Merge pull request #119 from SenseiKiwi/mazes

Mazes
This commit is contained in:
StevenRS11 2013-12-30 16:07:52 -08:00
commit ed65a75e99
8 changed files with 662 additions and 130 deletions

View file

@ -0,0 +1,134 @@
package StevenDimDoors.experimental;
import java.util.HashMap;
public class DisjointSet<T>
{
// This class implements a disjoint set data structure that associates objects with sets.
private static class SetNode<P>
{
private int rank;
private SetNode<P> parent;
private P data;
public SetNode(P data)
{
this.data = data;
this.rank = 0;
this.parent = null;
}
}
private HashMap<T, SetNode<T>> mapping;
public DisjointSet(int initialCapacity)
{
mapping = new HashMap<T, SetNode<T>>(initialCapacity);
}
public boolean makeSet(T element)
{
if (!mapping.containsKey(element))
{
mapping.put(element, new SetNode<T>(element));
return true;
}
else
{
return false;
}
}
private SetNode<T> findRootNode(T element)
{
SetNode<T> node = mapping.get(element);
if (node == null)
{
return null;
}
if (node.parent != null)
{
node.parent = findRootNode(node.parent);
return node.parent;
}
else
{
return node;
}
}
private SetNode<T> findRootNode(SetNode<T> node)
{
if (node.parent != null)
{
node.parent = findRootNode(node.parent);
return node.parent;
}
else
{
return node;
}
}
public boolean mergeSets(T first, T second)
{
SetNode<T> firstRoot = findRootNode(first);
SetNode<T> secondRoot = findRootNode(second);
if (firstRoot == null || secondRoot == null ||
firstRoot == secondRoot)
{
return false;
}
if (firstRoot.rank < secondRoot.rank)
{
firstRoot.parent = secondRoot;
}
else if (firstRoot.rank > secondRoot.rank)
{
secondRoot.parent = firstRoot;
}
else
{
secondRoot.parent = firstRoot;
firstRoot.rank++;
}
return true;
}
public T find(T element)
{
SetNode<T> root = findRootNode(element);
if (root != null)
{
return root.data;
}
else
{
return null;
}
}
public boolean haveSameSet(T first, T second)
{
SetNode<T> firstRoot = findRootNode(first);
SetNode<T> secondRoot = findRootNode(second);
if (firstRoot == null || secondRoot == null)
{
return false;
}
else
{
return (firstRoot == secondRoot);
}
}
public void clear()
{
mapping.clear();
}
}

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@ -33,4 +33,19 @@ public class DoorwayData
{
return axis;
}
public int width()
{
return (maxCorner.getX() - minCorner.getX() + 1);
}
public int height()
{
return (maxCorner.getY() - minCorner.getY() + 1);
}
public int length()
{
return (maxCorner.getZ() - minCorner.getZ() + 1);
}
}

View file

@ -226,6 +226,7 @@ public class LinkedList<T> implements Iterable<T>
Node<T> addition = new Node(node, node.next, data, this);
node.next = addition;
addition.next.prev = addition;
size++;
return addition;
}

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@ -0,0 +1,232 @@
package StevenDimDoors.experimental;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
import StevenDimDoors.mod_pocketDim.Point3D;
public class MazeBuilder
{
private MazeBuilder() { }
public static void generate(World world, int x, int y, int z, Random random)
{
MazeDesign design = MazeDesigner.generate(random);
Point3D offset = new Point3D(x - design.width() / 2, y - design.height() - 1, z - design.length() / 2);
SphereDecayOperation decay = new SphereDecayOperation(random, 0, 0, Block.stoneBrick.blockID, 2);
buildRooms(design.getRoomGraph(), world, offset);
carveDoorways(design.getRoomGraph(), world, offset, decay, random);
applyRandomDestruction(design, world, offset, decay, random);
}
private static void applyRandomDestruction(MazeDesign design, World world,
Point3D offset, SphereDecayOperation decay, Random random)
{
//final int DECAY_BOX_SIZE = 8
}
private static void buildRooms(DirectedGraph<PartitionNode, DoorwayData> roomGraph, World world, Point3D offset)
{
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
{
PartitionNode room = node.data();
buildBox(world, offset, room.minCorner(), room.maxCorner(), Block.stoneBrick.blockID, 0);
}
}
private static void carveDoorways(DirectedGraph<PartitionNode, DoorwayData> roomGraph, World world,
Point3D offset, SphereDecayOperation decay, Random random)
{
char axis;
Point3D lower;
DoorwayData doorway;
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
{
for (IEdge<PartitionNode, DoorwayData> passage : node.outbound())
{
doorway = passage.data();
axis = doorway.axis();
lower = doorway.minCorner();
carveDoorway(world, axis, offset.getX() + lower.getX(), offset.getY() + lower.getY(),
offset.getZ() + lower.getZ(), doorway.width(), doorway.height(), doorway.length(),
decay, random);
}
}
}
private static void carveDoorway(World world, char axis, int x, int y, int z, int width, int height,
int length, SphereDecayOperation decay, Random random)
{
final int MIN_DOUBLE_DOOR_SPAN = 10;
int gap;
switch (axis)
{
case DoorwayData.X_AXIS:
if (length >= MIN_DOUBLE_DOOR_SPAN)
{
gap = (length - 2) / 3;
carveDoorAlongX(world, x, y + 1, z + gap);
carveDoorAlongX(world, x, y + 1, z + length - gap - 1);
}
else if (length > 3)
{
switch (random.nextInt(3))
{
case 0:
carveDoorAlongX(world, x, y + 1, z + (length - 1) / 2);
break;
case 1:
carveDoorAlongX(world, x, y + 1, z + 2);
break;
case 2:
carveDoorAlongX(world, x, y + 1, z + length - 3);
break;
}
}
else
{
carveDoorAlongX(world, x, y + 1, z + 1);
}
break;
case DoorwayData.Z_AXIS:
if (width >= MIN_DOUBLE_DOOR_SPAN)
{
gap = (width - 2) / 3;
carveDoorAlongZ(world, x + gap, y + 1, z);
carveDoorAlongZ(world, x + width - gap - 1, y + 1, z);
}
else if (length > 3)
{
switch (random.nextInt(3))
{
case 0:
carveDoorAlongZ(world, x + (width - 1) / 2, y + 1, z);
break;
case 1:
carveDoorAlongZ(world, x + 2, y + 1, z);
break;
case 2:
carveDoorAlongZ(world, x + width - 3, y + 1, z);
break;
}
}
else
{
carveDoorAlongZ(world, x + 1, y + 1, z);
}
break;
case DoorwayData.Y_AXIS:
gap = Math.min(width, length) - 2;
if (gap > 1)
{
if (gap > 6)
{
gap = 6;
}
decay.apply(world,
x + random.nextInt(width - gap - 1) + 1, y - 1,
z + random.nextInt(length - gap - 1) + 1, gap, 4, gap);
}
else
{
carveHole(world, x + 1, y, z + 1);
}
break;
}
}
private static void carveDoorAlongX(World world, int x, int y, int z)
{
setBlockDirectly(world, x, y, z, 0, 0);
setBlockDirectly(world, x, y + 1, z, 0, 0);
setBlockDirectly(world, x + 1, y, z, 0, 0);
setBlockDirectly(world, x + 1, y + 1, z, 0, 0);
}
private static void carveDoorAlongZ(World world, int x, int y, int z)
{
setBlockDirectly(world, x, y, z, 0, 0);
setBlockDirectly(world, x, y + 1, z, 0, 0);
setBlockDirectly(world, x, y, z + 1, 0, 0);
setBlockDirectly(world, x, y + 1, z + 1, 0, 0);
}
private static void carveHole(World world, int x, int y, int z)
{
setBlockDirectly(world, x, y, z, 0, 0);
setBlockDirectly(world, x, y + 1, z, 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();
int maxY = maxCorner.getY() + offset.getY();
int maxZ = maxCorner.getZ() + offset.getZ();
int x, y, z;
for (x = minX; x <= maxX; x++)
{
for (z = minZ; z <= maxZ; z++)
{
setBlockDirectly(world, x, minY, z, blockID, metadata);
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);
}
}

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@ -0,0 +1,48 @@
package StevenDimDoors.experimental;
import java.util.ArrayList;
public class MazeDesign
{
private PartitionNode root;
private DirectedGraph<PartitionNode, DoorwayData> rooms;
private ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores;
public MazeDesign(PartitionNode root, DirectedGraph<PartitionNode, DoorwayData> rooms,
ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores)
{
this.root = root;
this.rooms = rooms;
this.cores = cores;
}
public PartitionNode getRootPartition()
{
return root;
}
public DirectedGraph<PartitionNode, DoorwayData> getRoomGraph()
{
return rooms;
}
public ArrayList<IGraphNode<PartitionNode, DoorwayData>> getCoreNodes()
{
return cores;
}
public int width()
{
return root.width();
}
public int height()
{
return root.height();
}
public int length()
{
return root.length();
}
}

View file

@ -6,29 +6,26 @@ import java.util.HashMap;
import java.util.LinkedList;
import java.util.Queue;
import java.util.Random;
import java.util.Stack;
import net.minecraft.block.Block;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
import StevenDimDoors.mod_pocketDim.Point3D;
public class MazeGenerator
public class MazeDesigner
{
public static final int ROOT_WIDTH = 40;
public static final int ROOT_LENGTH = 40;
public static final int ROOT_HEIGHT = 20;
private static final int MAZE_WIDTH = 34;
private static final int MAZE_LENGTH = 34;
private static final int MAZE_HEIGHT = 20;
private static final int MIN_HEIGHT = 4;
private static final int MIN_SIDE = 3;
private static final int SPLIT_COUNT = 9;
private MazeGenerator() { }
private MazeDesigner() { }
public static void generate(World world, int x, int y, int z, Random random)
public static MazeDesign generate(Random random)
{
// Construct a random binary space partitioning of our maze volume
PartitionNode root = partitionRooms(ROOT_WIDTH, ROOT_HEIGHT, ROOT_LENGTH, SPLIT_COUNT, random);
PartitionNode root = partitionRooms(MAZE_WIDTH, MAZE_HEIGHT, MAZE_LENGTH, SPLIT_COUNT, random);
// List all the leaf nodes of the partition tree, which denote individual rooms
ArrayList<PartitionNode> partitions = new ArrayList<PartitionNode>(1 << SPLIT_COUNT);
@ -42,10 +39,15 @@ public class MazeGenerator
// Cut out random subgraphs from the adjacency graph
ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores = createMazeSections(rooms, random);
// Remove unnecessary passages through floors/ceilings and some from the walls
for (IGraphNode<PartitionNode, DoorwayData> core : cores)
{
pruneDoorways(core, rooms, random);
}
buildRooms(rooms, world, new Point3D(x - ROOT_WIDTH / 2, y - ROOT_HEIGHT - 1, z - ROOT_WIDTH / 2));
return new MazeDesign(root, rooms, cores);
}
private static void listRoomPartitions(PartitionNode node, ArrayList<PartitionNode> partitions)
{
if (node.isLeaf())
@ -58,19 +60,8 @@ public class MazeGenerator
listRoomPartitions(node.rightChild(), partitions);
}
}
private static void removeRandomRooms(ArrayList<PartitionNode> rooms, Random random)
{
// Randomly remove a fraction of the rooms
Collections.shuffle(rooms, random);
int remaining = rooms.size() / 2;
for (int k = rooms.size() - 1; k >= remaining; k--)
{
removeRoom(rooms.remove(k));
}
}
private static void removeRoom(PartitionNode node)
private static void removeRoomPartitions(PartitionNode node)
{
// Remove a node and any of its ancestors that become leaf nodes
PartitionNode parent;
@ -243,11 +234,11 @@ public class MazeGenerator
minYI = Math.max(minY, otherMin.getY());
maxYI = Math.min(maxY, otherMax.getY());
for (p = a; p <= maxXI - minXI; p++)
for (p = 0; p <= maxXI - minXI; p++)
{
for (q = b; q <= maxYI - minYI; q++)
for (q = 0; q <= maxYI - minYI; q++)
{
detected[p][q] = true;
detected[p + a][q + b] = true;
}
}
// Check if we meet the minimum dimensions needed for a doorway
@ -291,11 +282,11 @@ public class MazeGenerator
minZI = Math.max(minZ, otherMin.getZ());
maxZI = Math.min(maxZ, otherMax.getZ());
for (q = b; q <= maxYI - minYI; q++)
for (q = 0; q <= maxYI - minYI; q++)
{
for (r = c; r <= maxZI - minZI; r++)
for (r = 0; r <= maxZI - minZI; r++)
{
detected[q][r] = true;
detected[q + b][r + c] = true;
}
}
// Check if we meet the minimum dimensions needed for a doorway
@ -339,11 +330,11 @@ public class MazeGenerator
minZI = Math.max(minZ, otherMin.getZ());
maxZI = Math.min(maxZ, otherMax.getZ());
for (p = a; p <= maxXI - minXI; p++)
for (p = 0; p <= maxXI - minXI; p++)
{
for (r = c; r <= maxZI - minZI; r++)
for (r = 0; r <= maxZI - minZI; r++)
{
detected[p][r] = true;
detected[p + a][r + c] = true;
}
}
// Check if we meet the minimum dimensions needed for a doorway
@ -375,35 +366,31 @@ public class MazeGenerator
// that was handled in a previous step!
final int MAX_DISTANCE = 2;
final int MIN_SECTION_ROOMS = 5;
int distance;
IGraphNode<PartitionNode, DoorwayData> current;
IGraphNode<PartitionNode, DoorwayData> neighbor;
ArrayList<IGraphNode<PartitionNode, DoorwayData>> cores = new ArrayList<IGraphNode<PartitionNode, DoorwayData>>();
ArrayList<IGraphNode<PartitionNode, DoorwayData>> removals = new ArrayList<IGraphNode<PartitionNode, DoorwayData>>();
ArrayList<IGraphNode<PartitionNode, DoorwayData>> section = new ArrayList<IGraphNode<PartitionNode, DoorwayData>>();
Queue<IGraphNode<PartitionNode, DoorwayData>> ordering = new LinkedList<IGraphNode<PartitionNode, DoorwayData>>();
HashMap<IGraphNode<PartitionNode, DoorwayData>, Integer> distances = new HashMap<IGraphNode<PartitionNode, DoorwayData>, Integer>();
// Repeatedly generate sections until all nodes have been visited
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
{
// If this node has an indegree and outdegree of 0, then it has no neighbors,
// which means it could not have been visited. This could happen if its neighbors
// were pruned away before. Single rooms look weird, so remove it.
if (node.indegree() == 0 && node.outdegree() == 0)
{
roomGraph.removeNode(node);
}
// If this node hasn't been visited, then use it as the core of a new section
// Otherwise, ignore it, since it already belongs to a section
else if (!distances.containsKey(node))
// Otherwise, ignore it, since it was already processed
if (!distances.containsKey(node))
{
cores.add(node);
// Perform a breadth-first search to tag surrounding nodes with distances
distances.put(node, 0);
ordering.add(node);
section.clear();
while (!ordering.isEmpty())
{
current = ordering.remove();
@ -411,6 +398,8 @@ public class MazeGenerator
if (distance <= MAX_DISTANCE + 1)
{
section.add(current);
// Visit neighboring nodes and assign them distances, if they don't
// have a distance assigned already
for (IEdge<PartitionNode, DoorwayData> edge : current.inbound())
@ -434,128 +423,157 @@ public class MazeGenerator
}
else
{
roomGraph.removeNode(current);
removals.add(current);
break;
}
}
// Remove all nodes that have a distance of exactly MAX_DISTANCE + 1
// List nodes that have a distance of exactly MAX_DISTANCE + 1
// Those are precisely the nodes that remain in the queue
// We can't remove them immediately because that could break
// the iterator for the graph.
while (!ordering.isEmpty())
{
roomGraph.removeNode( ordering.remove() );
removals.add(ordering.remove());
}
// Check if this section contains enough rooms
if (section.size() >= MIN_SECTION_ROOMS)
{
cores.add(node);
}
else
{
removals.addAll(section);
}
}
}
// Remove all the nodes that were listed for removal
// Also remove unused partitions from the partition tree
for (IGraphNode<PartitionNode, DoorwayData> node : removals)
{
removeRoomPartitions(node.data());
roomGraph.removeNode(node);
}
return cores;
}
private static void buildRooms(DirectedGraph<PartitionNode, DoorwayData> roomGraph, World world, Point3D offset)
private static void pruneDoorways(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. We also want to randomly remove some of
// the other doorways without breaking 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. The same
// idea applies for the other doorways, plus some randomness.
// 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();
buildBox(world, offset, room.minCorner(), room.maxCorner(), Block.stoneBrick.blockID, 0);
current = ordering.pop();
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!!!
// This code carves out cheap doorways
// The final system will be better
// This has to happen after all the rooms have been built or the passages will be overwritten sometimes
for (IGraphNode<PartitionNode, DoorwayData> node : roomGraph.nodes())
// Now iterate over the list of nodes and merge their sets
// We only have to look at outbound edges since inbound edges mirror them
// Also list any Y_AXIS doorways we come across
ArrayList<IEdge<PartitionNode, DoorwayData>> targets =
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();
Point3D lower = doorway.data().minCorner();
if (axis == DoorwayData.Z_AXIS)
if (passage.data().axis() != DoorwayData.Y_AXIS)
{
setBlockDirectly(world, offset.getX() + lower.getX() + 1, offset.getY() + lower.getY() + 1, offset.getZ() + lower.getZ(), 0, 0);
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);
components.mergeSets(passage.head(), passage.tail());
}
else
{
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(), 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);
targets.add(passage);
}
}
}
}
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();
int maxY = maxCorner.getY() + offset.getY();
int maxZ = maxCorner.getZ() + offset.getZ();
// Shuffle the list of doorways to randomize which ones are removed
Collections.shuffle(targets, random);
int x, y, z;
for (x = minX; x <= maxX; x++)
// Merge sets together and remove unnecessary doorways
for (IEdge<PartitionNode, DoorwayData> passage : targets)
{
for (z = minZ; z <= maxZ; z++)
if (!components.mergeSets(passage.head(), passage.tail()))
{
setBlockDirectly(world, x, minY, z, blockID, metadata);
setBlockDirectly(world, x, maxY, z, blockID, metadata);
rooms.removeEdge(passage);
}
}
for (x = minX; x <= maxX; x++)
// Repeat the pruning process with X_AXIS and Z_AXIS doorways
// In this case, unnecessary edges might be kept at random
components.clear();
targets.clear();
for (IGraphNode<PartitionNode, DoorwayData> room : subgraph)
{
for (y = minY; y <= maxY; y++)
components.makeSet(room);
}
for (IGraphNode<PartitionNode, DoorwayData> room : subgraph)
{
for (IEdge<PartitionNode, DoorwayData> passage : room.outbound())
{
setBlockDirectly(world, x, y, minZ, blockID, metadata);
setBlockDirectly(world, x, y, maxZ, blockID, metadata);
if (passage.data().axis() == DoorwayData.Y_AXIS)
{
components.mergeSets(passage.head(), passage.tail());
}
else
{
targets.add(passage);
}
}
}
for (z = minZ; z <= maxZ; z++)
Collections.shuffle(targets, random);
for (IEdge<PartitionNode, DoorwayData> passage : targets)
{
for (y = minY; y <= maxY; y++)
if (!components.mergeSets(passage.head(), passage.tail()) && random.nextBoolean())
{
setBlockDirectly(world, minX, y, z, blockID, metadata);
setBlockDirectly(world, maxX, y, z, blockID, metadata);
rooms.removeEdge(passage);
}
}
}
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);
}
}

View file

@ -0,0 +1,84 @@
package StevenDimDoors.experimental;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityChest;
import net.minecraft.tileentity.TileEntityDispenser;
import net.minecraft.world.World;
import StevenDimDoors.mod_pocketDim.DDLoot;
import StevenDimDoors.mod_pocketDim.DDProperties;
import StevenDimDoors.mod_pocketDim.Point3D;
import StevenDimDoors.mod_pocketDim.schematic.WorldOperation;
/**
* Provides an operation for damaging structures based on a spherical area. The chance of damage decreases
* with the square of the distance from the center of the sphere.
* @author SenseiKiwi
*
*/
public class SphereDecayOperation extends WorldOperation
{
private Random random;
private double scaling;
private double centerX;
private double centerY;
private double centerZ;
private int primaryBlockID;
private int primaryMetadata;
private int secondaryBlockID;
private int secondaryMetadata;
public SphereDecayOperation(Random random, int primaryBlockID, int primaryMetadata, int secondaryBlockID, int secondaryMetadata)
{
super("SphereDecayOperation");
this.random = random;
this.primaryBlockID = primaryBlockID;
this.primaryMetadata = primaryMetadata;
this.secondaryBlockID = secondaryBlockID;
this.secondaryMetadata = secondaryMetadata;
}
@Override
protected boolean initialize(World world, int x, int y, int z, int width, int height, int length)
{
// Calculate a scaling factor so that the probability of decay
// at the edge of the largest dimension of our bounds is 20%.
scaling = Math.max(width - 1, Math.max(height - 1, length - 1)) / 2.0;
scaling *= scaling * 0.20;
centerX = x + width / 2.0;
centerY = y + height / 2.0;
centerZ = z + length / 2.0;
return true;
}
@Override
protected boolean applyToBlock(World world, int x, int y, int z)
{
// Don't raise any notifications. This operation is only designed to run
// when a dimension is being generated, which means there are no players around.
if (!world.isAirBlock(x, y, z))
{
double dx = (centerX - x - 0.5);
double dy = (centerY - y - 0.5);
double dz = (centerZ - z - 0.5);
double squareDistance = dx * dx + dy * dy + dz * dz;
if (squareDistance < 0.5 || random.nextDouble() < scaling / squareDistance)
{
world.setBlock(x, y, z, primaryBlockID, primaryMetadata, 1);
}
else if (random.nextDouble() < scaling / squareDistance)
{
world.setBlock(x, y, z, secondaryBlockID, secondaryMetadata, 1);
}
}
return true;
}
}

View file

@ -8,7 +8,7 @@ import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
import net.minecraftforge.common.DimensionManager;
import StevenDimDoors.experimental.MazeGenerator;
import StevenDimDoors.experimental.MazeBuilder;
import StevenDimDoors.mod_pocketDim.DDProperties;
import StevenDimDoors.mod_pocketDim.Point3D;
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
int doorOrientation = BlockRotator.transformMetadata(BlockRotator.EAST_DOOR_METADATA, orientation - BlockRotator.EAST_DOOR_METADATA + 2, properties.DimensionalDoorID);