a04a266c17
Merging months of dev work into master. The update is playable, but untested.
297 lines
7.8 KiB
Java
297 lines
7.8 KiB
Java
package StevenDimDoors.mod_pocketDim.helpers;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.util.MathHelper;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.Chunk;
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import net.minecraft.world.chunk.IChunkProvider;
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import StevenDimDoors.mod_pocketDim.Point3D;
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public class yCoordHelper
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{
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private static final int MAXIMUM_UNCOVERED_Y = 245;
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private yCoordHelper() { }
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public static int getFirstUncovered(World world, int x, int yStart, int z)
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{
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return getFirstUncovered(world, x, yStart, z, false);
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}
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public static int getFirstUncovered(World world, int x, int yStart, int z, boolean fromTop)
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{
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Chunk chunk = world.getChunkProvider().loadChunk(x >> 4, z >> 4);
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int localX = x < 0 ? (x % 16) + 16 : (x % 16);
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int localZ = z < 0 ? (z % 16) + 16 : (z % 16);
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int height = MAXIMUM_UNCOVERED_Y;
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int y;
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if (!fromTop)
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{
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boolean covered = true;
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for (y = yStart; y < height && covered; y++)
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{
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covered = isCoveredBlock(chunk, localX, y - 1, localZ) || isCoveredBlock(chunk, localX, y, localZ);
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}
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}
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else
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{
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boolean covered = false;
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for (y = MAXIMUM_UNCOVERED_Y; y > 1 && !covered; y--)
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{
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covered = isCoveredBlock(chunk, localX, y - 1, localZ);
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}
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if (!covered) y = 63;
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y++;
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}
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return y;
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}
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public static boolean isCoveredBlock(Chunk chunk, int localX, int y, int localZ)
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{
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int blockID;
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Block block;
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Material material;
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if (y < 0)
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return false;
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blockID = chunk.getBlockID(localX, y, localZ);
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if (blockID == 0)
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return false;
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block = Block.blocksList[blockID];
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if (block == null)
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return false;
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material = block.blockMaterial;
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return (material.isLiquid() || !material.isReplaceable());
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}
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public static Point3D findSafeCubeUp(World world, int x, int startY, int z)
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{
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// Search for a 3x3x3 cube of air with blocks underneath
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// We can also match against a 3x2x3 box with
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// We shift the search area into the bounds of a chunk for the sake of simplicity,
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// so that we don't need to worry about working across chunks.
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int localX = x < 0 ? (x % 16) + 16 : (x % 16);
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int localZ = z < 0 ? (z % 16) + 16 : (z % 16);
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int cornerX = x - localX;
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int cornerZ = z - localZ;
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localX = MathHelper.clamp_int(localX, 1, 14);
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localZ = MathHelper.clamp_int(localZ, 1, 14);
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Chunk chunk = initializeChunkArea(world, x >> 4, z >> 4);
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int height = world.getActualHeight();
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int y, dx, dz, blockID;
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boolean isSafe;
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Block block;
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// Initialize layers to a huge negative number so that we won't
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// consider an area as usable unless it gets reset to 0 first
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// when we find a foundation upon which to build.
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int layers = -1000000;
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// Check if a 3x3 layer of blocks is empty
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// If we find a layer that contains replaceable blocks, it can
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// serve as the base where we'll place the player and door.
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for (y = Math.max(startY - 1, 0); y < height; y++)
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{
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isSafe = true;
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for (dx = -1; dx <= 1 && isSafe; dx++)
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{
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for (dz = -1; dz <= 1 && isSafe; dz++)
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{
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blockID = chunk.getBlockID(localX + dx, y, localZ + dz);
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if (blockID != 0)
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{
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block = Block.blocksList[blockID];
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if (!block.blockMaterial.isReplaceable())
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{
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isSafe = false;
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}
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layers = 0;
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}
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}
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}
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if (isSafe)
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{
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layers++;
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if (layers == 3)
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{
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return new Point3D(localX + cornerX, y - 2, localZ + cornerZ);
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}
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}
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}
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return null;
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}
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public static Point3D findSafeCubeDown(World world, int x, int startY, int z)
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{
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// Search for a 3x3x3 cube of air with blocks underneath
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// We can also match against a 3x2x3 box with
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// We shift the search area into the bounds of a chunk for the sake of simplicity,
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// so that we don't need to worry about working across chunks.
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int localX = x < 0 ? (x % 16) + 16 : (x % 16);
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int localZ = z < 0 ? (z % 16) + 16 : (z % 16);
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int cornerX = x - localX;
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int cornerZ = z - localZ;
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localX = MathHelper.clamp_int(localX, 1, 14);
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localZ = MathHelper.clamp_int(localZ, 1, 14);
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Chunk chunk = initializeChunkArea(world, x >> 4, z >> 4);
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int height = world.getActualHeight();
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int y, dx, dz, blockID;
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boolean isSafe;
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boolean hasBlocks;
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Block block;
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int layers = 0;
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// Check if a 3x3 layer of blocks is empty
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// If we find a layer that contains replaceable blocks, it can
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// serve as the base where we'll place the player and door.
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for (y = Math.min(startY + 2, height - 1); y >= 0; y--)
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{
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isSafe = true;
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hasBlocks = false;
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for (dx = -1; dx <= 1 && isSafe; dx++)
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{
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for (dz = -1; dz <= 1 && isSafe; dz++)
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{
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blockID = chunk.getBlockID(localX + dx, y, localZ + dz);
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if (blockID != 0)
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{
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block = Block.blocksList[blockID];
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if (!block.blockMaterial.isReplaceable())
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{
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if (layers >= 3)
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{
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return new Point3D(localX + cornerX, y + 1, localZ + cornerZ);
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}
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isSafe = false;
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}
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hasBlocks = true;
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}
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}
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}
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if (isSafe)
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{
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layers++;
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if (hasBlocks)
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{
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if (layers >= 3)
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{
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return new Point3D(localX + cornerX, y, localZ + cornerZ);
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}
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layers = 0;
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}
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}
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}
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return null;
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}
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private static Chunk initializeChunkArea(World world, int chunkX, int chunkZ)
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{
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// We initialize a 3x3 area of chunks instead of just initializing
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// the target chunk because things generated in adjacent chunks
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// (e.g. trees) might intrude into the target chunk.
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IChunkProvider provider = world.getChunkProvider();
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Chunk target = provider.loadChunk(chunkX, chunkZ);
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for (int dx = -1; dx <= 1; dx++)
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{
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for (int dz = -1; dz <= 1; dz++)
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{
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if (!provider.chunkExists(chunkX + dx, chunkZ + dz))
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{
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provider.loadChunk(chunkX, chunkZ);
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}
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}
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}
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return target;
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}
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public static Point3D findDropPoint(World world, int x, int startY, int z)
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{
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// Find a simple 2-block-high air gap
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// Search across a 3x3 column
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final int GAP_HEIGHT = 2;
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int localX = x < 0 ? (x % 16) + 16 : (x % 16);
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int localZ = z < 0 ? (z % 16) + 16 : (z % 16);
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int cornerX = x - localX;
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int cornerZ = z - localZ;
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localX = MathHelper.clamp_int(localX, 1, 14);
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localZ = MathHelper.clamp_int(localZ, 1, 14);
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Chunk chunk = initializeChunkArea(world, x >> 4, z >> 4);
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int y, dx, dz, index;
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int height = world.getActualHeight();
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int[] gaps = new int[9];
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// Check 3x3 layers of blocks for air spaces
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for (y = Math.min(startY, height - 1); y > 0; y--)
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{
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for (dx = -1, index = 0; dx <= 1; dx++)
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{
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for (dz = -1; dz <= 1; dz++, index++)
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{
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if (chunk.getBlockID(localX + dx, y, localZ + dz) != 0)
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{
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gaps[index] = 0;
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}
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else
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{
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gaps[index]++;
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}
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}
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}
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// Check if an acceptable gap exists in the center of the search column
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if (gaps[index / 2] == GAP_HEIGHT)
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{
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return new Point3D(localX + cornerX, y + GAP_HEIGHT - 1, localZ + cornerZ);
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}
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// Check the other positions in the column
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for (dx = -1, index = 0; dx <= 1; dx++)
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{
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for (dz = -1; dz <= 1; dz++, index++)
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{
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if (gaps[index] == GAP_HEIGHT)
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{
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return new Point3D(localX + cornerX + dx, y + GAP_HEIGHT - 1, localZ + cornerZ + dz);
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}
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}
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}
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}
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return null;
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}
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public static int adjustDestinationY(int y, int worldHeight, int entranceY, int dungeonHeight)
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{
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//The goal here is to guarantee that the dungeon fits within the vertical bounds
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//of the world while shifting it as little as possible.
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int destY = y;
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//Is the top of the dungeon going to be at Y < worldHeight?
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int pocketTop = (dungeonHeight - 1) + destY - entranceY;
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if (pocketTop >= worldHeight)
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{
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destY = (worldHeight - 1) - (dungeonHeight - 1) + entranceY;
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}
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//Is the bottom of the dungeon at Y >= 0?
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if (destY < entranceY)
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{
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destY = entranceY;
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}
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return destY;
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}
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}
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