DimDoors/StevenDimDoors/mod_pocketDim/world/GatewayGenerator.java
SenseiKiwi f34b06b834 More Progress on Rewrite
More cleaning up errors and code. There were a lot of things that needed
simplifying. Rather than fix the 3 or 5 copies of the same function
throughout the code, I made an effort to use the same function and
delete its copies.

Created the BaseItemDoor class to hold all the basic door item methods
that don't vary between types. That helped cut down on fixing things.
Also renamed the door item classes to match their in-game  names.

There is still a ton of duplicate code out there.
2013-08-31 16:00:18 -04:00

235 lines
9 KiB
Java

package StevenDimDoors.mod_pocketDim.world;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraftforge.common.DimensionManager;
import StevenDimDoors.mod_pocketDim.DDProperties;
import StevenDimDoors.mod_pocketDim.mod_pocketDim;
import StevenDimDoors.mod_pocketDim.core.IDimLink;
import StevenDimDoors.mod_pocketDim.core.NewDimData;
import StevenDimDoors.mod_pocketDim.core.PocketManager;
import StevenDimDoors.mod_pocketDim.items.ItemDimensionalDoor;
import cpw.mods.fml.common.IWorldGenerator;
public class GatewayGenerator implements IWorldGenerator
{
public static final int MAX_GATEWAY_GENERATION_CHANCE = 10000;
public static final int MAX_CLUSTER_GENERATION_CHANCE = 10000;
private static final int CLUSTER_GROWTH_CHANCE = 80;
private static final int MAX_CLUSTER_GROWTH_CHANCE = 100;
private static final int MIN_RIFT_Y = 4;
private static final int MAX_RIFT_Y = 250;
private static final int CHUNK_LENGTH = 16;
private static final int GATEWAY_RADIUS = 4;
private static final int MAX_GATEWAY_GENERATION_ATTEMPTS = 10;
private static final int NETHER_CHANCE_CORRECTION = 4;
private static final int OVERWORLD_DIMENSION_ID = 0;
private static final int NETHER_DIMENSION_ID = -1;
private static DDProperties properties = null;
public GatewayGenerator()
{
if (properties == null)
properties = DDProperties.instance();
}
@Override
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
//Don't generate rifts or gateways if the rift generation flag is disabled,
//the current world is a pocket dimension, or the world is remote.
if ((!properties.WorldRiftGenerationEnabled && !(world.provider instanceof LimboProvider)) ||
world.provider instanceof PocketProvider || world.isRemote)
{
return;
}
//This check prevents a crash related to superflat worlds not loading World 0
if (DimensionManager.getWorld(OVERWORLD_DIMENSION_ID) == null)
{
return;
}
int x, y, z;
int attempts;
int correction;
boolean valid;
IDimLink link;
NewDimData dimension;
//Check if we're generating things in the Nether
if (world.provider.dimensionId == NETHER_DIMENSION_ID)
{
//The terrain in the Nether makes it much harder for our gateway spawning algorithm to find a spot to place a gateway.
//Tests show that only about 15% of attempts succeed. Compensate for this by multiplying the chance of generation
//by a correction factor.
correction = NETHER_CHANCE_CORRECTION;
}
else
{
//No correction
correction = 1;
}
//Randomly decide whether to place a cluster of rifts here
if (random.nextInt(MAX_CLUSTER_GENERATION_CHANCE) < properties.ClusterGenerationChance)
{
link = null;
dimension = null;
do
{
//Pick a random point on the surface of the chunk
x = chunkX * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
z = chunkZ * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
y = world.getHeightValue(x, z);
//If the point is within the acceptable altitude range, the block above is empty, and we're
//not building on bedrock, then generate a rift there
if (y >= MIN_RIFT_Y && y <= MAX_RIFT_Y && world.isAirBlock(x, y + 1, z) &&
world.getBlockId(x, y, z) != Block.bedrock.blockID && //<-- Stops Nether roof spawning. DO NOT REMOVE!
world.getBlockId(x, y - 1, z) != Block.bedrock.blockID &&
world.getBlockId(x, y - 2, z) != Block.bedrock.blockID)
{
//Create a link. If this is not the first time, create a child link and connect it to the first link.
if (link == null)
{
dimension = PocketManager.getDimensionData(world);
link = dimension.createLink(x, y + 1, z).setLinkType(IDimLink.TYPE_POCKET);
}
else
{
dimension.createChildLink(x, y + 1, z, link);
}
}
}
//Randomly decide whether to repeat the process and add another rift to the cluster
while (random.nextInt(MAX_CLUSTER_GROWTH_CHANCE) < CLUSTER_GROWTH_CHANCE);
}
//Check if generating structures is enabled and randomly decide whether to place a Rift Gateway here.
//This only happens if a rift cluster was NOT generated.
else if (random.nextInt(MAX_GATEWAY_GENERATION_CHANCE) < properties.GatewayGenerationChance * correction &&
isStructureGenerationAllowed())
{
valid = false;
x = y = z = 0; //Stop the compiler from freaking out
//Check locations for the gateway until we are satisfied or run out of attempts.
for (attempts = 0; attempts < MAX_GATEWAY_GENERATION_ATTEMPTS && !valid; attempts++)
{
//Pick a random point on the surface of the chunk and check its materials
x = chunkX * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
z = chunkZ * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
y = world.getHeightValue(x, z);
valid = checkGatewayLocation(world, x, y, z);
}
//Build the gateway if we found a valid location
if (valid)
{
//Create a partial link to a dungeon.
dimension = PocketManager.getDimensionData(world);
link = dimension.createLink(x, y + 1, z).setLinkType(IDimLink.TYPE_DUNGEON);
//If the current dimension isn't Limbo, build a Rift Gateway out of Stone Bricks
if (dimension.id() != properties.LimboDimensionID)
{
createStoneGateway(world, x, y, z, random);
}
else
{
createLimboGateway(world, x, y, z);
}
//Place the shiny transient door into a dungeon
ItemDimensionalDoor.placeDoorBlock(world, x, y + 1, z, 0, mod_pocketDim.transientDoor);
}
}
}
private static void createStoneGateway(World world, int x, int y, int z, Random random)
{
final int blockID = Block.stoneBrick.blockID;
//Replace some of the ground around the gateway with bricks
for (int xc = -GATEWAY_RADIUS; xc <= GATEWAY_RADIUS; xc++)
{
for (int zc= -GATEWAY_RADIUS; zc <= GATEWAY_RADIUS; zc++)
{
//Check that the block is supported by an opaque block.
//This prevents us from building over a cliff, on the peak of a mountain,
//or the surface of the ocean or a frozen lake.
if (world.isBlockOpaqueCube(x + xc, y - 2, z + zc))
{
//Randomly choose whether to place bricks or not. The math is designed so that the
//chances of placing a block decrease as we get farther from the gateway's center.
if (Math.abs(xc) + Math.abs(zc) < random.nextInt(2) + 3)
{
//Place Stone Bricks
world.setBlock(x + xc, y - 1, z + zc, blockID, 0, 3);
}
else if (Math.abs(xc) + Math.abs(zc) < random.nextInt(3) + 3)
{
//Place Cracked Stone Bricks
world.setBlock(x + xc, y - 1, z + zc, blockID, 2, 3);
}
}
}
}
//Use Chiseled Stone Bricks to top off the pillars around the door
world.setBlock(x, y + 2, z + 1, blockID, 3, 3);
world.setBlock(x, y + 2, z - 1, blockID, 3, 3);
//Build the columns around the door
world.setBlock(x, y + 1, z - 1, blockID, 0, 3);
world.setBlock(x, y + 1, z + 1, blockID, 0, 3);
world.setBlock(x, y, z - 1, blockID, 0, 3);
world.setBlock(x, y, z + 1, blockID, 0, 3);
}
private static void createLimboGateway(World world, int x, int y, int z)
{
//Build the gateway out of Unraveled Fabric. Since nearly all the blocks in Limbo are of
//that type, there is no point replacing the ground.
final int blockID = properties.LimboBlockID;
world.setBlock(x, y + 2, z + 1, blockID, 0, 3);
world.setBlock(x, y + 2, z - 1, blockID, 0, 3);
//Build the columns around the door
world.setBlock(x, y + 1, z - 1, blockID, 0, 3);
world.setBlock(x, y + 1, z + 1, blockID, 0, 3);
world.setBlock(x, y, z - 1, blockID, 0, 3);
world.setBlock(x, y, z + 1, blockID, 0, 3);
}
private static boolean checkGatewayLocation(World world, int x, int y, int z)
{
//Check if the point is within the acceptable altitude range, the block above that point is empty,
//and the block two levels down is opaque and has a reasonable material. Plus that we're not building
//on top of bedrock.
return (y >= MIN_RIFT_Y &&
y <= MAX_RIFT_Y &&
world.isAirBlock(x, y + 1, z) &&
world.getBlockId(x, y, z) != Block.bedrock.blockID && //<-- Stops Nether roof spawning. DO NOT REMOVE!
world.getBlockId(x, y - 1, z) != Block.bedrock.blockID &&
checkFoundationMaterial(world, x, y - 2, z));
}
private static boolean checkFoundationMaterial(World world, int x, int y, int z)
{
//We check the material and opacity to prevent generating gateways on top of trees or houses,
//or on top of strange things like tall grass, water, slabs, or torches.
//We also want to avoid generating things on top of the Nether's bedrock!
Material material = world.getBlockMaterial(x, y, z);
return (material != Material.leaves && material != Material.wood && material != Material.pumpkin
&& world.isBlockOpaqueCube(x, y, z) && world.getBlockId(x, y, z) != Block.bedrock.blockID);
}
private static boolean isStructureGenerationAllowed()
{
return DimensionManager.getWorld(OVERWORLD_DIMENSION_ID).getWorldInfo().isMapFeaturesEnabled();
}
}