Files
Wizardry/src/main/java/electroblob/wizardry/worldgen/WorldGenWizardryStructure.java
T
Electroblob77 fa0875e63b Add library ruins
- Adds two variants of library ruins: surface (generates in forested biomes) and underground (generates everywhere)
- Adds loot table support to bookshelves
- Adds antique atlas markers for library ruins
- Adds bookshelves and lecterns to the wood type template processor
- Makes bookshelves and lecterns rotate correctly in structure templates
- Generalises most of the methods in WorldGenSurfaceStructure to a new superclass WorldGenWizardryStructure
2020-07-13 16:51:01 +01:00

351 lines
16 KiB
Java

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<String, WorldGenWizardryStructure> 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 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 <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.
*/
// 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);
}
}
}