package electroblob.wizardry.worldgen; import electroblob.wizardry.Wizardry; import electroblob.wizardry.registry.WizardryAdvancementTriggers; import electroblob.wizardry.util.NBTExtras; import it.unimi.dsi.fastutil.longs.Long2ObjectMap; import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap; import net.minecraft.entity.player.EntityPlayerMP; import net.minecraft.nbt.NBTBase; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.util.Mirror; import net.minecraft.util.ResourceLocation; import net.minecraft.util.Rotation; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.ChunkPos; import net.minecraft.util.math.Vec3i; 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.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.HashMap; import java.util.Map; import java.util.Random; /** * Base structure generation class which handles code common to all wizardry's structures. This class was generalised * from {@link WorldGenSurfaceStructure} in Wizardry 4.3 to allow underground structures to share much of the code. * * @author Electroblob * @since Wizardry 4.3 */ @Mod.EventBusSubscriber public abstract class WorldGenWizardryStructure implements IWorldGenerator { /** Static map used to store all structure generators for the purpose of advancements. */ private static final Map 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 structureMap = new Long2ObjectOpenHashMap<>(1024); public WorldGenWizardryStructure(){ 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(); /** 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(); /** 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}; } /** 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 WorldGenWizardryStructure#spawnStructure(Random, World, BlockPos, Template, PlacementSettings, ResourceLocation)} */ public abstract boolean canGenerate(Random random, World world, int chunkX, int chunkZ); /** * Picks a random position within the given chunk at which to generate the given template, returning null if that * position is found to be unsuitable. In an effort to make structure rarity more uniform, they now get a number of * attempts 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.), or otherwise satisfying spawning conditions. This method performs a * single attempt at finding a suitable position. * * @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 * @param structureFile The name of the structure file, used for error messages. * @return The coordinates of the position found, or null if no suitable position was found. The returned * {@code BlockPos} is always 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. */ // It may seem more logical for this class to generate a position and then have subclasses only check if it is // valid, but different types of structure pick positions differently so that has to be left to subclasses @Nullable protected abstract BlockPos attemptPosition(Template template, PlacementSettings settings, Random random, World world, int chunkX, int chunkZ, String structureFile); /** * Spawns the structure at the given origin with the given placement settings. This method should handle template * processors and the actual placing of the blocks in the world. * @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, already set to a valid position and adjusted * so that it is the NW corner (-X, -Z) regardless of rotation/mirror settings * @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); /** * Called after the structure is generated to perform any post-generation extras (optional). For example, * {@link WorldGenSurfaceStructure} uses this to clean up floating trees. * @param random The random number generator that was used to generate the structure * @param world The world in which the structure was generated * @param settings The placement settings that the structure was generated with (including its bounding box) */ protected void postGenerate(Random random, World world, PlacementSettings settings){} @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); BlockPos size = template.getSize(); if(size.getX() == 0 || size.getY() == 0 || size.getZ() == 0){ Wizardry.logger.warn("Structure template file {} is missing or empty! If you're trying to disable structure spawning, pointing to a non-existent location is NOT the correct way to do so; use the structure dimension lists instead.", 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 = attemptPosition(template, settings, random, world, chunkX, chunkZ, structureFile.toString()); 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(WorldGenWizardryStructure 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. // TODO: Actually this may not truly minimise cascading, hmmm origin = template.getZeroPositionWithTransform(origin, settings.getMirror(), settings.getRotation()); spawnStructure(random, world, origin, template, settings, structureFile); postGenerate(random, world, settings); structureMap.put(ChunkPos.asLong(origin.getX() >> 4, origin.getZ() >> 4), settings.getBoundingBox()); NBTTagCompound tag = new NBTTagCompound(); tag.setInteger("ChunkX", chunkX); tag.setInteger("ChunkZ", chunkZ); NBTExtras.storeTagSafely(tag, "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)); } } } } } } /** 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 WorldGenWizardryStructure 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); } } }