5cabd3762e
Continued fixing things across various classes to make them work with our new core classes.
91 lines
2.2 KiB
Java
91 lines
2.2 KiB
Java
package StevenDimDoors.mod_pocketDim.helpers;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.Chunk;
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public class yCoordHelper
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{
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private static final int MAXIMUM_UNCOVERED_Y = 245;
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private yCoordHelper() { }
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public static int getFirstUncovered(World world, int x, int yStart, int z)
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{
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return getFirstUncovered(world, x, yStart, z, false);
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}
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public static int getFirstUncovered(World world, int x, int yStart, int z, boolean fromTop)
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{
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Chunk chunk = world.getChunkProvider().loadChunk(x >> 4, z >> 4);
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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 height = MAXIMUM_UNCOVERED_Y;
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int y;
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if (!fromTop)
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{
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boolean covered = true;
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for (y = yStart; y < height && covered; y++)
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{
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covered = isCoveredBlock(chunk, localX, y - 1, localZ) || isCoveredBlock(chunk, localX, y, localZ);
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}
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}
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else
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{
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boolean covered = false;
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for (y = MAXIMUM_UNCOVERED_Y; y > 1 && !covered; y--)
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{
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covered = isCoveredBlock(chunk, localX, y - 1, localZ);
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}
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if (!covered) y = 63;
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y++;
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}
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return y;
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}
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public static boolean isCoveredBlock(Chunk chunk, int localX, int y, int localZ)
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{
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int blockID;
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Block block;
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Material material;
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if (y < 0)
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return false;
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blockID = chunk.getBlockID(localX, y, localZ);
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if (blockID == 0)
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return false;
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block = Block.blocksList[blockID];
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if (block == null)
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return false;
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material = block.blockMaterial;
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return (material.isLiquid() || !material.isReplaceable());
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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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//The goal here is to guarantee that the dungeon fits within the vertical bounds
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//of the world while shifting it as little as possible.
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int destY = y;
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//Is the top of the dungeon going to be at Y < worldHeight?
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int pocketTop = (dungeonHeight - 1) + destY - entranceY;
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if (pocketTop >= worldHeight)
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{
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destY = (worldHeight - 1) - (dungeonHeight - 1) + entranceY;
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}
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//Is the bottom of the dungeon at Y >= 0?
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if (destY < entranceY)
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{
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destY = entranceY;
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}
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return destY;
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}
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}
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