DimDoors/StevenDimDoors/mod_pocketDim/schematic/BlockRotator.java
SenseiKiwi 1d1d0a767c Fixed Doors and Minor Dungeon Change
Fixed the regression bug that caused some of our doors to get placed in
the wrong direction. Changing doors to inherit from BaseDimDoor caused
BlockRotator to assume they weren't dimensional doors because it used
"instanceof DimensionalDoor" to check. Thanks for figuring it out,
Steven! ^_^

Also made a minor change to dungeon generation. We now check the game
rule doMobSpawning and don't spawn Monoliths from DungeonSchematic if
the value is false. This is useful for testing without Monoliths around.
We still do work to remove the portal frame blocks even if the mobs
aren't spawned.
2013-09-07 20:14:14 -04:00

496 lines
11 KiB
Java

package StevenDimDoors.mod_pocketDim.schematic;
import net.minecraft.block.Block;
import net.minecraft.block.BlockComparator;
import net.minecraft.block.BlockDoor;
import net.minecraft.block.BlockRedstoneRepeater;
import net.minecraft.block.BlockStairs;
import StevenDimDoors.mod_pocketDim.Point3D;
import StevenDimDoors.mod_pocketDim.mod_pocketDim;
import StevenDimDoors.mod_pocketDim.blocks.BaseDimDoor;
public class BlockRotator
{
//This class is temporary. It's just a place in which to hold the old block rotation and transformation code
//until we can rewrite it.
public final static int EAST_DOOR_METADATA = 0;
private final static int BLOCK_ID_COUNT = 4096;
//Provides a fast lookup table for whether blocks have orientations
private final static boolean[] hasOrientations = new boolean[BLOCK_ID_COUNT];
static
{
hasOrientations[Block.dispenser.blockID] = true;
hasOrientations[Block.stairsStoneBrick.blockID] = true;
hasOrientations[Block.lever.blockID] = true;
hasOrientations[Block.stoneButton.blockID] = true;
hasOrientations[Block.redstoneRepeaterIdle.blockID] = true;
hasOrientations[Block.redstoneRepeaterActive.blockID] = true;
hasOrientations[Block.tripWireSource.blockID] = true;
hasOrientations[Block.torchWood.blockID] = true;
hasOrientations[Block.torchRedstoneIdle.blockID] = true;
hasOrientations[Block.torchRedstoneActive.blockID] = true;
hasOrientations[Block.doorIron.blockID] = true;
hasOrientations[Block.doorWood.blockID] = true;
hasOrientations[Block.pistonBase.blockID] = true;
hasOrientations[Block.pistonStickyBase.blockID] = true;
hasOrientations[Block.pistonExtension.blockID] = true;
hasOrientations[Block.redstoneComparatorIdle.blockID] = true;
hasOrientations[Block.redstoneComparatorActive.blockID] = true;
hasOrientations[Block.signPost.blockID] = true;
hasOrientations[Block.signWall.blockID] = true;
hasOrientations[Block.skull.blockID] = true;
hasOrientations[Block.ladder.blockID] = true;
hasOrientations[Block.vine.blockID] = true;
hasOrientations[Block.anvil.blockID] = true;
hasOrientations[Block.chest.blockID] = true;
hasOrientations[Block.chestTrapped.blockID] = true;
hasOrientations[Block.hopperBlock.blockID] = true;
hasOrientations[Block.stairsNetherBrick.blockID] = true;
hasOrientations[Block.stairsCobblestone.blockID] = true;
hasOrientations[Block.stairsNetherQuartz.blockID] = true;
hasOrientations[Block.stairsSandStone.blockID] = true;
hasOrientations[Block.stairsBrick.blockID] = true;
hasOrientations[Block.stairsWoodBirch.blockID] = true;
hasOrientations[Block.stairsWoodOak.blockID] = true;
hasOrientations[Block.stairsWoodJungle.blockID] = true;
hasOrientations[Block.stairsWoodSpruce.blockID] = true;
hasOrientations[Block.wood.blockID] = true;
hasOrientations[Block.blockNetherQuartz.blockID] = true;
hasOrientations[Block.railPowered.blockID] = true;
hasOrientations[Block.railDetector.blockID] = true;
hasOrientations[Block.railActivator.blockID] = true;
hasOrientations[Block.rail.blockID] = true;
hasOrientations[mod_pocketDim.dimensionalDoor.blockID] = true;
hasOrientations[mod_pocketDim.warpDoor.blockID] = true;
}
public static int transformMetadata(int metadata, int turns, int blockID)
{
//I changed rotations to reduce the monstrous code we had. It might be
//slightly less efficient, but it's easier to maintain for now. ~SenseiKiwi
//Correct negative turns and get the minimum number of rotations needed
turns += 1 << 16;
turns %= 4;
if (hasOrientations[blockID])
{
while (turns > 0)
{
metadata = rotateMetadataBy90(metadata, blockID);
turns--;
}
}
return metadata;
}
private static int rotateMetadataBy90(int metadata, int blockID)
{
//TODO: Replace this horrible function with something prettier. We promise we will for the next version,
//after switching to MC 1.6. PADRE, PLEASE FORGIVE OUR SINS.
if (blockID == Block.wood.blockID)
{
if (metadata >= 4 && metadata < 12)
{
metadata = (metadata % 8) + 4;
}
}
else if (blockID == Block.blockNetherQuartz.blockID)
{
if (metadata == 3 || metadata == 4)
{
metadata = (metadata - 2) % 2 + 3;
}
}
else if (blockID == Block.railPowered.blockID || blockID == Block.railDetector.blockID || blockID == Block.railActivator.blockID)
{
switch (metadata)
{
//Powered Track/Detector Track/Activator Track (off)
case 0:
metadata = 1;
break;
case 1:
metadata = 0;
break;
case 2:
metadata = 5;
break;
case 3:
metadata = 4;
break;
case 4:
metadata = 2;
break;
case 5:
metadata = 3;
break;
//Powered Track/Detector Track/Activator Track (on)
case 8:
metadata = 9;
break;
case 9:
metadata = 8;
break;
case 10:
metadata = 13;
break;
case 11:
metadata = 12;
break;
case 12:
metadata = 10;
break;
case 13:
metadata = 11;
break;
}
}
else if (blockID==Block.rail.blockID)
{
switch (metadata)
{
case 0:
metadata = 1;
break;
case 1:
metadata = 0;
break;
case 8:
metadata = 9;
break;
case 9:
metadata = 6;
break;
case 6:
metadata = 7;
break;
case 7:
metadata = 8;
break;
}
}
else if (Block.blocksList[blockID] instanceof BlockStairs)
{
switch (metadata)
{
case 0:
metadata = 2;
break;
case 1:
metadata = 3;
break;
case 2:
metadata = 1;
break;
case 3:
metadata = 0;
break;
case 7:
metadata = 4;
break;
case 6:
metadata = 5;
break;
case 5:
metadata = 7;
break;
case 4:
metadata = 6;
break;
}
}
else if (blockID == Block.chest.blockID || blockID == Block.chestTrapped.blockID || blockID == Block.ladder.blockID || blockID == Block.hopperBlock.blockID)
{
switch (metadata)
{
case 2:
metadata = 5;
break;
case 3:
metadata = 4;
break;
case 4:
metadata = 2;
break;
case 5:
metadata = 3;
break;
}
}
else if (blockID==Block.vine.blockID)
{
switch (metadata)
{
case 1:
metadata = 2;
break;
case 2:
metadata = 4;
break;
case 4:
metadata = 8;
break;
case 8:
metadata = 1;
break;
}
}
else if (blockID==Block.signWall.blockID)
{
switch (metadata)
{
case 3:
metadata = 4;
break;
case 2:
metadata = 5;
break;
case 4:
metadata = 2;
break;
case 5:
metadata = 3;
break;
}
}
else if (blockID==Block.signPost.blockID)
{
switch (metadata)
{
case 0:
metadata = 4;
break;
case 1:
metadata = 5;
break;
case 2:
metadata = 6;
break;
case 3:
metadata = 7;
break;
case 4:
metadata = 8;
break;
case 5:
metadata = 9;
break;
case 6:
metadata = 10;
break;
case 7:
metadata = 11;
break;
case 8:
metadata = 12;
break;
case 9:
metadata = 13;
break;
case 10:
metadata = 14;
break;
case 11:
metadata = 15;
break;
case 12:
metadata = 0;
break;
case 13:
metadata = 1;
break;
case 14:
metadata = 2;
break;
case 15:
metadata = 3;
break;
}
}
else if(blockID== Block.lever.blockID||blockID== Block.stoneButton.blockID||blockID== Block.woodenButton.blockID||blockID== Block.torchWood.blockID||blockID== Block.torchRedstoneIdle.blockID||blockID== Block.torchRedstoneActive.blockID)
{
switch (metadata)
{
case 12:
metadata = 9;
break;
case 11:
metadata = 10;
break;
case 10:
metadata = 12;
break;
case 9:
metadata = 11;
break;
case 2:
metadata = 4;
break;
case 3:
metadata = 2;
break;
case 1:
metadata = 3;
break;
case 4:
metadata = 1;
break;
}
}
else if(blockID== Block.pistonBase.blockID||blockID==Block.pistonExtension.blockID||blockID==Block.pistonStickyBase.blockID||blockID==Block.dispenser.blockID||blockID==Block.dropper.blockID)
{
switch (metadata)
{
case 4:
metadata = 2;
break;
case 5:
metadata = 3;
break;
case 13:
metadata = 11;
break;
case 12:
metadata = 10;
break;
case 3:
metadata = 4;
break;
case 2:
metadata = 5;
break;
case 11:
metadata = 12;
break;
case 10:
metadata = 13;
break;
}
}
else if(Block.blocksList[blockID] instanceof BlockRedstoneRepeater || Block.blocksList[blockID] instanceof BlockDoor || Block.blocksList[blockID] instanceof BaseDimDoor || blockID== Block.tripWireSource.blockID || Block.blocksList[blockID] instanceof BlockComparator)
{
switch (metadata)
{
case 0:
metadata = 1;
break;
case 1:
metadata = 2;
break;
case 2:
metadata = 3;
break;
case 3:
metadata = 0;
break;
case 4:
metadata = 5;
break;
case 5:
metadata = 6;
break;
case 6:
metadata = 7;
break;
case 7:
metadata = 4;
break;
case 8:
metadata = 9;
break;
case 9:
metadata = 10;
break;
case 10:
metadata = 11;
break;
case 11:
metadata = 8;
break;
case 12:
metadata = 13;
break;
case 13:
metadata = 14;
break;
case 14:
metadata = 15;
break;
case 15:
metadata = 12;
break;
}
}
return metadata;
}
public static void transformPoint(Point3D position, Point3D srcOrigin, int angle, Point3D destOrigin)
{
//This function receives a position (e.g. point in schematic space), translates it relative
//to a source coordinate system (e.g. the point that will be the center of a schematic),
//then rotates and translates it to obtain the corresponding point in a destination
//coordinate system (e.g. the location of the entry rift in the pocket being generated).
//The result is returned by overwriting the original position so that new object references
//aren't needed. That way, repeated use of this function will not incur as much overhead.
//Position is only overwritten at the end, so it's okay to provide it as srcOrigin or destOrigin as well.
int tx = position.getX() - srcOrigin.getX();
int ty = position.getY() - srcOrigin.getY();
int tz = position.getZ() - srcOrigin.getZ();
//"int angle" specifies a rotation consistent with Minecraft's orientation system.
//That means each increment of 1 in angle would be a 90-degree clockwise turn.
//Given a starting direction A and a destination direction B, the rotation would be
//calculated by (B - A).
//Adjust angle into the expected range
if (angle < 0)
{
int correction = -(angle / 4);
angle = angle + 4 * (correction + 1);
}
angle = angle % 4;
int rx;
int rz;
switch (angle)
{
case 0: //No rotation
rx = tx;
rz = tz;
break;
case 1: //90 degrees clockwise
rx = -tz;
rz = tx;
break;
case 2: //180 degrees
rx = -tx;
rz = -tz;
break;
case 3: //270 degrees clockwise
rx = tz;
rz = -tx;
break;
default: //This should never happen
throw new IllegalStateException("Invalid angle value. This should never happen!");
}
position.setX( rx + destOrigin.getX() );
position.setY( ty + destOrigin.getY() );
position.setZ( rz + destOrigin.getZ() );
}
}