459 lines
20 KiB
Java
459 lines
20 KiB
Java
package electroblob.wizardry.worldgen;
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import com.google.common.math.Quantiles;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.registry.WizardryAdvancementTriggers;
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import electroblob.wizardry.util.NBTExtras;
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import electroblob.wizardry.util.WizardryUtilities;
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import it.unimi.dsi.fastutil.longs.Long2ObjectMap;
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import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockLeaves;
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import net.minecraft.block.BlockLog;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.item.EntityItem;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.init.Blocks;
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import net.minecraft.nbt.NBTBase;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.Mirror;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.Rotation;
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import net.minecraft.util.math.*;
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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.structure.MapGenStructureData;
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import net.minecraft.world.gen.structure.StructureBoundingBox;
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import net.minecraft.world.gen.structure.template.PlacementSettings;
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import net.minecraft.world.gen.structure.template.Template;
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import net.minecraftforge.common.util.Constants;
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import net.minecraftforge.fml.common.IWorldGenerator;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.common.gameevent.TickEvent;
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import javax.annotation.Nullable;
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import java.util.*;
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/** Base structure generation class which handles code common to all wizardry's above-ground structures, such as
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* calculating the median ground level. */
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@Mod.EventBusSubscriber
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public abstract class WorldGenSurfaceStructure implements IWorldGenerator {
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/** The maximum fraction of the area where a structure is to be spawned that may be covered by liquid. */
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private static final float MAX_LIQUID_FRACTION = 0.4f;
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/** Static map used to store all structure generators for the purpose of advancements. */
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private static final Map<String, WorldGenSurfaceStructure> generators = new HashMap<>();
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/** A random instance used solely for the purpose of emulating the world generation to predict locations. */
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private final Random random;
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private World world;
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private MapGenStructureData structureData;
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/** Stores the bounding boxes of all structures of this type that have been generated so far. */
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protected final Long2ObjectMap<StructureBoundingBox> structureMap = new Long2ObjectOpenHashMap<>(1024);
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public WorldGenSurfaceStructure(){
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random = new Random(); // Seed will be set later
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generators.put(this.getStructureName(), this);
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}
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/** Returns a constant (but unique) long value used to change the random seed so that each generator produces a
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* different sequence of numbers. Without this, all wizardry's generators attempt to generate in the same chunks
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* when set to the same rarity. */
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public abstract long getRandomSeedModifier();
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/** Pre-check for whether the structure can generate. Usually this is just used for randomisation so that
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* calculations are only performed for chunks that will generate a structure; most placement-specific stuff
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* can just be done using a check inside {@link WorldGenSurfaceStructure#spawnStructure(Random, World, BlockPos, Template, PlacementSettings, ResourceLocation)} */
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public abstract boolean canGenerate(Random random, World world, int chunkX, int chunkZ);
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/** Called each time the structure is generated to get a structure file to use. */
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public abstract ResourceLocation getStructureFile(Random random);
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/** Returns the name of this structure type, which is used as an identifier in the world save file and for
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* advancement JSON files. */
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public abstract String getStructureName();
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/**
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* Spawns the structure at the given origin with the given placement settings.
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* @param random A {@code Random} instance to use for any further parameters that need randomising.
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* @param world The world to spawn the structure in.
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* @param origin The origin coordinates of the structure in the world, pre-adjusted for floor height and rotation
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* to avoid floating structures and minimise cascading worldgen lag.
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* @param template The template to be generated.
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* @param settings The placement settings for the structure.
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* @param structureFile The location of the chosen structure file, for logging purposes.
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*/
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public abstract void spawnStructure(Random random, World world, BlockPos origin, Template template, PlacementSettings settings, ResourceLocation structureFile);
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/** Specifies valid rotation values for the structure. By default this returns all rotations. */
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public Rotation[] getValidRotations(){
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return Rotation.values();
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}
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/** Specifies valid rotation values for the structure. By default this returns an array of {@code Mirror.LEFT_RIGHT}
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* and {@code Mirror.NONE}. */
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public Mirror[] getValidMirrors(){
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return new Mirror[]{Mirror.NONE, Mirror.LEFT_RIGHT};
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}
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/**
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* Finds a random position within the given chunk at which the given template may be generated.
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* In an effort to make structure rarity more uniform, they now get a number of tries to spawn in each
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* randomly-selected chunk so they have a better chance of avoiding stuff that might be in the way (cliffs,
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* villages, lakes, etc.).
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* <p></p>
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* This method calculates the median floor height to ensure that sudden changes in level are ignored and the
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* structure is always spawned at the same level as the majority of the underlying floor. Trees are also ignored
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* when determining floor level, so that forests don't impede structure spawning.
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*
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* @param template The template to be generated
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* @param settings The placement settings for the structure template
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* @param random A random instance to use. This should have had its seed set according to the world seed and chunk
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* coordinates.
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* @param world The world in which to spawn the structure
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* @param chunkX The x-coordinate of the chunk being populated
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* @param chunkZ The z-coordinate of the chunk being populated
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* @param structureFile The name of the structure file, used for error messages.
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* @return The coordinates of the position found, or null if no suitable position was found. The returned
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* {@code BlockPos} is <b>always</b> the northwest corner of the structure, and the y-coordinate is that of the
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* uppermost block at those (x, z) coordinates. If the structure is being rotated this needs to be altered using
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* {@link Template#getZeroPositionWithTransform(BlockPos, Mirror, Rotation)} before it can be fed into the template
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* spawning methods.
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*/
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@Nullable
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protected BlockPos findValidPosition(Template template, PlacementSettings settings, Random random, World world,
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int chunkX, int chunkZ, String structureFile){
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// Offset by (8, 8) to minimise cascading worldgen lag
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// 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
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// Multiplying and left-shifting are identical but it's good practice to bitshift here I guess
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BlockPos origin = new BlockPos(8 + (chunkX << 4) + random.nextInt(16), 0, 8 + (chunkZ << 4) + random.nextInt(16));
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BlockPos size = template.transformedSize(settings.getRotation());
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if(size.getX() == 0 || size.getY() == 0 || size.getZ() == 0){
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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);
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}
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// Estimate a starting height for searching for the floor
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BlockPos centre = world.getTopSolidOrLiquidBlock(new BlockPos(origin.add(size.getX()/2, 0, size.getZ()/2)));
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// Check if we're at the top of the world, and if so just randomise the y pos (accounts for 'cavern' dimensions)
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if(centre.getY() >= world.getActualHeight()) centre = new BlockPos(centre.getX(), random.nextInt(world.getActualHeight()), centre.getZ());
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Integer startingHeight = WizardryUtilities.getNearestSurface(world, centre, EnumFacing.UP, 32, true,
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WizardryUtilities.SurfaceCriteria.COLLIDABLE_IGNORING_TREES);
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if(startingHeight == null) return null;
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if(Wizardry.settings.fastWorldgen){
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BlockPos result = origin.up(startingHeight);
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// Fast worldgen only checks the central position for water, which isn't perfect but it is faster
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return world.getBlockState(new BlockPos(centre.getX(), startingHeight + 1, centre.getZ())).getMaterial().isLiquid() ? null : result;
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}
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int[] floorHeights = new int[size.getX() * size.getZ()];
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int liquidCount = 0;
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for(int i = 0; i < floorHeights.length; i++){
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// Despite what its name suggests, this method does not return the position of a liquid. It is in fact
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// exactly what is needed here since it is used for placing villages and stuff, and doesn't include leaves
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// or other foliage.
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BlockPos pos = origin.add(i / size.getZ(), 0, i % size.getZ());
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Integer floor = WizardryUtilities.getNearestSurface(world, pos.up(startingHeight), EnumFacing.UP, 32, true,
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WizardryUtilities.SurfaceCriteria.COLLIDABLE_IGNORING_TREES);
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floorHeights[i] = floor == null ? 0 : floor; // Very unlikely that floor is null
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// ^ That method gets the top solid block. Most non-solid blocks are ok to have around the structure,
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// with the exception of liquids, so if there are too many the position is deemed unsuitable.
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if(world.getBlockState(pos.up(floorHeights[i])).getMaterial().isLiquid()) liquidCount++;
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if(liquidCount > floorHeights.length * MAX_LIQUID_FRACTION) return null;
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}
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// Get the median floor height (rather than the mean, that way cliffs should have no effect)
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int medianFloorHeight = MathHelper.floor(Quantiles.median().compute(floorHeights));
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// Now we know the y level of the base of the structure, we can check for stuff in the way
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// A structure is deemed to have stuff in the way if the floor level at any of the (x, z) positions it
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// occupies differs from the base y level by more than its distance from the centre plus a constant.
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// In practical terms, this means structures can't spawn on steep slopes or inside cave mouths or buildings.
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for(int i = 0; i < floorHeights.length; i++){
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int orthogonalDist = Math.max(Math.abs(i / size.getZ() - size.getX()/2), Math.abs(i % size.getZ() - size.getZ()/2));
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if(Math.abs(floorHeights[i] - medianFloorHeight) > Math.max(2, orthogonalDist)) return null; // Something is in the way
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}
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return origin.up(medianFloorHeight - 1);
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}
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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(!world.getWorldInfo().isMapFeaturesEnabled()) return;
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// Don't need to worry about overflows because they'll just wrap around, which is fine for this purpose
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random.setSeed(random.nextLong() + getRandomSeedModifier());
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initializeStructureData(world); // Load the data from the save file if it isn't already loaded
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if(canGenerate(random, world, chunkX, chunkZ)){
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ResourceLocation structureFile = getStructureFile(random);
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Template template = world.getSaveHandler().getStructureTemplateManager().getTemplate(
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world.getMinecraftServer(), structureFile);
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Rotation[] rotations = getValidRotations();
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Mirror[] mirrors = getValidMirrors();
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PlacementSettings settings = new PlacementSettings()
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.setRotation(rotations[random.nextInt(rotations.length)])
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.setMirror(mirrors[random.nextInt(mirrors.length)]);
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int triesLeft = 10;
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BlockPos origin;
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do {
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origin = findValidPosition(template, settings, random, world, chunkX, chunkZ, structureFile.toString());
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triesLeft--;
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}while(triesLeft > 0 && origin != null);
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if(origin == null) return;
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// Need to subtract 1 from each coordinate since both corners are inclusive
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StructureBoundingBox box = new StructureBoundingBox(origin, origin.add(template.transformedSize(settings.getRotation())).add(-1, -1, -1));
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// DEBUG
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// world.setBlockState(new BlockPos(box.minX, box.minY, box.minZ), Blocks.CONCRETE.getDefaultState().withProperty(BlockColored.COLOR, EnumDyeColor.MAGENTA));
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// world.setBlockState(new BlockPos(box.maxX, box.maxY, box.maxZ), Blocks.CONCRETE.getDefaultState().withProperty(BlockColored.COLOR, EnumDyeColor.MAGENTA));
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if(!Wizardry.settings.fastWorldgen){
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for(WorldGenSurfaceStructure generator : generators.values()){
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StructureBoundingBox otherbox = generator.structureMap.get(ChunkPos.asLong(origin.getX() >> 4, origin.getZ() >> 4));
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if(otherbox != null && otherbox.intersectsWith(box)) return;
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}
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}
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settings.setBoundingBox(box);
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// PlacementSettings rotates and mirrors the structure around the origin, keeping the origin in the same
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// place in the world. This means the structure can be rotated/mirrored into the 8 block border, undoing all
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// our hard work to try and prevent cascading worldgen lag!
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// To properly minimise cascading worldgen lag, the method below returns the position where the corner needs
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// to be such that the original structure's NW (-X, -Z) corner is at the origin.
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origin = template.getZeroPositionWithTransform(origin, settings.getMirror(), settings.getRotation());
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spawnStructure(random, world, origin, template, settings, structureFile);
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if(!Wizardry.settings.fastWorldgen) removeFloatingTrees(world, box, random);
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structureMap.put(ChunkPos.asLong(origin.getX() >> 4, origin.getZ() >> 4), settings.getBoundingBox());
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NBTTagCompound tag = new NBTTagCompound();
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tag.setInteger("ChunkX", chunkX);
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tag.setInteger("ChunkZ", chunkZ);
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NBTExtras.storeTagSafely(tag, "BB", settings.getBoundingBox().toNBTTagIntArray());
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structureData.writeInstance(tag, chunkX, chunkZ);
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structureData.markDirty();
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}
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}
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/** Copied from MapGenStructure. Unlike most NBT loading, this is lazy - it only gets read from NBT when requested. */
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protected void initializeStructureData(World world){
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// If the world that was last generated is not this world, load the data for the new world
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// This is a bit of a dirty hack, it would be better if we had separate instances per-world but... effort...
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// For now it works, maybe one day I'll improve it
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if(world != this.world){
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this.world = world;
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this.structureData = (MapGenStructureData)world.getPerWorldStorage().getOrLoadData(MapGenStructureData.class, this.getStructureName());
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// This has to be cleared or worlds will interfere with each other!
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// Vanilla doesn't have to do this because each world has a separate ChunkGenerator which stores MapGenBase
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// instances
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this.structureMap.clear();
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if(this.structureData == null){
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this.structureData = new MapGenStructureData(this.getStructureName());
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world.getPerWorldStorage().setData(this.getStructureName(), this.structureData);
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}else{
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NBTTagCompound nbt = this.structureData.getTagCompound();
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for(String s : nbt.getKeySet()){
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NBTBase nbtbase = nbt.getTag(s);
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if(nbtbase.getId() == Constants.NBT.TAG_COMPOUND){
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NBTTagCompound entry = (NBTTagCompound)nbtbase;
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if(entry.hasKey("ChunkX") && entry.hasKey("ChunkZ") && entry.hasKey("BB")){
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int i = entry.getInteger("ChunkX");
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int j = entry.getInteger("ChunkZ");
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int[] coords = entry.getIntArray("BB");
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this.structureMap.put(ChunkPos.asLong(i, j), new StructureBoundingBox(coords));
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}
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}
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}
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}
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}
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}
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/** Finds and removes any floating bits of tree in and above the given structure bounding box. */
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protected static void removeFloatingTrees(World world, StructureBoundingBox boundingBox, Random random){
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boolean changed = true;
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int y = boundingBox.minY;
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// Remove all the logs
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while(changed && y < world.getHeight()){ // I do hope the trees don't reach the world height...
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// Always checks at least the first layer above the bounding box in case the structure cut the rest off
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if(y > boundingBox.maxY + 1) changed = false;
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for(int x = boundingBox.minX; x <= boundingBox.maxX; x++){
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for(int z = boundingBox.minZ; z <= boundingBox.maxZ; z++){
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BlockPos pos = new BlockPos(x, y, z);
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Block block = world.getBlockState(pos).getBlock();
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Block below = world.getBlockState(pos.down()).getBlock();
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if(block instanceof BlockLog){
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if(below != Blocks.GRASS && below != Blocks.DIRT && !WizardryUtilities.isTreeBlock(world, pos.down())){
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world.setBlockToAir(pos);
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changed = true;
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}
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}
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}
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}
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y++;
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}
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// Now update all leaves in the area 16 times to make them decay
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int border = 8;
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List<BlockPos> leaves = new ArrayList<>();
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for(int x = boundingBox.minX - border; x <= boundingBox.maxX + border; x++){
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for(int y1 = boundingBox.minY - border; y1 <= y + border; y1++){
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for(int z = boundingBox.minZ - border; z <= boundingBox.maxZ + border; z++){
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BlockPos pos = new BlockPos(x, y1, z);
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if(world.getBlockState(pos).getBlock() instanceof BlockLeaves) leaves.add(pos);
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}
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}
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}
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for(int i=0; i<16; i++){
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leaves.forEach(p -> world.getBlockState(p).getBlock().updateTick(world, p, world.getBlockState(p), random));
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}
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// Finally, remove all the items that were dropped as a result of leaf decay
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AxisAlignedBB box = new AxisAlignedBB(boundingBox.minX, boundingBox.minY, boundingBox.minZ, boundingBox.maxX, y, boundingBox.maxZ).grow(border);
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world.getEntitiesWithinAABB(EntityItem.class, box).forEach(Entity::setDead);
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}
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/** Returns true if the given position is within a structure of this type in the given world, false
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* otherwise. This will not work on chunks that are yet to be generated; attempting to do so will print a
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* warning to the console. */
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public boolean isInsideStructure(World world, double x, double y, double z){
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initializeStructureData(world); // Load the data from the save file if it isn't already loaded
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int chunkX = (int)x >> 4;
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int chunkZ = (int)z >> 4;
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if(!world.isChunkGeneratedAt(chunkX, chunkZ)){
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Wizardry.logger.warn("Testing whether position ({}, {}, {}) is inside a structure, but that chunk hasn't been generated yet", x, y, z);
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return false;
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}
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// Vanilla just iterates through the entire structure map, but we can be a little more intelligent
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// about it by only testing the chunks near the player (since all the structures are smaller than 32x32)
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long[] chunks = {ChunkPos.asLong(chunkX - 1, chunkZ - 1), ChunkPos.asLong(chunkX - 1, chunkZ), ChunkPos.asLong(chunkX - 1, chunkZ + 1),
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ChunkPos.asLong(chunkX, chunkZ - 1), ChunkPos.asLong(chunkX, chunkZ), ChunkPos.asLong(chunkX, chunkZ + 1),
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ChunkPos.asLong(chunkX + 1, chunkZ - 1), ChunkPos.asLong(chunkX + 1, chunkZ), ChunkPos.asLong(chunkX + 1, chunkZ + 1)};
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for(long chunkPos : chunks){
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if(structureMap.containsKey(chunkPos) && structureMap.get(chunkPos).isVecInside(new Vec3i(x, y, z)))
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return true;
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}
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return false;
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}
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/** Copied from MapGenMineshaft. The general idea (it seems) is to emulate the world generator's randomisation
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* without actually placing any blocks. Presumably mineshafts don't need sub-chunk randomisation? */
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public BlockPos getNearestStructurePos(World world, BlockPos pos, boolean findUnexplored){
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// TODO: We have a problem here, in that the 'pragmatic' placement algorithm (good as it is) requires
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// the chunk to have already been generated, so we can't be sure if a structure actually exists until
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// the chunk is actually generated.
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int j = pos.getX() >> 4;
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int k = pos.getZ() >> 4;
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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);
|
|
}
|
|
}
|
|
|
|
}
|