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 +1,450 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user