fa0875e63b
- 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
351 lines
16 KiB
Java
351 lines
16 KiB
Java
package electroblob.wizardry.worldgen;
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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 it.unimi.dsi.fastutil.longs.Long2ObjectMap;
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import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap;
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import net.minecraft.entity.player.EntityPlayerMP;
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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.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.BlockPos;
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import net.minecraft.util.math.ChunkPos;
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import net.minecraft.util.math.Vec3i;
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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.HashMap;
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import java.util.Map;
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import java.util.Random;
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/**
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* Base structure generation class which handles code common to all wizardry's structures. This class was generalised
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* from {@link WorldGenSurfaceStructure} in Wizardry 4.3 to allow underground structures to share much of the code.
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*
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* @author Electroblob
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* @since Wizardry 4.3
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*/
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@Mod.EventBusSubscriber
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public abstract class WorldGenWizardryStructure implements IWorldGenerator {
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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, WorldGenWizardryStructure> 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 WorldGenWizardryStructure(){
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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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/** 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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/** 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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/** 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 WorldGenWizardryStructure#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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/**
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* Picks a random position within the given chunk at which to generate the given template, returning null if that
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* position is found to be unsuitable. In an effort to make structure rarity more uniform, they now get a number of
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* attempts to spawn in each randomly-selected chunk so they have a better chance of avoiding stuff that might be in
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* the way (cliffs, villages, lakes, etc.), or otherwise satisfying spawning conditions. This method performs a
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* single attempt at finding a suitable position.
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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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// It may seem more logical for this class to generate a position and then have subclasses only check if it is
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// valid, but different types of structure pick positions differently so that has to be left to subclasses
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@Nullable
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protected abstract BlockPos attemptPosition(Template template, PlacementSettings settings, Random random, World world,
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int chunkX, int chunkZ, String structureFile);
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/**
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* Spawns the structure at the given origin with the given placement settings. This method should handle template
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* processors and the actual placing of the blocks in the world.
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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, already set to a valid position and adjusted
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* so that it is the NW corner (-X, -Z) regardless of rotation/mirror settings
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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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/**
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* Called after the structure is generated to perform any post-generation extras (optional). For example,
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* {@link WorldGenSurfaceStructure} uses this to clean up floating trees.
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* @param random The random number generator that was used to generate the structure
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* @param world The world in which the structure was generated
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* @param settings The placement settings that the structure was generated with (including its bounding box)
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*/
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protected void postGenerate(Random random, World world, PlacementSettings settings){}
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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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BlockPos size = template.getSize();
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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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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 = attemptPosition(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(WorldGenWizardryStructure 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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// TODO: Actually this may not truly minimise cascading, hmmm
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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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postGenerate(random, world, settings);
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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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/** 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)
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{
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for (int i1 = -l; i1 <= l; ++i1)
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{
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boolean flag = i1 == -l || i1 == l;
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for (int j1 = -l; j1 <= l; ++j1)
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{
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boolean flag1 = j1 == -l || j1 == l;
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if (flag || flag1)
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{
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// TESTME: Is this the same as Forge's per-chunk seeds? (see caller of generate())
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int k1 = j + i1;
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int l1 = k + j1;
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this.random.setSeed((long)(k1 ^ l1) ^ world.getSeed());
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this.random.nextInt();
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if(this.canGenerate(this.random, world, k1, l1) && (!findUnexplored || !world.isChunkGeneratedAt(k1, l1))){
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return new BlockPos((k1 << 4) + 8, 64, (l1 << 4) + 8);
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}
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}
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}
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}
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}
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return null;
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}
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/** Returns the world generator with the given name. */
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public static WorldGenWizardryStructure byName(String name){
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return generators.get(name);
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}
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@SubscribeEvent
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public static void onPlayerTick(TickEvent.PlayerTickEvent event){
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if(event.player instanceof EntityPlayerMP && event.player.ticksExisted % 20 == 0){
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WizardryAdvancementTriggers.visit_structure.trigger((EntityPlayerMP)event.player);
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}
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}
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}
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