DimDoors/StevenDimDoors/mod_pocketDim/helpers/yCoordHelper.java
SenseiKiwi 934dcfde3d Flipped a Table
Replaced several core classes from DD with new classes to enforce
integrity checks. Rewriting everything that depended on those classes is
a massive undertaking but it should simplify our code and prevent the
many bugs we've seen lately. The rewrite isn't done yet, just committing
my progress so far.
2013-08-29 02:14:24 -04:00

91 lines
2.2 KiB
Java

package StevenDimDoors.mod_pocketDim.helpers;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
public class yCoordHelper
{
private static final int MAXIMUM_UNCOVERED_Y = 245;
private yCoordHelper() { }
public static int getFirstUncovered(World world, int x, int yStart, int z)
{
return getFirstUncovered(world, x, yStart, z, false);
}
public static int getFirstUncovered(World world, int x, int yStart, int z, boolean fromTop)
{
Chunk chunk = world.getChunkProvider().loadChunk(x >> 4, z >> 4);
int localX = x < 0 ? (x % 16) + 16 : (x % 16);
int localZ = z < 0 ? (z % 16) + 16 : (z % 16);
int height = MAXIMUM_UNCOVERED_Y; //world.getHeight();
int y;
if (!fromTop)
{
boolean covered = true;
for (y = yStart; y < height && covered; y++)
{
covered = isCoveredBlock(chunk, localX, y - 1, localZ) || isCoveredBlock(chunk, localX, y, localZ);
}
}
else
{
boolean covered = false;
for (y = MAXIMUM_UNCOVERED_Y; y > 1 && !covered; y--)
{
covered = isCoveredBlock(chunk, localX, y - 1, localZ);
}
if (!covered) y = 63;
y++;
}
return y;
}
public static boolean isCoveredBlock(Chunk chunk, int localX, int y, int localZ)
{
int blockID;
Block block;
Material material;
if (y < 0)
return false;
blockID = chunk.getBlockID(localX, y, localZ);
if (blockID == 0)
return false;
block = Block.blocksList[blockID];
if (block == null)
return false;
material = block.blockMaterial;
return (material.isLiquid() || !material.isReplaceable());
}
public static int adjustDestinationY(int y, int worldHeight, int entranceY, int dungeonHeight)
{
//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 pocketTop = (dungeonHeight - 1) + destY - entranceY;
if (pocketTop >= worldHeight)
{
destY = (worldHeight - 1) - (dungeonHeight - 1) + entranceY;
}
//Is the bottom of the dungeon at Y >= 0?
if (destY < entranceY)
{
destY = entranceY;
}
return destY;
}
}