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Wizardry/src/main/java/electroblob/wizardry/worldgen/WorldGenSurfaceStructure.java
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20 KiB
Java

package electroblob.wizardry.worldgen;
import com.google.common.math.Quantiles;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.registry.WizardryAdvancementTriggers;
import electroblob.wizardry.util.NBTExtras;
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.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
* @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 <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, String structureFile){
// 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());
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);
}
// Estimate a starting height for searching for the floor
BlockPos centre = world.getTopSolidOrLiquidBlock(new BlockPos(origin.add(size.getX()/2, 0, size.getZ()/2)));
// Check if we're at the top of the world, and if so just randomise the y pos (accounts for 'cavern' dimensions)
if(centre.getY() >= world.getActualHeight()) centre = new BlockPos(centre.getX(), random.nextInt(world.getActualHeight()), centre.getZ());
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 only checks the central position for water, which isn't perfect but it is faster
return world.getBlockState(new BlockPos(centre.getX(), startingHeight + 1, centre.getZ())).getMaterial().isLiquid() ? 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, 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(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, random);
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));
}
}
}
}
}
}
/** Finds and removes any floating bits of tree in and above the given structure bounding box. */
protected static void removeFloatingTrees(World world, StructureBoundingBox boundingBox, Random random){
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 && !WizardryUtilities.isTreeBlock(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), random));
}
// 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);
}
}
}