orientation fix attempt
Works only if .schematic faces north
This commit is contained in:
parent
545c42cd07
commit
f489158a78
2 changed files with 45 additions and 22 deletions
|
@ -36,7 +36,6 @@ public class SchematicLoader
|
|||
private final static int SOUTH_DOOR_METADATA = 1;
|
||||
private final static int WEST_DOOR_METADATA = 2;
|
||||
private final static int NORTH_DOOR_METADATA = 3;
|
||||
private final static int REFERENCE_DOOR_ORIENTATION = NORTH_DOOR_METADATA;
|
||||
|
||||
public int transMeta;
|
||||
|
||||
|
@ -845,6 +844,9 @@ public class SchematicLoader
|
|||
int realY = 0;
|
||||
int realZ = 0;
|
||||
|
||||
int schematicDoorMeta=0;
|
||||
|
||||
|
||||
//first loop through the .schematic to load in all rift locations, and monolith spawn locations.
|
||||
//also finds the incomingLink location, which determines the final position of the generated .schematic
|
||||
for ( x = 0; x < width; ++x)
|
||||
|
@ -857,6 +859,7 @@ public class SchematicLoader
|
|||
|
||||
int blockToReplace=blocks[index];
|
||||
int blockMetaData=blockData[index];
|
||||
|
||||
|
||||
//NBTTagList tileEntity = tileEntities;
|
||||
//int size = tileEntity.tagCount();
|
||||
|
@ -875,6 +878,7 @@ public class SchematicLoader
|
|||
else if(((y-1) * width * length + z * width + x)>=0&&blocks[ (y-1) * width * length + z * width + x]==Block.doorWood.blockID)
|
||||
{
|
||||
entrance=(new Point3D(x,y,z));
|
||||
schematicDoorMeta=Math.abs(blockData[(y-1) * width * length + z * width + x]+2)%4;
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -896,25 +900,32 @@ public class SchematicLoader
|
|||
{
|
||||
//Compute the X-axis and Z-axis translations that will shift
|
||||
//and rotate our structure properly.
|
||||
switch (orientation)
|
||||
|
||||
if(orientation == schematicDoorMeta)
|
||||
{
|
||||
case REFERENCE_DOOR_ORIENTATION:
|
||||
realX = (x - entrance.getX()) + riftX;
|
||||
realZ = (z - entrance.getZ()) + riftZ;
|
||||
break;
|
||||
case (REFERENCE_DOOR_ORIENTATION + 1) % 4: //270 degree CCW rotation
|
||||
realX = -(z - entrance.getZ()) + riftX;
|
||||
realZ = (x - entrance.getX()) + riftZ;
|
||||
break;
|
||||
case (REFERENCE_DOOR_ORIENTATION + 2) % 4: //180 degree rotation
|
||||
realX = -(x - entrance.getX()) + riftX;
|
||||
realZ = -(z - entrance.getZ()) + riftZ;
|
||||
break;
|
||||
case (REFERENCE_DOOR_ORIENTATION + 3) % 4: //90 degree CCW rotation
|
||||
realX = (z - entrance.getZ()) + riftX;
|
||||
realZ = -(x - entrance.getX()) + riftZ;
|
||||
break;
|
||||
realX = (x - entrance.getX()) + riftX;
|
||||
realZ = (z - entrance.getZ()) + riftZ;
|
||||
|
||||
}
|
||||
else if(orientation==(schematicDoorMeta + 1) % 4)
|
||||
{
|
||||
//270 degree CCW rotation
|
||||
realX = -(z - entrance.getZ()) + riftX;
|
||||
realZ = (x - entrance.getX()) + riftZ;
|
||||
}
|
||||
else if(orientation== (schematicDoorMeta + 2) % 4)
|
||||
{
|
||||
//180 degree rotation
|
||||
realX = -(x - entrance.getX()) + riftX;
|
||||
realZ = -(z - entrance.getZ()) + riftZ;
|
||||
}
|
||||
else if(orientation==(schematicDoorMeta + 3) % 4)
|
||||
{
|
||||
//90 degree CCW rotation
|
||||
realX = (z - entrance.getZ()) + riftX;
|
||||
realZ = -(x - entrance.getX()) + riftZ;
|
||||
}
|
||||
|
||||
|
||||
for (y = 0; y < height; y++)
|
||||
{
|
||||
|
@ -1001,7 +1012,7 @@ public class SchematicLoader
|
|||
|
||||
//Transform doorLocation to the pocket coordinate system.
|
||||
Point3D doorLocation = point.clone();
|
||||
transformPoint(doorLocation, entrance, orientation - REFERENCE_DOOR_ORIENTATION, pocketOrigin);
|
||||
transformPoint(doorLocation, entrance, orientation - schematicDoorMeta, pocketOrigin);
|
||||
int blockDirection = world.getBlockMetadata(doorLocation.getX(), doorLocation.getY() - 1, doorLocation.getZ());
|
||||
|
||||
//Rotate the link destination noise to point in the same direction as the door exit
|
||||
|
@ -1030,7 +1041,7 @@ public class SchematicLoader
|
|||
|
||||
//Transform doorLocation to the pocket coordinate system.
|
||||
Point3D doorLocation = point.clone();
|
||||
transformPoint(doorLocation, entrance, orientation - REFERENCE_DOOR_ORIENTATION, pocketOrigin);
|
||||
transformPoint(doorLocation, entrance, orientation - schematicDoorMeta, pocketOrigin);
|
||||
int blockDirection = world.getBlockMetadata(doorLocation.getX(), doorLocation.getY() - 1, doorLocation.getZ());
|
||||
|
||||
//Rotate the link destination noise to point in the same direction as the door exit
|
||||
|
@ -1106,7 +1117,7 @@ public class SchematicLoader
|
|||
{
|
||||
//Transform the frame block's location to the pocket coordinate system
|
||||
Point3D frameLocation = point.clone();
|
||||
transformPoint(frameLocation, entrance, orientation - REFERENCE_DOOR_ORIENTATION, pocketOrigin);
|
||||
transformPoint(frameLocation, entrance, orientation - schematicDoorMeta, pocketOrigin);
|
||||
|
||||
Entity mob = new MobObelisk(world);
|
||||
mob.setLocationAndAngles(frameLocation.getX(), frameLocation.getY(), frameLocation.getZ(), 1, 1); //TODO: Why not set the angles to 0? @.@ ~SenseiKiwi
|
||||
|
@ -1114,7 +1125,7 @@ public class SchematicLoader
|
|||
}
|
||||
|
||||
Point3D entranceRiftLocation = entrance.clone();
|
||||
transformPoint(entranceRiftLocation, entrance, orientation - REFERENCE_DOOR_ORIENTATION, pocketOrigin);
|
||||
transformPoint(entranceRiftLocation, entrance, orientation - schematicDoorMeta, pocketOrigin);
|
||||
dimHelper.instance.getLinkDataFromCoords(entranceRiftLocation.getX(), entranceRiftLocation.getY(), entranceRiftLocation.getZ(), world).linkOrientation=world.getBlockMetadata(entranceRiftLocation.getX(), entranceRiftLocation.getY()-1, entranceRiftLocation.getZ());
|
||||
}
|
||||
|
||||
|
|
|
@ -55,6 +55,18 @@ public class ItemStableFabric extends Item
|
|||
|
||||
Block block = Block.blocksList[par3World.getBlockId(par4, par5, par6)];
|
||||
|
||||
if(dimHelper.dimList.containsKey(par3World.provider.dimensionId))
|
||||
{
|
||||
if(dimHelper.dimList.get(par3World.provider.dimensionId).isPocket)
|
||||
{
|
||||
if(dimHelper.dimList.get(par3World.provider.dimensionId).dungeonGenerator!=null)
|
||||
{
|
||||
System.out.println("Dungeon name "+dimHelper.dimList.get(par3World.provider.dimensionId).dungeonGenerator.schematicPath);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue