That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
This commit is contained in:
@@ -0,0 +1,51 @@
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package electroblob.wizardry.worldgen;
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import net.minecraft.block.BlockStoneBrick;
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import net.minecraft.init.Blocks;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import net.minecraft.world.gen.structure.template.ITemplateProcessor;
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import net.minecraft.world.gen.structure.template.Template;
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import javax.annotation.Nullable;
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/** Structure template processor that randomly 'mossifies' cobblestone and stone bricks in the structure. This is done
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* using weighting so there is more moss at the bottom, making it look more natural. */
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// Behold, the ACME Mossifier 3000! (Patent pending)
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public class MossifierTemplateProcessor implements ITemplateProcessor {
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private final float mossiness;
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private final float heightWeight;
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private final int groundLevel;
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/**
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* Creates a new {@code MossifierTemplateProcessor} with the given parameters.
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* @param mossiness The chance for each block in a given layer to be mossified.
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* @param heightWeight The amount by which mossiness reduces for each subsequent level upwards.
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* @param groundLevel The ground level for the structure, at which height is taken to be zero for the purposes of
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* calculating mossiness.
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*/
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public MossifierTemplateProcessor(float mossiness, float heightWeight, int groundLevel){
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this.mossiness = mossiness;
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this.heightWeight = heightWeight;
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this.groundLevel = groundLevel;
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}
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@Nullable
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@Override
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public Template.BlockInfo processBlock(World world, BlockPos pos, Template.BlockInfo info){
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float chance = mossiness - heightWeight * (pos.getY() - groundLevel);
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if(world.rand.nextFloat() < chance){
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if(info.blockState.getBlock() == Blocks.COBBLESTONE){
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return new Template.BlockInfo(info.pos, Blocks.MOSSY_COBBLESTONE.getDefaultState(), info.tileentityData);
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}else if(info.blockState.getBlock() == Blocks.STONEBRICK){
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return new Template.BlockInfo(info.pos, Blocks.STONEBRICK.getDefaultState()
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.withProperty(BlockStoneBrick.VARIANT, BlockStoneBrick.EnumType.MOSSY), info.tileentityData);
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}
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}
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return info;
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}
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}
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@@ -0,0 +1,39 @@
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package electroblob.wizardry.worldgen;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import net.minecraft.world.gen.structure.template.ITemplateProcessor;
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import net.minecraft.world.gen.structure.template.Template;
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import javax.annotation.Nullable;
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/** Structure template processor that allows multiple processors to be run in order. */
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public class MultiTemplateProcessor implements ITemplateProcessor {
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private final ITemplateProcessor[] processors;
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private final boolean stopWhenNull;
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/**
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* Creates a new {@code MultiTemplateProcessor} which applies the given processors in order.
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* @param stopWhenNull True to skip any remaining processors in the sequence if one of them returns null, false to
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* process them all regardless. If this is false, you should ensure all the given processors
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* accept null {@link net.minecraft.world.gen.structure.template.Template.BlockInfo} arguments.
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* @param processors The processors to be run, in order (i.e. the first one given will be applied first).
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*/
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public MultiTemplateProcessor(boolean stopWhenNull, ITemplateProcessor... processors){
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this.processors = processors;
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this.stopWhenNull = stopWhenNull;
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}
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@Nullable
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@Override
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public Template.BlockInfo processBlock(World world, BlockPos pos, Template.BlockInfo info){
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for(ITemplateProcessor processor : processors){
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info = processor.processBlock(world, pos, info);
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if(stopWhenNull && info == null) break;
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}
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return info;
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}
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}
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@@ -0,0 +1,90 @@
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package electroblob.wizardry.worldgen;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockPlanks;
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import net.minecraft.block.BlockWoodSlab;
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import net.minecraft.init.Blocks;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import net.minecraft.world.gen.structure.template.ITemplateProcessor;
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import net.minecraft.world.gen.structure.template.Template;
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import javax.annotation.Nullable;
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import java.util.EnumMap;
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/** Structure template processor that switches all wood in the structure to a certain given wood type. */
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public class WoodTypeTemplateProcessor implements ITemplateProcessor {
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private final BlockPlanks.EnumType woodType;
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private final EnumMap<BlockPlanks.EnumType, Block> DOORS;
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private final EnumMap<BlockPlanks.EnumType, Block> STAIRS;
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private final EnumMap<BlockPlanks.EnumType, Block> FENCES;
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private final EnumMap<BlockPlanks.EnumType, Block> FENCE_GATES;
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/**
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* Creates a new {@code WoodTypeTemplateProcessor} of the given type.
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* @param woodType The wood type to be used.
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*/
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public WoodTypeTemplateProcessor(BlockPlanks.EnumType woodType){
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this.woodType = woodType;
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DOORS = new EnumMap<>(BlockPlanks.EnumType.class);
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DOORS.put(BlockPlanks.EnumType.OAK, Blocks.OAK_DOOR);
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DOORS.put(BlockPlanks.EnumType.SPRUCE, Blocks.SPRUCE_DOOR);
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DOORS.put(BlockPlanks.EnumType.BIRCH, Blocks.BIRCH_DOOR);
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DOORS.put(BlockPlanks.EnumType.JUNGLE, Blocks.JUNGLE_DOOR);
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DOORS.put(BlockPlanks.EnumType.ACACIA, Blocks.ACACIA_DOOR);
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DOORS.put(BlockPlanks.EnumType.DARK_OAK, Blocks.DARK_OAK_DOOR);
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STAIRS = new EnumMap<>(BlockPlanks.EnumType.class);
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STAIRS.put(BlockPlanks.EnumType.OAK, Blocks.OAK_STAIRS);
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STAIRS.put(BlockPlanks.EnumType.SPRUCE, Blocks.SPRUCE_STAIRS);
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STAIRS.put(BlockPlanks.EnumType.BIRCH, Blocks.BIRCH_STAIRS);
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STAIRS.put(BlockPlanks.EnumType.JUNGLE, Blocks.JUNGLE_STAIRS);
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STAIRS.put(BlockPlanks.EnumType.ACACIA, Blocks.ACACIA_STAIRS);
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STAIRS.put(BlockPlanks.EnumType.DARK_OAK, Blocks.DARK_OAK_STAIRS);
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FENCES = new EnumMap<>(BlockPlanks.EnumType.class);
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FENCES.put(BlockPlanks.EnumType.OAK, Blocks.OAK_FENCE);
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FENCES.put(BlockPlanks.EnumType.SPRUCE, Blocks.SPRUCE_FENCE);
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FENCES.put(BlockPlanks.EnumType.BIRCH, Blocks.BIRCH_FENCE);
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FENCES.put(BlockPlanks.EnumType.JUNGLE, Blocks.JUNGLE_FENCE);
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FENCES.put(BlockPlanks.EnumType.ACACIA, Blocks.ACACIA_FENCE);
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FENCES.put(BlockPlanks.EnumType.DARK_OAK, Blocks.DARK_OAK_FENCE);
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FENCE_GATES = new EnumMap<>(BlockPlanks.EnumType.class);
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FENCE_GATES.put(BlockPlanks.EnumType.OAK, Blocks.OAK_FENCE_GATE);
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FENCE_GATES.put(BlockPlanks.EnumType.SPRUCE, Blocks.SPRUCE_FENCE_GATE);
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FENCE_GATES.put(BlockPlanks.EnumType.BIRCH, Blocks.BIRCH_FENCE_GATE);
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FENCE_GATES.put(BlockPlanks.EnumType.JUNGLE, Blocks.JUNGLE_FENCE_GATE);
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FENCE_GATES.put(BlockPlanks.EnumType.ACACIA, Blocks.ACACIA_FENCE_GATE);
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FENCE_GATES.put(BlockPlanks.EnumType.DARK_OAK, Blocks.DARK_OAK_FENCE_GATE);
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}
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@Nullable
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@Override
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public Template.BlockInfo processBlock(World world, BlockPos pos, Template.BlockInfo info){
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// Why do these each have their own property key?
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if(info.blockState.getBlock() instanceof BlockPlanks){
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return new Template.BlockInfo(info.pos, info.blockState.withProperty(BlockPlanks.VARIANT, woodType), info.tileentityData);
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}else if(info.blockState.getBlock() instanceof BlockWoodSlab){
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return new Template.BlockInfo(info.pos, info.blockState.withProperty(BlockWoodSlab.VARIANT, woodType), info.tileentityData);
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// This is a mess, no wonder the flattening happened
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}else if(DOORS.containsValue(info.blockState.getBlock())){
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return new Template.BlockInfo(info.pos, WizardryUtilities.copyState(DOORS.get(woodType), info.blockState), info.tileentityData);
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}else if(STAIRS.containsValue(info.blockState.getBlock())){
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return new Template.BlockInfo(info.pos, WizardryUtilities.copyState(STAIRS.get(woodType), info.blockState), info.tileentityData);
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}else if(FENCES.containsValue(info.blockState.getBlock())){
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return new Template.BlockInfo(info.pos, WizardryUtilities.copyState(FENCES.get(woodType), info.blockState), info.tileentityData);
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}else if(FENCE_GATES.containsValue(info.blockState.getBlock())){
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return new Template.BlockInfo(info.pos, WizardryUtilities.copyState(FENCE_GATES.get(woodType), info.blockState), info.tileentityData);
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}
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return info;
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}
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}
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@@ -0,0 +1,61 @@
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package electroblob.wizardry.worldgen;
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import com.google.common.primitives.Ints;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.registry.WizardryBlocks;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.IChunkProvider;
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import net.minecraft.world.gen.IChunkGenerator;
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import net.minecraftforge.fml.common.IWorldGenerator;
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import java.util.Random;
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public class WorldGenCrystalFlower implements IWorldGenerator {
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@Override
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public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider){
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if(Ints.contains(Wizardry.settings.flowerDimensions, world.provider.getDimension())){
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this.generatePlant(WizardryBlocks.crystal_flower.getDefaultState(), world, random, 8 + chunkX * 16, 8 + chunkZ * 16, 2, 20);
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}
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}
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/**
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* Generates the specified plant randomly throughout the world.
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*
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* @param state The plant block
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* @param world The world
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* @param random A instance of {@code Random} to use
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* @param x The x coordinate of the first block in the chunk
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* @param z The y coordinate of the first block in the chunk
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* @param chancesToSpawn Number of chances to spawn a flower patch
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* @param groupSize The number of times to try generating a flower per flower patch spawn
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*/
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public void generatePlant(IBlockState state, World world, Random random, int x, int z, int chancesToSpawn, int groupSize){
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for(int i = 0; i < chancesToSpawn; i++){
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int randPosX = x + random.nextInt(16);
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int randPosY = random.nextInt(256);
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int randPosZ = z + random.nextInt(16);
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for(int l = 0; l < groupSize; ++l){
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int i1 = randPosX + random.nextInt(8) - random.nextInt(8);
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int j1 = randPosY + random.nextInt(4) - random.nextInt(4);
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int k1 = randPosZ + random.nextInt(8) - random.nextInt(8);
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BlockPos pos = new BlockPos(i1, j1, k1);
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if(world.isBlockLoaded(pos) && world.isAirBlock(pos) && (!world.provider.isNether() || j1 < 127)
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&& state.getBlock().canPlaceBlockOnSide(world, pos, EnumFacing.UP)){
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world.setBlockState(pos, state, 2);
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}
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}
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}
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}
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}
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@@ -0,0 +1,61 @@
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package electroblob.wizardry.worldgen;
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import com.google.common.primitives.Ints;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.registry.WizardryBlocks;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.IChunkProvider;
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import net.minecraft.world.gen.IChunkGenerator;
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import net.minecraft.world.gen.feature.WorldGenMinable;
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import net.minecraftforge.fml.common.IWorldGenerator;
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import java.util.Random;
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public class WorldGenCrystalOre implements IWorldGenerator {
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@Override
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public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider){
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if(Ints.contains(Wizardry.settings.oreDimensions, world.provider.getDimension())){
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this.addOreSpawn(WizardryBlocks.crystal_ore.getDefaultState(), world, random, chunkX * 16, chunkZ * 16, 16, 16, 5, 7, 5, 30);
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}
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}
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/**
|
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* Adds an Ore Spawn to Minecraft. Simply register all Ores to spawn with this method in your Generation method in
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* your IWorldGeneration extending Class
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*
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* @param state The Block to spawn
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* @param world The World to spawn in
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* @param random A Random object for retrieving random positions within the world to spawn the Block
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* @param blockXPos An int for passing the X-Coordinate for the Generation method
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* @param blockZPos An int for passing the Z-Coordinate for the Generation method
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* @param maxX An int for setting the maximum X-Coordinate values for spawning on the X-Axis on a Per-Chunk basis
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* @param maxZ An int for setting the maximum Z-Coordinate values for spawning on the Z-Axis on a Per-Chunk basis
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* @param maxVeinSize An int for setting the maximum size of a vein
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* @param chancesToSpawn An int for the Number of chances available for the Block to spawn per-chunk
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* @param minY An int for the minimum Y-Coordinate height at which this block may spawn
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* @param maxY An int for the maximum Y-Coordinate height at which this block may spawn
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**/
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public void addOreSpawn(IBlockState state, World world, Random random, int blockXPos, int blockZPos, int maxX,
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int maxZ, int maxVeinSize, int chancesToSpawn, int minY, int maxY){
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// int maxPossY = minY + (maxY - 1);
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assert maxY > minY : "The maximum Y must be greater than the Minimum Y";
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assert maxX > 0 && maxX <= 16 : "addOreSpawn: The Maximum X must be greater than 0 and less than 16";
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assert minY > 0 : "addOreSpawn: The Minimum Y must be greater than 0";
|
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assert maxY < 256 && maxY > 0 : "addOreSpawn: The Maximum Y must be less than 256 but greater than 0";
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assert maxZ > 0 && maxZ <= 16 : "addOreSpawn: The Maximum Z must be greater than 0 and less than 16";
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|
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int diffBtwnMinMaxY = maxY - minY;
|
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for(int x = 0; x < chancesToSpawn; x++){
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int posX = blockXPos + random.nextInt(maxX);
|
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int posY = minY + random.nextInt(diffBtwnMinMaxY);
|
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int posZ = blockZPos + random.nextInt(maxZ);
|
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// N.B. This method applies the anti-cascading-lag offset itself
|
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(new WorldGenMinable(state, maxVeinSize)).generate(world, random, new BlockPos(posX, posY, posZ));
|
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}
|
||||
}
|
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|
||||
}
|
||||
@@ -0,0 +1,101 @@
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package electroblob.wizardry.worldgen;
|
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|
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import electroblob.wizardry.Wizardry;
|
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import electroblob.wizardry.block.BlockRunestone;
|
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import electroblob.wizardry.constants.Element;
|
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import electroblob.wizardry.integration.antiqueatlas.WizardryAntiqueAtlasIntegration;
|
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import net.minecraft.init.Blocks;
|
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import net.minecraft.tileentity.MobSpawnerBaseLogic;
|
||||
import net.minecraft.tileentity.TileEntityMobSpawner;
|
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import net.minecraft.util.Mirror;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraft.world.gen.structure.template.ITemplateProcessor;
|
||||
import net.minecraft.world.gen.structure.template.PlacementSettings;
|
||||
import net.minecraft.world.gen.structure.template.Template;
|
||||
import org.apache.commons.lang3.ArrayUtils;
|
||||
|
||||
import java.util.EnumMap;
|
||||
import java.util.Map;
|
||||
import java.util.Random;
|
||||
|
||||
public class WorldGenObelisk extends WorldGenSurfaceStructure {
|
||||
|
||||
private static final String SPAWNER_DATA_BLOCK_TAG = "spawner";
|
||||
|
||||
private static final EnumMap<Element, ResourceLocation> MOB_TYPES = new EnumMap<>(Element.class);
|
||||
|
||||
static {
|
||||
MOB_TYPES.put(Element.FIRE, new ResourceLocation(Wizardry.MODID, "blaze_minion"));
|
||||
MOB_TYPES.put(Element.ICE, new ResourceLocation(Wizardry.MODID, "ice_wraith"));
|
||||
MOB_TYPES.put(Element.LIGHTNING, new ResourceLocation(Wizardry.MODID, "lightning_wraith"));
|
||||
MOB_TYPES.put(Element.NECROMANCY, new ResourceLocation(Wizardry.MODID, "wither_skeleton_minion"));
|
||||
MOB_TYPES.put(Element.EARTH, new ResourceLocation(Wizardry.MODID, "spider_minion"));
|
||||
MOB_TYPES.put(Element.SORCERY, new ResourceLocation(Wizardry.MODID, "vex_minion"));
|
||||
MOB_TYPES.put(Element.HEALING, new ResourceLocation(Wizardry.MODID, "husk_minion"));
|
||||
}
|
||||
|
||||
@Override
|
||||
public String getStructureName(){
|
||||
return "obelisk";
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getRandomSeedModifier(){
|
||||
return 19348242L;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Mirror[] getValidMirrors(){
|
||||
return new Mirror[]{Mirror.NONE}; // It's symmetrical so there's no point mirroring it
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean canGenerate(Random random, World world, int chunkX, int chunkZ){
|
||||
return ArrayUtils.contains(Wizardry.settings.obeliskDimensions, world.provider.getDimension())
|
||||
&& Wizardry.settings.obeliskRarity > 0 && random.nextInt(Wizardry.settings.obeliskRarity) == 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getStructureFile(Random random){
|
||||
return Wizardry.settings.obeliskFiles[random.nextInt(Wizardry.settings.obeliskFiles.length)];
|
||||
}
|
||||
|
||||
@Override
|
||||
public void spawnStructure(Random random, World world, BlockPos origin, Template template, PlacementSettings settings, ResourceLocation structureFile){
|
||||
|
||||
final Element element = Element.values()[1 + random.nextInt(Element.values().length-1)];
|
||||
|
||||
ITemplateProcessor processor = (w, p, i) -> i.blockState.getBlock() instanceof BlockRunestone ? new Template.BlockInfo(
|
||||
i.pos, i.blockState.withProperty(BlockRunestone.ELEMENT, element), i.tileentityData) : i;
|
||||
|
||||
template.addBlocksToWorld(world, origin, processor, settings, 2);
|
||||
|
||||
WizardryAntiqueAtlasIntegration.markObelisk(world, origin.getX(), origin.getZ());
|
||||
|
||||
// Mob spawner
|
||||
Map<BlockPos, String> dataBlocks = template.getDataBlocks(origin, settings);
|
||||
|
||||
for(Map.Entry<BlockPos, String> entry : dataBlocks.entrySet()){
|
||||
|
||||
if(entry.getValue().equals(SPAWNER_DATA_BLOCK_TAG)){
|
||||
|
||||
world.setBlockState(entry.getKey(), Blocks.MOB_SPAWNER.getDefaultState());
|
||||
|
||||
if(world.getTileEntity(entry.getKey()) instanceof TileEntityMobSpawner){
|
||||
|
||||
MobSpawnerBaseLogic spawnerLogic = ((TileEntityMobSpawner)world.getTileEntity(entry.getKey())).getSpawnerBaseLogic();
|
||||
spawnerLogic.setEntityId(MOB_TYPES.get(element));
|
||||
|
||||
}else{
|
||||
Wizardry.logger.info("Tried to set the mob spawned by an obelisk, but the expected TileEntityMobSpawner was not present");
|
||||
}
|
||||
|
||||
}else{
|
||||
// This probably shouldn't happen...
|
||||
Wizardry.logger.info("Unrecognised data block value {} in structure {}", entry.getValue(), structureFile);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,95 @@
|
||||
package electroblob.wizardry.worldgen;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.block.BlockPedestal;
|
||||
import electroblob.wizardry.block.BlockRunestone;
|
||||
import electroblob.wizardry.constants.Element;
|
||||
import electroblob.wizardry.integration.antiqueatlas.WizardryAntiqueAtlasIntegration;
|
||||
import electroblob.wizardry.registry.WizardryBlocks;
|
||||
import electroblob.wizardry.spell.ArcaneLock;
|
||||
import electroblob.wizardry.tileentity.TileEntityShrineCore;
|
||||
import net.minecraft.tileentity.TileEntity;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraft.world.gen.structure.template.ITemplateProcessor;
|
||||
import net.minecraft.world.gen.structure.template.PlacementSettings;
|
||||
import net.minecraft.world.gen.structure.template.Template;
|
||||
import org.apache.commons.lang3.ArrayUtils;
|
||||
|
||||
import java.util.Map;
|
||||
import java.util.Random;
|
||||
import java.util.UUID;
|
||||
|
||||
public class WorldGenShrine extends WorldGenSurfaceStructure {
|
||||
|
||||
private static final String CORE_DATA_BLOCK_TAG = "core";
|
||||
|
||||
@Override
|
||||
public String getStructureName(){
|
||||
return "shrine";
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getRandomSeedModifier(){
|
||||
return 17502749L;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean canGenerate(Random random, World world, int chunkX, int chunkZ){
|
||||
return ArrayUtils.contains(Wizardry.settings.shrineDimensions, world.provider.getDimension())
|
||||
&& Wizardry.settings.shrineRarity > 0 && random.nextInt(Wizardry.settings.shrineRarity) == 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getStructureFile(Random random){
|
||||
return Wizardry.settings.shrineFiles[random.nextInt(Wizardry.settings.shrineFiles.length)];
|
||||
}
|
||||
|
||||
@Override
|
||||
public void spawnStructure(Random random, World world, BlockPos origin, Template template, PlacementSettings settings, ResourceLocation structureFile){
|
||||
|
||||
final Element element = Element.values()[1 + random.nextInt(Element.values().length-1)];
|
||||
|
||||
ITemplateProcessor processor = (w, p, i) -> i.blockState.getBlock() instanceof BlockRunestone ? new Template.BlockInfo(
|
||||
i.pos, i.blockState.withProperty(BlockRunestone.ELEMENT, element), i.tileentityData) : i;
|
||||
|
||||
template.addBlocksToWorld(world, origin, processor, settings, 2);
|
||||
|
||||
WizardryAntiqueAtlasIntegration.markShrine(world, origin.getX(), origin.getZ());
|
||||
|
||||
// Shrine core
|
||||
Map<BlockPos, String> dataBlocks = template.getDataBlocks(origin, settings);
|
||||
|
||||
for(Map.Entry<BlockPos, String> entry : dataBlocks.entrySet()){
|
||||
|
||||
if(entry.getValue().equals(CORE_DATA_BLOCK_TAG)){
|
||||
// This bit could have been done with a template processor, but we also need to link the chest and lock it
|
||||
world.setBlockState(entry.getKey(), WizardryBlocks.runestone_pedestal.getDefaultState()
|
||||
.withProperty(BlockPedestal.ELEMENT, element).withProperty(BlockPedestal.NATURAL, true));
|
||||
|
||||
TileEntity core = world.getTileEntity(entry.getKey());
|
||||
TileEntity container = world.getTileEntity(entry.getKey().up());
|
||||
|
||||
if(container != null){
|
||||
|
||||
container.getTileData().setUniqueId(ArcaneLock.NBT_KEY, new UUID(0, 0)); // Nil UUID
|
||||
|
||||
if(core instanceof TileEntityShrineCore){
|
||||
((TileEntityShrineCore)core).linkContainer(container);
|
||||
}else{
|
||||
Wizardry.logger.info("What?!");
|
||||
}
|
||||
|
||||
}else{
|
||||
Wizardry.logger.info("Expected chest or other container at {} in structure {}, found no tile entity", entry.getKey(), structureFile);
|
||||
}
|
||||
|
||||
}else{
|
||||
// This probably shouldn't happen...
|
||||
Wizardry.logger.info("Unrecognised data block value {} in structure {}", entry.getValue(), structureFile);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,450 @@
|
||||
package electroblob.wizardry.worldgen;
|
||||
|
||||
import com.google.common.math.Quantiles;
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.registry.WizardryAdvancementTriggers;
|
||||
import electroblob.wizardry.util.WizardryUtilities;
|
||||
import it.unimi.dsi.fastutil.longs.Long2ObjectMap;
|
||||
import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap;
|
||||
import net.minecraft.block.Block;
|
||||
import net.minecraft.block.BlockLeaves;
|
||||
import net.minecraft.block.BlockLog;
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.entity.item.EntityItem;
|
||||
import net.minecraft.entity.player.EntityPlayerMP;
|
||||
import net.minecraft.init.Blocks;
|
||||
import net.minecraft.nbt.NBTBase;
|
||||
import net.minecraft.nbt.NBTTagCompound;
|
||||
import net.minecraft.util.EnumFacing;
|
||||
import net.minecraft.util.Mirror;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.Rotation;
|
||||
import net.minecraft.util.math.*;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraft.world.chunk.IChunkProvider;
|
||||
import net.minecraft.world.gen.IChunkGenerator;
|
||||
import net.minecraft.world.gen.structure.MapGenStructureData;
|
||||
import net.minecraft.world.gen.structure.StructureBoundingBox;
|
||||
import net.minecraft.world.gen.structure.template.PlacementSettings;
|
||||
import net.minecraft.world.gen.structure.template.Template;
|
||||
import net.minecraftforge.common.BiomeDictionary;
|
||||
import net.minecraftforge.common.util.Constants;
|
||||
import net.minecraftforge.fml.common.IWorldGenerator;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.common.gameevent.TickEvent;
|
||||
|
||||
import javax.annotation.Nullable;
|
||||
import java.util.*;
|
||||
|
||||
/** Base structure generation class which handles code common to all wizardry's above-ground structures, such as
|
||||
* calculating the median ground level. */
|
||||
@Mod.EventBusSubscriber
|
||||
public abstract class WorldGenSurfaceStructure implements IWorldGenerator {
|
||||
|
||||
/** The maximum fraction of the area where a structure is to be spawned that may be covered by liquid. */
|
||||
private static final float MAX_LIQUID_FRACTION = 0.4f;
|
||||
|
||||
/** Static map used to store all structure generators for the purpose of advancements. */
|
||||
private static final Map<String, WorldGenSurfaceStructure> generators = new HashMap<>();
|
||||
|
||||
/** A random instance used solely for the purpose of emulating the world generation to predict locations. */
|
||||
private final Random random;
|
||||
|
||||
private World world;
|
||||
|
||||
private MapGenStructureData structureData;
|
||||
|
||||
/** Stores the bounding boxes of all structures of this type that have been generated so far. */
|
||||
protected final Long2ObjectMap<StructureBoundingBox> structureMap = new Long2ObjectOpenHashMap<>(1024);
|
||||
|
||||
public WorldGenSurfaceStructure(){
|
||||
random = new Random(); // Seed will be set later
|
||||
generators.put(this.getStructureName(), this);
|
||||
}
|
||||
|
||||
/** Returns a constant (but unique) long value used to change the random seed so that each generator produces a
|
||||
* different sequence of numbers. Without this, all wizardry's generators attempt to generate in the same chunks
|
||||
* when set to the same rarity. */
|
||||
public abstract long getRandomSeedModifier();
|
||||
|
||||
/** Pre-check for whether the structure can generate. Usually this is just used for randomisation so that
|
||||
* calculations are only performed for chunks that will generate a structure; most placement-specific stuff
|
||||
* can just be done using a check inside {@link WorldGenSurfaceStructure#spawnStructure(Random, World, BlockPos, Template, PlacementSettings, ResourceLocation)} */
|
||||
public abstract boolean canGenerate(Random random, World world, int chunkX, int chunkZ);
|
||||
|
||||
/** Called each time the structure is generated to get a structure file to use. */
|
||||
public abstract ResourceLocation getStructureFile(Random random);
|
||||
|
||||
/** Returns the name of this structure type, which is used as an identifier in the world save file and for
|
||||
* advancement JSON files. */
|
||||
public abstract String getStructureName();
|
||||
|
||||
/**
|
||||
* Spawns the structure at the given origin with the given placement settings.
|
||||
* @param random A {@code Random} instance to use for any further parameters that need randomising.
|
||||
* @param world The world to spawn the structure in.
|
||||
* @param origin The origin coordinates of the structure in the world, pre-adjusted for floor height and rotation
|
||||
* to avoid floating structures and minimise cascading worldgen lag.
|
||||
* @param template The template to be generated.
|
||||
* @param settings The placement settings for the structure.
|
||||
* @param structureFile The location of the chosen structure file, for logging purposes.
|
||||
*/
|
||||
public abstract void spawnStructure(Random random, World world, BlockPos origin, Template template, PlacementSettings settings, ResourceLocation structureFile);
|
||||
|
||||
/** Specifies valid rotation values for the structure. By default this returns all rotations. */
|
||||
public Rotation[] getValidRotations(){
|
||||
return Rotation.values();
|
||||
}
|
||||
|
||||
/** Specifies valid rotation values for the structure. By default this returns an array of {@code Mirror.LEFT_RIGHT}
|
||||
* and {@code Mirror.NONE}. */
|
||||
public Mirror[] getValidMirrors(){
|
||||
return new Mirror[]{Mirror.NONE, Mirror.LEFT_RIGHT};
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds a random position within the given chunk at which the given template may be generated.
|
||||
* In an effort to make structure rarity more uniform, they now get a number of tries to spawn in each
|
||||
* randomly-selected chunk so they have a better chance of avoiding stuff that might be in the way (cliffs,
|
||||
* villages, lakes, etc.).
|
||||
* <p></p>
|
||||
* This method calculates the median floor height to ensure that sudden changes in level are ignored and the
|
||||
* structure is always spawned at the same level as the majority of the underlying floor. Trees are also ignored
|
||||
* when determining floor level, so that forests don't impede structure spawning.
|
||||
*
|
||||
* @param template The template to be generated
|
||||
* @param settings The placement settings for the structure template
|
||||
* @param random A random instance to use. This should have had its seed set according to the world seed and chunk
|
||||
* coordinates.
|
||||
* @param world The world in which to spawn the structure
|
||||
* @param chunkX The x-coordinate of the chunk being populated
|
||||
* @param chunkZ The z-coordinate of the chunk being populated
|
||||
* @return The coordinates of the position found, or null if no suitable position was found. The returned
|
||||
* {@code BlockPos} is <b>always</b> the northwest corner of the structure, and the y-coordinate is that of the
|
||||
* uppermost block at those (x, z) coordinates. If the structure is being rotated this needs to be altered using
|
||||
* {@link Template#getZeroPositionWithTransform(BlockPos, Mirror, Rotation)} before it can be fed into the template
|
||||
* spawning methods.
|
||||
*/
|
||||
@Nullable
|
||||
protected BlockPos findValidPosition(Template template, PlacementSettings settings, Random random, World world,
|
||||
int chunkX, int chunkZ){
|
||||
|
||||
// Offset by (8, 8) to minimise cascading worldgen lag
|
||||
// See https://www.reddit.com/r/feedthebeast/cowmments/5x0twz/investigating_extreme_worldgen_lag/?ref=share&ref_source=embed&utm_content=title&utm_medium=post_embed&utm_name=c07cbb545f74487793783012794733d8&utm_source=embedly&utm_term=5x0twz
|
||||
// Multiplying and left-shifting are identical but it's good practice to bitshift here I guess
|
||||
BlockPos origin = new BlockPos(8 + (chunkX << 4) + random.nextInt(16), 0, 8 + (chunkZ << 4) + random.nextInt(16));
|
||||
|
||||
BlockPos size = template.transformedSize(settings.getRotation());
|
||||
// Estimate a starting height for searching for the floor
|
||||
BlockPos centre = world.getTopSolidOrLiquidBlock(new BlockPos(origin.add(size.getX()/2, 0, size.getZ()/2)));
|
||||
Integer startingHeight = WizardryUtilities.getNearestSurface(world, centre, EnumFacing.UP, 32, true,
|
||||
WizardryUtilities.SurfaceCriteria.COLLIDABLE_IGNORING_TREES);
|
||||
|
||||
if(startingHeight == null) return null;
|
||||
|
||||
if(Wizardry.settings.fastWorldgen){
|
||||
BlockPos result = origin.up(startingHeight);
|
||||
// Fast worldgen doesn't check for water, instead it checks the biome like vanilla, which is crude but fast
|
||||
return BiomeDictionary.hasType(world.getBiome(result), BiomeDictionary.Type.WATER) ? null : result;
|
||||
}
|
||||
|
||||
int[] floorHeights = new int[size.getX() * size.getZ()];
|
||||
|
||||
int liquidCount = 0;
|
||||
|
||||
for(int i = 0; i < floorHeights.length; i++){
|
||||
// Despite what its name suggests, this method does not return the position of a liquid. It is in fact
|
||||
// exactly what is needed here since it is used for placing villages and stuff, and doesn't include leaves
|
||||
// or other foliage.
|
||||
BlockPos pos = origin.add(i / size.getZ(), 0, i % size.getZ());
|
||||
Integer floor = WizardryUtilities.getNearestSurface(world, pos.up(startingHeight), EnumFacing.UP, 32, true,
|
||||
WizardryUtilities.SurfaceCriteria.COLLIDABLE_IGNORING_TREES);
|
||||
floorHeights[i] = floor == null ? 0 : floor; // Very unlikely that floor is null
|
||||
// ^ That method gets the top solid block. Most non-solid blocks are ok to have around the structure,
|
||||
// with the exception of liquids, so if there are too many the position is deemed unsuitable.
|
||||
if(world.getBlockState(pos.up(floorHeights[i])).getMaterial().isLiquid()) liquidCount++;
|
||||
if(liquidCount > floorHeights.length * MAX_LIQUID_FRACTION) return null;
|
||||
}
|
||||
|
||||
// Get the median floor height (rather than the mean, that way cliffs should have no effect)
|
||||
int medianFloorHeight = MathHelper.floor(Quantiles.median().compute(floorHeights));
|
||||
|
||||
// Now we know the y level of the base of the structure, we can check for stuff in the way
|
||||
// A structure is deemed to have stuff in the way if the floor level at any of the (x, z) positions it
|
||||
// occupies differs from the base y level by more than its distance from the centre plus a constant.
|
||||
// In practical terms, this means structures can't spawn on steep slopes or inside cave mouths or buildings.
|
||||
|
||||
for(int i = 0; i < floorHeights.length; i++){
|
||||
int orthogonalDist = Math.max(Math.abs(i / size.getZ() - size.getX()/2), Math.abs(i % size.getZ() - size.getZ()/2));
|
||||
if(Math.abs(floorHeights[i] - medianFloorHeight) > Math.max(2, orthogonalDist)) return null; // Something is in the way
|
||||
}
|
||||
|
||||
return origin.up(medianFloorHeight - 1);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider){
|
||||
|
||||
if(!world.getWorldInfo().isMapFeaturesEnabled()) return;
|
||||
|
||||
// Don't need to worry about overflows because they'll just wrap around, which is fine for this purpose
|
||||
random.setSeed(random.nextLong() + getRandomSeedModifier());
|
||||
|
||||
initializeStructureData(world); // Load the data from the save file if it isn't already loaded
|
||||
|
||||
if(canGenerate(random, world, chunkX, chunkZ)){
|
||||
|
||||
ResourceLocation structureFile = getStructureFile(random);
|
||||
|
||||
Template template = world.getSaveHandler().getStructureTemplateManager().getTemplate(
|
||||
world.getMinecraftServer(), structureFile);
|
||||
|
||||
Rotation[] rotations = getValidRotations();
|
||||
Mirror[] mirrors = getValidMirrors();
|
||||
|
||||
PlacementSettings settings = new PlacementSettings()
|
||||
.setRotation(rotations[random.nextInt(rotations.length)])
|
||||
.setMirror(mirrors[random.nextInt(mirrors.length)]);
|
||||
|
||||
int triesLeft = 10;
|
||||
|
||||
BlockPos origin;
|
||||
|
||||
do {
|
||||
origin = findValidPosition(template, settings, random, world, chunkX, chunkZ);
|
||||
triesLeft--;
|
||||
}while(triesLeft > 0 && origin != null);
|
||||
|
||||
if(origin == null) return;
|
||||
|
||||
// Need to subtract 1 from each coordinate since both corners are inclusive
|
||||
StructureBoundingBox box = new StructureBoundingBox(origin, origin.add(template.transformedSize(settings.getRotation())).add(-1, -1, -1));
|
||||
|
||||
// DEBUG
|
||||
// world.setBlockState(new BlockPos(box.minX, box.minY, box.minZ), Blocks.CONCRETE.getDefaultState().withProperty(BlockColored.COLOR, EnumDyeColor.MAGENTA));
|
||||
// world.setBlockState(new BlockPos(box.maxX, box.maxY, box.maxZ), Blocks.CONCRETE.getDefaultState().withProperty(BlockColored.COLOR, EnumDyeColor.MAGENTA));
|
||||
|
||||
if(!Wizardry.settings.fastWorldgen){
|
||||
for(WorldGenSurfaceStructure generator : generators.values()){
|
||||
StructureBoundingBox otherbox = generator.structureMap.get(ChunkPos.asLong(origin.getX() >> 4, origin.getZ() >> 4));
|
||||
if(otherbox != null && otherbox.intersectsWith(box)) return;
|
||||
}
|
||||
}
|
||||
|
||||
settings.setBoundingBox(box);
|
||||
|
||||
// PlacementSettings rotates and mirrors the structure around the origin, keeping the origin in the same
|
||||
// place in the world. This means the structure can be rotated/mirrored into the 8 block border, undoing all
|
||||
// our hard work to try and prevent cascading worldgen lag!
|
||||
|
||||
// To properly minimise cascading worldgen lag, the method below returns the position where the corner needs
|
||||
// to be such that the original structure's NW (-X, -Z) corner is at the origin.
|
||||
origin = template.getZeroPositionWithTransform(origin, settings.getMirror(), settings.getRotation());
|
||||
|
||||
spawnStructure(random, world, origin, template, settings, structureFile);
|
||||
|
||||
if(!Wizardry.settings.fastWorldgen) removeFloatingTrees(world, box);
|
||||
|
||||
structureMap.put(ChunkPos.asLong(origin.getX() >> 4, origin.getZ() >> 4), settings.getBoundingBox());
|
||||
|
||||
NBTTagCompound tag = new NBTTagCompound();
|
||||
tag.setInteger("ChunkX", chunkX);
|
||||
tag.setInteger("ChunkZ", chunkZ);
|
||||
tag.setTag("BB", settings.getBoundingBox().toNBTTagIntArray());
|
||||
structureData.writeInstance(tag, chunkX, chunkZ);
|
||||
structureData.markDirty();
|
||||
}
|
||||
}
|
||||
|
||||
/** Copied from MapGenStructure. Unlike most NBT loading, this is lazy - it only gets read from NBT when requested. */
|
||||
protected void initializeStructureData(World world){
|
||||
|
||||
// If the world that was last generated is not this world, load the data for the new world
|
||||
// This is a bit of a dirty hack, it would be better if we had separate instances per-world but... effort...
|
||||
// For now it works, maybe one day I'll improve it
|
||||
if(world != this.world){
|
||||
|
||||
this.world = world;
|
||||
|
||||
this.structureData = (MapGenStructureData)world.getPerWorldStorage().getOrLoadData(MapGenStructureData.class, this.getStructureName());
|
||||
|
||||
// This has to be cleared or worlds will interfere with each other!
|
||||
// Vanilla doesn't have to do this because each world has a separate ChunkGenerator which stores MapGenBase
|
||||
// instances
|
||||
this.structureMap.clear();
|
||||
|
||||
if(this.structureData == null){
|
||||
|
||||
this.structureData = new MapGenStructureData(this.getStructureName());
|
||||
world.getPerWorldStorage().setData(this.getStructureName(), this.structureData);
|
||||
|
||||
}else{
|
||||
|
||||
NBTTagCompound nbt = this.structureData.getTagCompound();
|
||||
|
||||
for(String s : nbt.getKeySet()){
|
||||
|
||||
NBTBase nbtbase = nbt.getTag(s);
|
||||
|
||||
if(nbtbase.getId() == Constants.NBT.TAG_COMPOUND){
|
||||
|
||||
NBTTagCompound entry = (NBTTagCompound)nbtbase;
|
||||
|
||||
if(entry.hasKey("ChunkX") && entry.hasKey("ChunkZ") && entry.hasKey("BB")){
|
||||
|
||||
int i = entry.getInteger("ChunkX");
|
||||
int j = entry.getInteger("ChunkZ");
|
||||
int[] coords = entry.getIntArray("BB");
|
||||
|
||||
this.structureMap.put(ChunkPos.asLong(i, j), new StructureBoundingBox(coords));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Finds and removes any floating bits of tree in and above the given structure bounding box. */
|
||||
protected static void removeFloatingTrees(World world, StructureBoundingBox boundingBox){
|
||||
|
||||
boolean changed = true;
|
||||
int y = boundingBox.minY;
|
||||
|
||||
// Remove all the logs
|
||||
|
||||
while(changed && y < world.getHeight()){ // I do hope the trees don't reach the world height...
|
||||
|
||||
// Always checks at least the first layer above the bounding box in case the structure cut the rest off
|
||||
if(y > boundingBox.maxY + 1) changed = false;
|
||||
|
||||
for(int x = boundingBox.minX; x <= boundingBox.maxX; x++){
|
||||
for(int z = boundingBox.minZ; z <= boundingBox.maxZ; z++){
|
||||
|
||||
BlockPos pos = new BlockPos(x, y, z);
|
||||
|
||||
Block block = world.getBlockState(pos).getBlock();
|
||||
Block below = world.getBlockState(pos.down()).getBlock();
|
||||
|
||||
if(block instanceof BlockLog){
|
||||
if(below != Blocks.GRASS && below != Blocks.DIRT && !(below instanceof BlockLog) &&
|
||||
!below.isLeaves(world.getBlockState(pos.down()), world, pos.down())){
|
||||
world.setBlockToAir(pos);
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
y++;
|
||||
}
|
||||
|
||||
// Now update all leaves in the area 16 times to make them decay
|
||||
|
||||
int border = 8;
|
||||
|
||||
List<BlockPos> leaves = new ArrayList<>();
|
||||
|
||||
for(int x = boundingBox.minX - border; x <= boundingBox.maxX + border; x++){
|
||||
for(int y1 = boundingBox.minY - border; y1 <= y + border; y1++){
|
||||
for(int z = boundingBox.minZ - border; z <= boundingBox.maxZ + border; z++){
|
||||
BlockPos pos = new BlockPos(x, y1, z);
|
||||
if(world.getBlockState(pos).getBlock() instanceof BlockLeaves) leaves.add(pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(int i=0; i<16; i++){
|
||||
leaves.forEach(p -> world.getBlockState(p).getBlock().updateTick(world, p, world.getBlockState(p), null));
|
||||
}
|
||||
|
||||
// Finally, remove all the items that were dropped as a result of leaf decay
|
||||
|
||||
AxisAlignedBB box = new AxisAlignedBB(boundingBox.minX, boundingBox.minY, boundingBox.minZ, boundingBox.maxX, y, boundingBox.maxZ).grow(border);
|
||||
|
||||
world.getEntitiesWithinAABB(EntityItem.class, box).forEach(Entity::setDead);
|
||||
|
||||
}
|
||||
|
||||
/** Returns true if the given position is within a structure of this type in the given world, false
|
||||
* otherwise. This will not work on chunks that are yet to be generated; attempting to do so will print a
|
||||
* warning to the console. */
|
||||
public boolean isInsideStructure(World world, double x, double y, double z){
|
||||
|
||||
initializeStructureData(world); // Load the data from the save file if it isn't already loaded
|
||||
|
||||
int chunkX = (int)x >> 4;
|
||||
int chunkZ = (int)z >> 4;
|
||||
|
||||
if(!world.isChunkGeneratedAt(chunkX, chunkZ)){
|
||||
Wizardry.logger.warn("Testing whether position ({}, {}, {}) is inside a structure, but that chunk hasn't been generated yet", x, y, z);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Vanilla just iterates through the entire structure map, but we can be a little more intelligent
|
||||
// about it by only testing the chunks near the player (since all the structures are smaller than 32x32)
|
||||
long[] chunks = {ChunkPos.asLong(chunkX - 1, chunkZ - 1), ChunkPos.asLong(chunkX - 1, chunkZ), ChunkPos.asLong(chunkX - 1, chunkZ + 1),
|
||||
ChunkPos.asLong(chunkX, chunkZ - 1), ChunkPos.asLong(chunkX, chunkZ), ChunkPos.asLong(chunkX, chunkZ + 1),
|
||||
ChunkPos.asLong(chunkX + 1, chunkZ - 1), ChunkPos.asLong(chunkX + 1, chunkZ), ChunkPos.asLong(chunkX + 1, chunkZ + 1)};
|
||||
|
||||
for(long chunkPos : chunks){
|
||||
if(structureMap.containsKey(chunkPos) && structureMap.get(chunkPos).isVecInside(new Vec3i(x, y, z)))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/** Copied from MapGenMineshaft. The general idea (it seems) is to emulate the world generator's randomisation
|
||||
* without actually placing any blocks. Presumably mineshafts don't need sub-chunk randomisation? */
|
||||
public BlockPos getNearestStructurePos(World world, BlockPos pos, boolean findUnexplored){
|
||||
|
||||
// TODO: We have a problem here, in that the 'pragmatic' placement algorithm (good as it is) requires
|
||||
// the chunk to have already been generated, so we can't be sure if a structure actually exists until
|
||||
// the chunk is actually generated.
|
||||
|
||||
int j = pos.getX() >> 4;
|
||||
int k = pos.getZ() >> 4;
|
||||
|
||||
for (int l = 0; l <= 1000; ++l)
|
||||
{
|
||||
for (int i1 = -l; i1 <= l; ++i1)
|
||||
{
|
||||
boolean flag = i1 == -l || i1 == l;
|
||||
|
||||
for (int j1 = -l; j1 <= l; ++j1)
|
||||
{
|
||||
boolean flag1 = j1 == -l || j1 == l;
|
||||
|
||||
if (flag || flag1)
|
||||
{
|
||||
// TESTME: Is this the same as Forge's per-chunk seeds? (see caller of generate())
|
||||
int k1 = j + i1;
|
||||
int l1 = k + j1;
|
||||
this.random.setSeed((long)(k1 ^ l1) ^ world.getSeed());
|
||||
this.random.nextInt();
|
||||
|
||||
if(this.canGenerate(this.random, world, k1, l1) && (!findUnexplored || !world.isChunkGeneratedAt(k1, l1))){
|
||||
return new BlockPos((k1 << 4) + 8, 64, (l1 << 4) + 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/** Returns the world generator with the given name. */
|
||||
public static WorldGenSurfaceStructure byName(String name){
|
||||
return generators.get(name);
|
||||
}
|
||||
|
||||
@SubscribeEvent
|
||||
public static void onPlayerTick(TickEvent.PlayerTickEvent event){
|
||||
if(event.player instanceof EntityPlayerMP && event.player.ticksExisted % 20 == 0){
|
||||
WizardryAdvancementTriggers.visit_structure.trigger((EntityPlayerMP)event.player);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,165 @@
|
||||
package electroblob.wizardry.worldgen;
|
||||
|
||||
import com.google.common.collect.ImmutableMap;
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.entity.living.EntityEvilWizard;
|
||||
import electroblob.wizardry.entity.living.EntityWizard;
|
||||
import electroblob.wizardry.integration.antiqueatlas.WizardryAntiqueAtlasIntegration;
|
||||
import electroblob.wizardry.util.WizardryUtilities;
|
||||
import net.minecraft.block.BlockPlanks;
|
||||
import net.minecraft.block.BlockStainedHardenedClay;
|
||||
import net.minecraft.block.state.IBlockState;
|
||||
import net.minecraft.init.Biomes;
|
||||
import net.minecraft.init.Blocks;
|
||||
import net.minecraft.item.EnumDyeColor;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.util.math.Vec3d;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraft.world.biome.Biome;
|
||||
import net.minecraft.world.gen.structure.template.ITemplateProcessor;
|
||||
import net.minecraft.world.gen.structure.template.PlacementSettings;
|
||||
import net.minecraft.world.gen.structure.template.Template;
|
||||
import net.minecraftforge.common.BiomeDictionary;
|
||||
import org.apache.commons.lang3.ArrayUtils;
|
||||
|
||||
import java.util.HashSet;
|
||||
import java.util.Map;
|
||||
import java.util.Random;
|
||||
import java.util.Set;
|
||||
|
||||
public class WorldGenWizardTower extends WorldGenSurfaceStructure {
|
||||
|
||||
// TODO: Add wizard towers to the /locate command
|
||||
// This requires some careful manipulation of Random objects to replicate the positions exactly for the current
|
||||
// world. See the end of ChunkGeneratorOverworld for the relevant methods.
|
||||
|
||||
private static final String WIZARD_DATA_BLOCK_TAG = "wizard";
|
||||
private static final String EVIL_WIZARD_DATA_BLOCK_TAG = "evil_wizard";
|
||||
|
||||
private final Map<BiomeDictionary.Type, IBlockState> SPECIAL_WALL_BLOCKS;
|
||||
|
||||
public WorldGenWizardTower(){
|
||||
// These are initialised here because it's a convenient point after the blocks are registered
|
||||
SPECIAL_WALL_BLOCKS = ImmutableMap.of(
|
||||
BiomeDictionary.Type.MESA, Blocks.RED_SANDSTONE.getDefaultState(),
|
||||
BiomeDictionary.Type.MOUNTAIN, Blocks.STONEBRICK.getDefaultState(),
|
||||
BiomeDictionary.Type.NETHER, Blocks.NETHER_BRICK.getDefaultState(),
|
||||
BiomeDictionary.Type.SANDY, Blocks.SANDSTONE.getDefaultState()
|
||||
);
|
||||
}
|
||||
|
||||
@Override
|
||||
public String getStructureName(){
|
||||
return "wizard_tower";
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getRandomSeedModifier(){
|
||||
return 10473957L; // Yep, I literally typed 8 digits at random
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean canGenerate(Random random, World world, int chunkX, int chunkZ){
|
||||
return ArrayUtils.contains(Wizardry.settings.towerDimensions, world.provider.getDimension())
|
||||
&& Wizardry.settings.towerRarity > 0 && random.nextInt(Wizardry.settings.towerRarity) == 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getStructureFile(Random random){
|
||||
return random.nextDouble() < Wizardry.settings.evilWizardChance ?
|
||||
Wizardry.settings.towerWithChestFiles[random.nextInt(Wizardry.settings.towerWithChestFiles.length)] :
|
||||
Wizardry.settings.towerFiles[random.nextInt(Wizardry.settings.towerFiles.length)];
|
||||
}
|
||||
|
||||
@Override
|
||||
public void spawnStructure(Random random, World world, BlockPos origin, Template template, PlacementSettings settings, ResourceLocation structureFile){
|
||||
|
||||
final EnumDyeColor colour = EnumDyeColor.values()[random.nextInt(EnumDyeColor.values().length)];
|
||||
final Biome biome = world.getBiome(origin);
|
||||
|
||||
final IBlockState wallMaterial = SPECIAL_WALL_BLOCKS.keySet().stream().filter(t -> BiomeDictionary.hasType(biome, t))
|
||||
.findFirst().map(SPECIAL_WALL_BLOCKS::get).orElse(Blocks.COBBLESTONE.getDefaultState());
|
||||
|
||||
final float mossiness = getBiomeMossiness(biome);
|
||||
final BlockPlanks.EnumType woodType = getBiomeWoodVariant(biome);
|
||||
|
||||
final Set<BlockPos> blocksPlaced = new HashSet<>();
|
||||
|
||||
ITemplateProcessor processor = new MultiTemplateProcessor(true,
|
||||
// Roof colour
|
||||
(w, p, i) -> i.blockState.getBlock() instanceof BlockStainedHardenedClay ? new Template.BlockInfo(
|
||||
i.pos, i.blockState.withProperty(BlockStainedHardenedClay.COLOR, colour), i.tileentityData) : i,
|
||||
// Wall material
|
||||
(w, p, i) -> i.blockState.getBlock() == Blocks.COBBLESTONE ? new Template.BlockInfo(i.pos,
|
||||
wallMaterial, i.tileentityData) : i,
|
||||
// Wood type
|
||||
new WoodTypeTemplateProcessor(woodType),
|
||||
// Mossifier
|
||||
new MossifierTemplateProcessor(mossiness, 0.04f, origin.getY() + 1),
|
||||
// Block recording (the process() method doesn't get called for structure voids)
|
||||
(w, p, i) -> {if(i.blockState.getBlock() != Blocks.AIR) blocksPlaced.add(p); return i;}
|
||||
);
|
||||
|
||||
template.addBlocksToWorld(world, origin, processor, settings, 2);
|
||||
|
||||
WizardryAntiqueAtlasIntegration.markTower(world, origin.getX(), origin.getZ());
|
||||
|
||||
// Wizard spawning
|
||||
Map<BlockPos, String> dataBlocks = template.getDataBlocks(origin, settings);
|
||||
|
||||
for(Map.Entry<BlockPos, String> entry : dataBlocks.entrySet()){
|
||||
|
||||
Vec3d vec = WizardryUtilities.getCentre(entry.getKey());
|
||||
|
||||
if(entry.getValue().equals(WIZARD_DATA_BLOCK_TAG)){
|
||||
|
||||
EntityWizard wizard = new EntityWizard(world);
|
||||
wizard.setLocationAndAngles(vec.x, vec.y, vec.z, 0, 0);
|
||||
wizard.onInitialSpawn(world.getDifficultyForLocation(origin), null);
|
||||
wizard.setTowerBlocks(blocksPlaced);
|
||||
world.spawnEntity(wizard);
|
||||
|
||||
}else if(entry.getValue().equals(EVIL_WIZARD_DATA_BLOCK_TAG)){
|
||||
|
||||
EntityEvilWizard wizard = new EntityEvilWizard(world);
|
||||
wizard.setLocationAndAngles(vec.x, vec.y, vec.z, 0, 0);
|
||||
wizard.hasStructure = true; // Stops it despawning
|
||||
wizard.onInitialSpawn(world.getDifficultyForLocation(origin), null);
|
||||
world.spawnEntity(wizard);
|
||||
|
||||
}else{
|
||||
// This probably shouldn't happen...
|
||||
Wizardry.logger.info("Unrecognised data block value {} in structure {}", entry.getValue(), structureFile);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static float getBiomeMossiness(Biome biome){
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.DENSE)) return 0.7f;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.JUNGLE)) return 0.7f;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.WET)) return 0.5f;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.SWAMP)) return 0.5f;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.FOREST)) return 0.3f;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.LUSH)) return 0.3f;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.DRY)) return 0;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.COLD)) return 0;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.DEAD)) return 0;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.WASTELAND)) return 0;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.NETHER)) return 0;
|
||||
return 0.1f; // Everything else (plains, etc.) has a small amount of moss
|
||||
}
|
||||
|
||||
private static BlockPlanks.EnumType getBiomeWoodVariant(Biome biome){
|
||||
// Unfortunately, I can't check all the wood types with the biome dictionary
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.CONIFEROUS)) return BlockPlanks.EnumType.SPRUCE;
|
||||
if(biome == Biomes.BIRCH_FOREST || biome == Biomes.BIRCH_FOREST_HILLS) return BlockPlanks.EnumType.BIRCH;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.JUNGLE)) return BlockPlanks.EnumType.JUNGLE;
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.SAVANNA)) return BlockPlanks.EnumType.ACACIA;
|
||||
// Not technically a tree type, but I think it fits quite well anyway
|
||||
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.SPOOKY)) return BlockPlanks.EnumType.DARK_OAK;
|
||||
// Everything else is oak
|
||||
return BlockPlanks.EnumType.OAK;
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user