DimDoors/StevenDimDoors/mod_pocketDim/SchematicLoader.java
SenseiKiwi 02b96c0c05 Improved Dungeon Loot and Selection
DDLoot: Implemented a custom version of MC's generateChestContents() for
our own chests. It avoids two notable bugs that affect MC's version.

FillContainersOperation: Changed code to use
DDLoot.generateChestContents()

SchematicLoader: Fixed a bug in the way we calculated a seed for
selecting our dungeons that would cause certain seeds to dominate all
the others. Under certain circumstances, the function would only return
-1. That would make our dungeon selection severely biased. That was
resolved and the code was specifically tuned for seeding Java's Random
even for doors with nearly identical positions. The result was an
apparent major improvement in the randomness of dungeons.

ruins\rules.txt: Changed the dungeon generation rules to precisely match
the complicated scheme we had before. We're still using simple rules to
choose dungeons - I used a program to derive the effective distribution
of dungeon types that the old code would produce and converted it into
the current rule system.
2013-08-24 07:52:35 -04:00

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6.7 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.dungeon.pack.DungeonPackConfig;
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)
{
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 ^ calculateDestinationSeed(link);
final Random random = new Random(localSeed);
dungeonHelper.generateDungeonLink(link, dungeonHelper.getDimDungeonPack(originDimID), 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);
}
DungeonPackConfig packConfig = dungeonHelper.getDimDungeonPack(destDimID).getConfig();
dungeon.copyToWorld(world, new Point3D(link.destXCoord, link.destYCoord, link.destZCoord),
link.linkOrientation, originDimID, destDimID, packConfig.doDistortDoorCoordinates());
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
{
//FIXME: 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 calculateDestinationSeed(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 16 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.
//We map bits in reverse order to produce more varied RNG output for nearly-identical points. The reason is
//that Java's Random outputs the 32 MSBs of its internal state to produce its output. If the differences
//between two seeds are small (i.e. in the LSBs), then they will tend to produce similar random outputs anyway!
//Only bother to assign the 48 least-significant bits since Random only takes those bits from its seed.
//NOTE: The casts to long are necessary to get the right results from the bit shifts!!!
int bit;
int index;
long hash;
final int w = link.destDimID;
final int x = link.destXCoord;
final int y = link.destYCoord;
final int z = link.destZCoord;
hash = 0;
index = 48;
for (bit = 0; bit < 8; bit++)
{
hash |= (long) ((w >> bit) & 1) << index;
index--;
hash |= (long) ((x >> bit) & 1) << index;
index--;
hash |= (long) ((y >> bit) & 1) << index;
index--;
hash |= (long) ((z >> bit) & 1) << index;
index--;
}
for (; bit < 16; bit++)
{
hash |= (long) ((x >> bit) & 1) << index;
index--;
hash |= (long) ((z >> bit) & 1) << index;
index--;
}
return hash;
}
}