Pushed Nether Gateway stuff

This commit is contained in:
Waterpicker 2018-06-16 09:02:24 -05:00
parent e63ae52823
commit d905340dc7
2 changed files with 175 additions and 9 deletions

View file

@ -1,4 +1,171 @@
package org.dimdev.dimdoors.shared.world.fortresses;
public class ComponentNetherGateway {
}
import net.minecraft.init.Blocks;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.EnumFacing;
import net.minecraft.world.World;
import net.minecraft.world.gen.structure.StructureBoundingBox;
import net.minecraft.world.gen.structure.StructureComponent;
import net.minecraft.world.gen.structure.template.TemplateManager;
import java.util.List;
import java.util.Random;
public class ComponentNetherGateway extends StructureComponent
{
// Note: In this case, it doesn't really matter which class we extend, since this class will
// never be passed to Minecraft. We just need an instance to have access to structure-building methods.
// If Forge supports adding custom fortress structures in the future, then we might have to change
// our class to extend ComponentNetherBridgeCrossing or something along those lines. ~SenseiKiwi
public ComponentNetherGateway(int componentType, Random random, StructureBoundingBox bounds, EnumFacing coordBaseMode)
{
super(componentType);
this.boundingBox = bounds;
this.setCoordBaseMode(coordBaseMode);
}
/**
* Creates and returns a new component piece. Or null if it could not find enough room to place it.
*/
public static ComponentNetherGateway createValidComponent(List components, Random random, int minX, int minY, int minZ, EnumFacing coordBaseMode, int componentType)
{
StructureBoundingBox bounds = StructureBoundingBox.getComponentToAddBoundingBox(minX, minY, minZ, -2, 0, 0, 7, 9, 7, coordBaseMode);
return isAboveGround(bounds) && StructureComponent.findIntersecting(components, bounds) == null ? new ComponentNetherGateway(componentType, random, bounds, coordBaseMode) : null;
}
public static ComponentNetherGateway createFromComponent(StructureComponent component, Random random)
{
// Create an instance of our gateway component using the same data as another component,
// likely a component that we intend to replace during generation
return new ComponentNetherGateway( component.getComponentType(), random,
component.getBoundingBox(), component.getCoordBaseMode());
}
/**
* Checks if the bounding box's minY is > 10
*/
protected static boolean isAboveGround(StructureBoundingBox par0StructureBoundingBox)
{
return par0StructureBoundingBox != null && par0StructureBoundingBox.minY > 10;
}
/**
* second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
* the end, it adds Fences...
*/
@Override
public boolean addComponentParts(World world, Random random, StructureBoundingBox bounds)
{
/*int NETHER_SLAB_METADATA = 6;
// Set all the blocks in the area of the room to air
this.fillWithBlocks(world, bounds, 0, 2, 0, 6, 6, 6, Blocks.air, Blocks.air, false);
// Set up the platform under the gateway
this.fillWithBlocks(world, bounds, 0, 0, 0, 6, 1, 6, Blocks.nether_brick, Blocks.nether_brick, false);
// Build the fence at the back of the room
this.fillWithBlocks(world, bounds, 1, 2, 6, 5, 2, 6, Blocks.nether_brick, Blocks.nether_brick, false);
this.fillWithBlocks(world, bounds, 1, 3, 6, 5, 3, 6, Blocks.nether_brick_fence, Blocks.nether_brick_fence, false);
// Build the fences at the sides of the room
this.fillWithBlocks(world, bounds, 0, 2, 0, 0, 2, 6, Blocks.nether_brick, Blocks.nether_brick, false);
this.fillWithBlocks(world, bounds, 0, 3, 0, 0, 3, 6, Blocks.nether_brick_fence, Blocks.nether_brick_fence, false);
this.fillWithBlocks(world, bounds, 6, 2, 0, 6, 2, 6, Blocks.nether_brick, Blocks.nether_brick, false);
this.fillWithBlocks(world, bounds, 6, 3, 0, 6, 3, 6, Blocks.nether_brick_fence, Blocks.nether_brick_fence, false);
// Build the fence portions closest to the entrance
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick, 0, 1, 2, 0, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_fence, 0, 1, 3, 0, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick, 0, 5, 2, 0, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_fence, 0, 5, 3, 0, bounds);
// Build the first layer of the gateway
this.fillWithBlocks(world, bounds, 1, 2, 2, 5, 2, 5, Blocks.nether_brick, Blocks.nether_brick, false);
this.fillWithMetadataBlocks(world, bounds, 1, 2, 1, 5, 2, 1, Blocks.stone_slab, NETHER_SLAB_METADATA, Blocks.stone_slab, NETHER_SLAB_METADATA, false);
this.placeBlockAtCurrentPosition(world, Blocks.stone_slab, NETHER_SLAB_METADATA, 1, 2, 2, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.stone_slab, NETHER_SLAB_METADATA, 5, 2, 2, bounds);
// Build the second layer of the gateway
int orientation = this.getMetadataWithOffset(Blocks.nether_brick_stairs, 2);
this.fillWithBlocks(world, bounds, 2, 3, 3, 2, 3, 4, Blocks.nether_brick, Blocks.nether_brick, false);
this.fillWithBlocks(world, bounds, 4, 3, 3, 4, 3, 4, Blocks.nether_brick, Blocks.nether_brick, false);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick, 0, 3, 3, 4, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_stairs, orientation, 3, 3, 5, bounds);
// Build the third layer of the gateway
// We add 4 to get the rotated metadata for upside-down stairs
// because Minecraft only supports metadata rotations for normal stairs -_-
this.fillWithMetadataBlocks(world, bounds, 2, 4, 4, 4, 4, 4, Blocks.nether_brick_stairs, orientation, Blocks.nether_brick_stairs, orientation, false);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_stairs, this.getMetadataWithOffset(Blocks.nether_brick_stairs, 0) + 4, 2, 4, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_stairs, this.getMetadataWithOffset(Blocks.nether_brick_stairs, 1) + 4, 4, 4, 3, bounds);
// Build the fourth layer of the gateway
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick, 0, 3, 5, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.netherrack, 0, 2, 5, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_stairs, this.getMetadataWithOffset(Blocks.nether_brick_stairs, 0) + 4, 1, 5, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_stairs, this.getMetadataWithOffset(Blocks.nether_brick_stairs, 3) + 4, 2, 5, 2, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_stairs, this.getMetadataWithOffset(Blocks.nether_brick_stairs, 2) + 4, 2, 5, 4, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.netherrack, 0, 4, 5, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_stairs, this.getMetadataWithOffset(Blocks.nether_brick_stairs, 1) + 4, 5, 5, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_stairs, this.getMetadataWithOffset(Blocks.nether_brick_stairs, 3) + 4, 4, 5, 2, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_stairs, this.getMetadataWithOffset(Blocks.nether_brick_stairs, 2) + 4, 4, 5, 4, bounds);
// Build the top layer of the gateway
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_fence, 0, 3, 6, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.fire, 0, 2, 6, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_fence, 0, 1, 6, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_fence, 0, 2, 6, 2, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_fence, 0, 2, 6, 4, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.fire, 0, 4, 6, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_fence, 0, 5, 6, 3, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_fence, 0, 4, 6, 2, bounds);
this.placeBlockAtCurrentPosition(world, Blocks.nether_brick_fence, 0, 4, 6, 4, bounds);
// Place the transient door
int y = this.getYWithOffset(3);
int x = this.getXWithOffset(3, 3);
int z = this.getZWithOffset(3, 3);
DimLink link;
NewDimData dimension;
// This function might run multiple times for a single component
// due to the way Minecraft handles structure generation!
if (bounds.isVecInside(x, y, z) && bounds.isVecInside(x, y + 1, z))
{
orientation = this.getMetadataWithOffset(Blocks.wooden_door, 1);
dimension = PocketManager.createDimensionData(world);
link = dimension.getLink(x, y + 1, z);
if (link == null)
{
link = dimension.createLink(x, y + 1, z, LinkType.DUNGEON, orientation);
}
ItemDoor.placeDoorBlock(world, x, y, z, orientation, mod_pocketDim.transientDoor);
}
for (x = 0; x <= 6; ++x)
{
for (z = 0; z <= 6; ++z)
{
this.func_151554_b(world, Blocks.nether_brick, 0, x, -1, z, bounds);
}
}
*/
return true;
}
@Override
protected void writeStructureToNBT(NBTTagCompound tag) {
}
@Override
protected void readStructureFromNBT(NBTTagCompound tag, TemplateManager manager) { }
}

View file

@ -22,7 +22,7 @@ public class DDStructureNetherBridgeStart extends StructureStart
public DDStructureNetherBridgeStart() { }
public DDStructureNetherBridgeStart(World world, Random random, int chunkX, int chunkZ, DDProperties properties)
public DDStructureNetherBridgeStart(World world, Random random, int chunkX, int chunkZ)
{
// StructureNetherBridgeStart handles designing the fortress for us
super(chunkX, chunkZ);
@ -34,8 +34,8 @@ public class DDStructureNetherBridgeStart extends StructureStart
hasGateway = false;
// Randomly decide whether to build a gateway in this fortress
if (random.nextInt(MAX_GATEWAY_GENERATION_CHANCE) < properties.FortressGatewayGenerationChance)
{
//if (random.nextInt(MAX_GATEWAY_GENERATION_CHANCE) < properties.FortressGatewayGenerationChance)
//{
// Search for all the blaze spawners in a fortress
spawnerRooms = new ArrayList<StructureNetherBridgePieces.Throne>();
componentIterator = this.components.iterator();
@ -59,7 +59,7 @@ public class DDStructureNetherBridgeStart extends StructureStart
minY = bounds.minY;
minZ = bounds.minZ;
}
}
//}
}
@Override
@ -83,10 +83,9 @@ public class DDStructureNetherBridgeStart extends StructureStart
}
@Override
public void func_143020_a(World world, NBTTagCompound fortressTag)
{
public void readStructureComponentsFromNBT(World world, NBTTagCompound fortressTag) {
// We override the function for reading NBT data to load gateway data
super.func_143020_a(world, fortressTag);
super.readStructureComponentsFromNBT(world, fortressTag);
NBTTagCompound dimensionalTag = fortressTag.getCompoundTag("DimensionalDoors");
if (dimensionalTag != null)