DimDoors/StevenDimDoors/mod_pocketDim/SchematicLoader.java
SenseiKiwi dc7289a048 Dungeon Selection Fix and Chain Config Change
Changed how Random is initialized in SchematicLoader to prevent issues
with dim doors in the same chunks leading to the same dungeon. The
selection seems much more varied now. Also changed the hardcoded config
for the default dungeon chains to the one we'll be using later (from a
file). For testing purposes.
2013-08-15 07:29:37 -04:00

196 lines
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5.9 KiB
Java

package StevenDimDoors.mod_pocketDim;
import java.io.File;
import java.io.FileNotFoundException;
import java.util.HashMap;
import java.util.Random;
import net.minecraft.world.World;
import StevenDimDoors.mod_pocketDim.dungeon.DungeonSchematic;
import StevenDimDoors.mod_pocketDim.helpers.DungeonHelper;
import StevenDimDoors.mod_pocketDim.helpers.dimHelper;
import StevenDimDoors.mod_pocketDim.schematic.InvalidSchematicException;
public class SchematicLoader
{
private SchematicLoader() { }
public static boolean generateDungeonPocket(LinkData link, DDProperties properties)
{
//TODO: Phase this function out in the next update. ~SenseiKiwi
if (link == null || properties == null)
{
return false;
}
try
{
String schematicPath;
int originDimID = link.locDimID;
int destDimID = link.destDimID;
HashMap<Integer, DimData> dimList = dimHelper.dimList;
DungeonHelper dungeonHelper = DungeonHelper.instance();
World world;
if (dimList.containsKey(destDimID))
{
dimList.get(destDimID).hasBeenFilled = true;
if (dimHelper.getWorld(destDimID) == null)
{
dimHelper.initDimension(destDimID);
}
world = dimHelper.getWorld(destDimID);
if (dimList.get(destDimID).dungeonGenerator == null)
{
//TODO: We should centralize RNG initialization and world-seed modifiers for each specific application.
final long localSeed = world.getSeed() ^ 0x2F50DB9B4A8057E4L ^ computeDestinationHash(link);
final Random random = new Random(localSeed);
dungeonHelper.generateDungeonLink(link, dungeonHelper.RuinsPack, random);
}
schematicPath = dimList.get(destDimID).dungeonGenerator.schematicPath;
}
else
{
return false;
}
DungeonSchematic dungeon = checkSourceAndLoad(schematicPath);
boolean valid;
//Validate the dungeon's dimensions
if (hasValidDimensions(dungeon))
{
dungeon.applyImportFilters(properties);
//Check that the dungeon has an entrance or we'll have a crash
if (dungeon.getEntranceDoorLocation() != null)
{
valid = true;
}
else
{
System.err.println("The following schematic file does not have an entrance: " + schematicPath);
valid = false;
}
}
else
{
System.err.println("The following schematic file has dimensions that exceed the maximum permitted dimensions for dungeons: " + schematicPath);
valid = false;
}
if (!valid)
{
//TODO: In the future, remove this dungeon from the generation lists altogether.
//That will have to wait until our code is updated to support that more easily.
System.err.println("The dungeon will not be loaded.");
DungeonGenerator defaultError = dungeonHelper.getDefaultErrorDungeon();
dimList.get(destDimID).dungeonGenerator = defaultError;
dungeon = checkSourceAndLoad(defaultError.schematicPath);
dungeon.applyImportFilters(properties);
}
//Adjust the height at which the dungeon is placed to prevent vertical clipping
int fixedY = adjustDestinationY(world, link.destYCoord, dungeon);
if (fixedY != link.destYCoord)
{
dimHelper helperInstance = dimHelper.instance;
helperInstance.moveLinkDataDestination(link, link.destXCoord, fixedY, link.destZCoord, link.destDimID, true);
}
dungeon.copyToWorld(world, new Point3D(link.destXCoord, link.destYCoord, link.destZCoord), link.linkOrientation, originDimID, destDimID);
return true;
}
catch (Exception e)
{
e.printStackTrace();
return false;
}
}
private static int adjustDestinationY(World world, int y, DungeonSchematic dungeon)
{
//The goal here is to guarantee that the dungeon fits within the vertical bounds
//of the world while shifting it as little as possible.
int destY = y;
//Is the top of the dungeon going to be at Y < worldHeight?
int entranceY = dungeon.getEntranceDoorLocation().getY();
int pocketTop = (dungeon.getHeight() - 1) + destY - entranceY;
int worldHeight = world.getHeight();
if (pocketTop >= worldHeight)
{
destY = (worldHeight - 1) - (dungeon.getHeight() - 1) + entranceY;
}
//Is the bottom of the dungeon at Y >= 0?
if (destY < entranceY)
{
destY = entranceY;
}
return destY;
}
private static boolean hasValidDimensions(DungeonSchematic dungeon)
{
return (dungeon.getWidth() <= DungeonHelper.MAX_DUNGEON_WIDTH &&
dungeon.getHeight() <= DungeonHelper.MAX_DUNGEON_HEIGHT &&
dungeon.getLength() <= DungeonHelper.MAX_DUNGEON_LENGTH);
}
private static DungeonSchematic checkSourceAndLoad(String schematicPath) throws FileNotFoundException, InvalidSchematicException
{
//TODO: Change this code once we introduce an isInternal flag in dungeon data
DungeonSchematic dungeon;
if ((new File(schematicPath)).exists())
{
dungeon = DungeonSchematic.readFromFile(schematicPath);
}
else
{
dungeon = DungeonSchematic.readFromResource(schematicPath);
}
return dungeon;
}
private static long computeDestinationHash(LinkData link)
{
//Time for some witchcraft.
//The code here is inspired by a discussion on Stack Overflow regarding hash codes for 3D.
//Source: http://stackoverflow.com/questions/9858376/hashcode-for-3d-integer-coordinates-with-high-spatial-coherence
//Use 8 bits from Y and 24 bits from X and Z. Mix in 8 bits from the destination dim ID too - that means
//even if you aligned two doors perfectly between two pockets, it's unlikely they would lead to the same dungeon.
int bit;
int index;
long hash;
int w = link.destDimID;
int x = link.destXCoord;
int y = link.destYCoord;
int z = link.destZCoord;
hash = 0;
index = 0;
for (bit = 0; bit < 8; bit++)
{
hash |= ((w >> bit) & 1) << index;
index++;
hash |= ((x >> bit) & 1) << index;
index++;
hash |= ((y >> bit) & 1) << index;
index++;
hash |= ((z >> bit) & 1) << index;
index++;
}
for (; bit < 24; bit++)
{
hash |= ((x >> bit) & 1) << index;
index++;
hash |= ((z >> bit) & 1) << index;
index++;
}
return hash;
}
}