DimDoors/StevenDimDoors/mod_pocketDim/schematic/WorldOperation.java
SenseiKiwi f4653d0522 Improved and Integrated DungeonSchematic
Improved DungeonSchematic to the point that it can replace
SchematicLoader as our method of loading dungeons. Some of the code was
copied over rather than refactored to save time. It's been subdivided so
make it much more readable. Also, we can reimplement portions of it as
WorldOperations later on further remove redudancy. Testing shows that
there is one problem left to fix: door blocks are not being set up
correctly at the moment. Rifts are being set up properly and attaching
doors to rifts will show that dungeons continue to generate fine.

Added classes to support DungeonSchematic and its additional filtering
logic on import and export. SpecialBlockFinder handles listing the
entrance, other doors in the dungeon, and end portal frames.
FillContainersOperation is a WorldOperation that fills chests and
dispensers. BlockRotator is a temporary class to hold
transformMetadata() and transformPoint() until we rewrite that code
later.

Stripped out most of the code from SchematicLoader to ensure it's no
longer used. The only remaining function sets up dungeon pockets. We can
phase it out in a later version so as not to delay our release. Removed
references to SchematicLoader in mod_pocketDim since it no longer needs
to be instantiated.
2013-07-30 13:58:14 -04:00

76 lines
1.6 KiB
Java

package StevenDimDoors.mod_pocketDim.schematic;
import StevenDimDoors.mod_pocketDim.Point3D;
import net.minecraft.world.World;
public abstract class WorldOperation {
private String name;
public WorldOperation(String name)
{
this.name = name;
}
protected boolean initialize(World world, int x, int y, int z, int width, int height, int length)
{
return true;
}
protected abstract boolean applyToBlock(World world, int x, int y, int z);
protected boolean finish()
{
return true;
}
public boolean apply(World world, Point3D minCorner, Point3D maxCorner)
{
int x = minCorner.getX();
int y = minCorner.getY();
int z = minCorner.getZ();
int width = maxCorner.getX() - x + 1;
int height = maxCorner.getY() - y + 1;
int length = maxCorner.getZ() - z + 1;
return apply(world, x, y, z, width, height, length);
}
public boolean apply(World world, int x, int y, int z, int width, int height, int length)
{
if (!initialize(world, x, y, z, width, height, length))
return false;
int cx, cy, cz;
int limitX = x + width;
int limitY = y + height;
int limitZ = z + length;
//The order of these loops is important. Don't change it! It's used to avoid calculating
//indeces in some schematic operations. The proper order is YZX.
for (cy = y; cy < limitY; cy++)
{
for (cz = z; cz < limitZ; cz++)
{
for (cx = x; cx < limitX; cx++)
{
if (!applyToBlock(world, cx, cy, cz))
return false;
}
}
}
return finish();
}
public String getName()
{
return name;
}
@Override
public String toString()
{
return name;
}
}