blockID, metadata);
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setBlockDirectly(world, maxX, y, z, blockID, metadata);
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}
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}
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}
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private static void setBlockDirectly(World world, int x, int y, int z, int blockID, int metadata)
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{
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if (blockID != 0 && Block.blocksList[blockID] == null)
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{
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return;
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}
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int cX = x >> 4;
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int cZ = z >> 4;
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int cY = y >> 4;
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Chunk chunk;
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int localX = (x % 16) < 0 ? (x % 16) + 16 : (x % 16);
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int localZ = (z % 16) < 0 ? (z % 16) + 16 : (z % 16);
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ExtendedBlockStorage extBlockStorage;
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chunk = world.getChunkFromChunkCoords(cX, cZ);
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extBlockStorage = chunk.getBlockStorageArray()[cY];
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if (extBlockStorage == null)
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{
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extBlockStorage = new ExtendedBlockStorage(cY << 4, !world.provider.hasNoSky);
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chunk.getBlockStorageArray()[cY] = extBlockStorage;
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}
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extBlockStorage.setExtBlockID(localX, y & 15, localZ, blockID);
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extBlockStorage.setExtBlockMetadata(localX, y & 15, localZ, metadata);
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}
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}
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48
src/main/java/StevenDimDoors/experimental/MazeDesign.java
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48
src/main/java/StevenDimDoors/experimental/MazeDesign.java
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package StevenDimDoors.experimental;
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import java.util.ArrayList;
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public class MazeDesign
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{
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private PartitionNode root;
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private DirectedGraph<PartitionNode, DoorwayData> rooms;
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private ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores;
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public MazeDesign(PartitionNode root, DirectedGraph<PartitionNode, DoorwayData> rooms,
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ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores)
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{
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this.root = root;
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this.rooms = rooms;
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this.cores = cores;
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}
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public PartitionNode getRootPartition()
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{
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return root;
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}
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public DirectedGraph<PartitionNode, DoorwayData> getRoomGraph()
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{
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return rooms;
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}
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public ArrayList<IGraphNode<PartitionNode, DoorwayData>> getCoreNodes()
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{
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return cores;
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}
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public int width()
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{
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return root.width();
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}
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public int height()
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{
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return root.height();
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}
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public int length()
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{
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return root.length();
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}
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}
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@ -6,29 +6,26 @@ import java.util.HashMap;
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import java.util.LinkedList;
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import java.util.LinkedList;
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import java.util.Queue;
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import java.util.Queue;
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import java.util.Random;
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import java.util.Random;
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import java.util.Stack;
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import net.minecraft.block.Block;
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import net.minecraft.util.MathHelper;
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import net.minecraft.util.MathHelper;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.Chunk;
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import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
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import StevenDimDoors.mod_pocketDim.Point3D;
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import StevenDimDoors.mod_pocketDim.Point3D;
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public class MazeGenerator
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public class MazeDesigner
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{
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{
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public static final int ROOT_WIDTH = 40;
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private static final int MAZE_WIDTH = 40;
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public static final int ROOT_LENGTH = 40;
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private static final int MAZE_LENGTH = 40;
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public static final int ROOT_HEIGHT = 20;
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private static final int MAZE_HEIGHT = 20;
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private static final int MIN_HEIGHT = 4;
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private static final int MIN_HEIGHT = 4;
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private static final int MIN_SIDE = 3;
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private static final int MIN_SIDE = 3;
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private static final int SPLIT_COUNT = 9;
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private static final int SPLIT_COUNT = 9;
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private MazeGenerator() { }
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private MazeDesigner() { }
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public static void generate(World world, int x, int y, int z, Random random)
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public static MazeDesign generate(Random random)
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{
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{
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// Construct a random binary space partitioning of our maze volume
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// Construct a random binary space partitioning of our maze volume
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PartitionNode root = partitionRooms(ROOT_WIDTH, ROOT_HEIGHT, ROOT_LENGTH, SPLIT_COUNT, random);
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PartitionNode root = partitionRooms(MAZE_WIDTH, MAZE_HEIGHT, MAZE_LENGTH, SPLIT_COUNT, random);
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// List all the leaf nodes of the partition tree, which denote individual rooms
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// List all the leaf nodes of the partition tree, which denote individual rooms
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ArrayList<PartitionNode> partitions = new ArrayList<PartitionNode>(1 << SPLIT_COUNT);
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ArrayList<PartitionNode> partitions = new ArrayList<PartitionNode>(1 << SPLIT_COUNT);
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@ -42,10 +39,15 @@ public class MazeGenerator
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// Cut out random subgraphs from the adjacency graph
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// Cut out random subgraphs from the adjacency graph
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ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores = createMazeSections(rooms, random);
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ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores = createMazeSections(rooms, random);
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// Remove unnecessary passages through floors/ceilings
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for (IGraphNode<PartitionNode, DoorwayData> core : cores)
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{
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minimizeVerticalPassages(core, rooms, random);
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}
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buildRooms(rooms, world, new Point3D(x - ROOT_WIDTH / 2, y - ROOT_HEIGHT - 1, z - ROOT_WIDTH / 2));
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return new MazeDesign(root, rooms, cores);
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}
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}
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private static void listRoomPartitions(PartitionNode node, ArrayList<PartitionNode> partitions)
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private static void listRoomPartitions(PartitionNode node, ArrayList<PartitionNode> partitions)
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{
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{
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if (node.isLeaf())
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if (node.isLeaf())
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@ -59,7 +61,7 @@ public class MazeGenerator
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}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void removeRoom(PartitionNode node)
|
private static void removeRoomPartitions(PartitionNode node)
|
||||||
{
|
{
|
||||||
// Remove a node and any of its ancestors that become leaf nodes
|
// Remove a node and any of its ancestors that become leaf nodes
|
||||||
PartitionNode parent;
|
PartitionNode parent;
|
||||||
|
@ -448,119 +450,96 @@ public class MazeGenerator
|
||||||
}
|
}
|
||||||
|
|
||||||
// Remove all the nodes that were listed for removal
|
// Remove all the nodes that were listed for removal
|
||||||
|
// Also remove unused partitions from the partition tree
|
||||||
for (IGraphNode<PartitionNode, DoorwayData> node : removals)
|
for (IGraphNode<PartitionNode, DoorwayData> node : removals)
|
||||||
{
|
{
|
||||||
|
removeRoomPartitions(node.data());
|
||||||
roomGraph.removeNode(node);
|
roomGraph.removeNode(node);
|
||||||
}
|
}
|
||||||
return cores;
|
return cores;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void buildRooms(DirectedGraph<PartitionNode, DoorwayData> roomGraph, World world, Point3D offset)
|
private static void minimizeVerticalPassages(IGraphNode<PartitionNode, DoorwayData> core,
|
||||||
|
DirectedGraph<PartitionNode, DoorwayData> rooms, Random random)
|
||||||
{
|
{
|
||||||
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
|
// We receive a node for one of the rooms in a section of the maze
|
||||||
|
// and we need to remove as many floor doorways as possible while
|
||||||
|
// still allowing any room to be reachable from any other room.
|
||||||
|
// In technical terms, we receive a node from a connected subgraph
|
||||||
|
// and we need to remove as many Y_AXIS-type edges as possible while
|
||||||
|
// preserving connectedness.
|
||||||
|
|
||||||
|
// An efficient solution is to assign nodes to disjoint sets based
|
||||||
|
// on their components, ignoring all Y_AXIS edges, then iterate over
|
||||||
|
// a list of those edges and remove them if they connect two nodes
|
||||||
|
// in the same set. Otherwise, merge their sets and keep the edge.
|
||||||
|
// This is similar to algorithms for spanning trees.
|
||||||
|
|
||||||
|
// First, list all nodes in the subgraph
|
||||||
|
IGraphNode<PartitionNode, DoorwayData> current;
|
||||||
|
IGraphNode<PartitionNode, DoorwayData> neighbor;
|
||||||
|
|
||||||
|
Stack<IGraphNode<PartitionNode, DoorwayData>> ordering = new Stack<IGraphNode<PartitionNode, DoorwayData>>();
|
||||||
|
ArrayList<IGraphNode<PartitionNode, DoorwayData>> subgraph = new ArrayList<IGraphNode<PartitionNode, DoorwayData>>(64);
|
||||||
|
DisjointSet<IGraphNode<PartitionNode, DoorwayData>> components = new DisjointSet<IGraphNode<PartitionNode, DoorwayData>>(128);
|
||||||
|
|
||||||
|
ordering.add(core);
|
||||||
|
components.makeSet(core);
|
||||||
|
while (!ordering.isEmpty())
|
||||||
{
|
{
|
||||||
PartitionNode room = node.data();
|
current = ordering.pop();
|
||||||
buildBox(world, offset, room.minCorner(), room.maxCorner(), Block.stoneBrick.blockID, 0);
|
subgraph.add(current);
|
||||||
|
|
||||||
|
for (IEdge<PartitionNode, DoorwayData> edge : current.inbound())
|
||||||
|
{
|
||||||
|
neighbor = edge.head();
|
||||||
|
if (components.makeSet(neighbor))
|
||||||
|
{
|
||||||
|
ordering.add(neighbor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (IEdge<PartitionNode, DoorwayData> edge : current.outbound())
|
||||||
|
{
|
||||||
|
neighbor = edge.tail();
|
||||||
|
if (components.makeSet(neighbor))
|
||||||
|
{
|
||||||
|
ordering.add(neighbor);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// TESTING!!!
|
// Now iterate over the list of nodes and merge their sets
|
||||||
// This code carves out cheap doorways
|
// We only have to look at outbound edges since inbound edges mirror them
|
||||||
// The final system will be better
|
// Also list any Y_AXIS doorways we come across
|
||||||
// This has to happen after all the rooms have been built or the passages will be overwritten sometimes
|
ArrayList<IEdge<PartitionNode, DoorwayData>> targets =
|
||||||
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
|
new ArrayList<IEdge<PartitionNode, DoorwayData>>();
|
||||||
|
|
||||||
|
for (IGraphNode<PartitionNode, DoorwayData> room : subgraph)
|
||||||
{
|
{
|
||||||
for (IEdge<PartitionNode, DoorwayData> doorway : node.outbound())
|
for (IEdge<PartitionNode, DoorwayData> passage : room.outbound())
|
||||||
{
|
{
|
||||||
char axis = doorway.data().axis();
|
if (passage.data().axis() != DoorwayData.Y_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);
|
components.mergeSets(passage.head(), passage.tail());
|
||||||
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
|
else
|
||||||
{
|
{
|
||||||
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY(), offset.getZ() + lower.getZ() + 1, 0, 0);
|
targets.add(passage);
|
||||||
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();
|
|
||||||
int minZ = minCorner.getZ() + offset.getZ();
|
|
||||||
|
|
||||||
int maxX = maxCorner.getX() + offset.getX();
|
// Shuffle the list of doorways to randomize which ones are removed
|
||||||
int maxY = maxCorner.getY() + offset.getY();
|
Collections.shuffle(targets, random);
|
||||||
int maxZ = maxCorner.getZ() + offset.getZ();
|
|
||||||
|
|
||||||
int x, y, z;
|
// Merge sets together and remove unnecessary doorways
|
||||||
|
for (IEdge<PartitionNode, DoorwayData> passage : targets)
|
||||||
for (x = minX; x <= maxX; x++)
|
|
||||||
{
|
{
|
||||||
for (z = minZ; z <= maxZ; z++)
|
if (!components.mergeSets(passage.head(), passage.tail()))
|
||||||
{
|
{
|
||||||
setBlockDirectly(world, x, minY, z, blockID, metadata);
|
rooms.removeEdge(passage);
|
||||||
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, 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, metadata);
|
|
||||||
setBlockDirectly(world, maxX, y, z, blockID, metadata);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void setBlockDirectly(World world, int x, int y, int z, int blockID, int metadata)
|
|
||||||
{
|
|
||||||
if (blockID != 0 && Block.blocksList[blockID] == null)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int cX = x >> 4;
|
|
||||||
int cZ = z >> 4;
|
|
||||||
int cY = y >> 4;
|
|
||||||
Chunk chunk;
|
|
||||||
|
|
||||||
int localX = (x % 16) < 0 ? (x % 16) + 16 : (x % 16);
|
|
||||||
int localZ = (z % 16) < 0 ? (z % 16) + 16 : (z % 16);
|
|
||||||
ExtendedBlockStorage extBlockStorage;
|
|
||||||
|
|
||||||
chunk = world.getChunkFromChunkCoords(cX, cZ);
|
|
||||||
extBlockStorage = chunk.getBlockStorageArray()[cY];
|
|
||||||
if (extBlockStorage == null)
|
|
||||||
{
|
|
||||||
extBlockStorage = new ExtendedBlockStorage(cY << 4, !world.provider.hasNoSky);
|
|
||||||
chunk.getBlockStorageArray()[cY] = extBlockStorage;
|
|
||||||
}
|
|
||||||
extBlockStorage.setExtBlockID(localX, y & 15, localZ, blockID);
|
|
||||||
extBlockStorage.setExtBlockMetadata(localX, y & 15, localZ, metadata);
|
|
||||||
}
|
|
||||||
}
|
}
|
|
@ -8,7 +8,7 @@ import net.minecraft.world.World;
|
||||||
import net.minecraft.world.chunk.Chunk;
|
import net.minecraft.world.chunk.Chunk;
|
||||||
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
|
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
|
||||||
import net.minecraftforge.common.DimensionManager;
|
import net.minecraftforge.common.DimensionManager;
|
||||||
import StevenDimDoors.experimental.MazeGenerator;
|
import StevenDimDoors.experimental.MazeBuilder;
|
||||||
import StevenDimDoors.mod_pocketDim.DDProperties;
|
import StevenDimDoors.mod_pocketDim.DDProperties;
|
||||||
import StevenDimDoors.mod_pocketDim.Point3D;
|
import StevenDimDoors.mod_pocketDim.Point3D;
|
||||||
import StevenDimDoors.mod_pocketDim.blocks.IDimDoor;
|
import StevenDimDoors.mod_pocketDim.blocks.IDimDoor;
|
||||||
|
@ -484,7 +484,7 @@ public class PocketBuilder
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
MazeGenerator.generate(world, x, y, z, random);
|
MazeBuilder.generate(world, x, y, z, random);
|
||||||
|
|
||||||
//Build the door
|
//Build the door
|
||||||
int doorOrientation = BlockRotator.transformMetadata(BlockRotator.EAST_DOOR_METADATA, orientation - BlockRotator.EAST_DOOR_METADATA + 2, properties.DimensionalDoorID);
|
int doorOrientation = BlockRotator.transformMetadata(BlockRotator.EAST_DOOR_METADATA, orientation - BlockRotator.EAST_DOOR_METADATA + 2, properties.DimensionalDoorID);
|
||||||
|
|
Loading…
Reference in a new issue