mortal trolling

This commit is contained in:
Vaern 2022-04-16 13:57:04 -07:00
parent b32d6bb5a1
commit 1addf7da9a
3 changed files with 191 additions and 25 deletions

View File

@ -24,7 +24,7 @@ public class HbmWorld {
MapGenStructureIO.registerStructure(MapGenNTMFeatures.Start.class, "NTMFeatures");
ComponentNTMFeatures.registerNTMFeatures();
registerWorldGen(new HbmWorldGen(), 1);
//registerWorldGen(new HbmWorldGen(), 1);
registerWorldGen(new NTMWorldGenerator(), 1);
//registerWorldGen(new WorldGenTest(), 1);
}

View File

@ -5,6 +5,7 @@ import java.util.Random;
import com.hbm.blocks.ModBlocks;
import com.hbm.lib.HbmChestContents;
import net.minecraft.block.Block;
import net.minecraft.init.Blocks;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
@ -15,14 +16,15 @@ import net.minecraft.world.gen.structure.StructureComponent;
//Probably one of the more difficult parts.
/** Base component file. For structure generation under 32x32 blocks, as Minecraft generates 2x2 chunks for structures.
* Larger non-procedural structures should be split up into several bounding boxes, which check if they intersect the chunk bounding box currently being loaded. Doing so will prevent
* cascading world generation. See <a href="https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/modification-development/2895477-better-structure-generation">
* cascading world generation. See
* <a href="https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/modification-development/2895477-better-structure-generation">
* TheMasterCaver's advice.</a> */
public class ComponentNTMFeatures {
/** Register structures in MapGenStructureIO */
public static void registerNTMFeatures() {
MapGenStructureIO.func_143031_a(ComponentNTMFeatures.NTMHouse1.class, "NTMHouse1");
MapGenStructureIO.func_143031_a(ComponentNTMFeatures.NTMLab1.class, "NTMLab1");
}
/** Sandstone Ruin 1 */
@ -57,7 +59,7 @@ public class ComponentNTMFeatures {
/*
* Places block at current position. Dependent on coordinate mode, i.e. will allow for random rotation, so use this instead of setBlock!
* this.placeBlockAtCurrentPosition(world, block, minX, metadata, x, y, z, box);
* Fills an area with air, self-explanatory.
* Fills an area with air, self-explanatory. Use to clear interiors of unwanted blocks.
* this.fillWithAir(world, box, minX, minY, minZ, maxX, maxY, maxZ);
* Fills an area with blocks, self-explanatory.
* this.fillWithBlocks(world, box, minX, minY, minZ, maxX, maxY, maxZ, blockToPlace, blockToReplace, alwaysReplace);
@ -116,8 +118,8 @@ public class ComponentNTMFeatures {
this.hasPlacedChest = this.generateStructureChestContents(world, box, rand, 3, 0, 1, HbmChestContents.getLoot(1), rand.nextInt(2) + 8); //Make sure to redo that class kek
this.fillWithBlocks(world, box, 5, 0, 1, 6, 0, 1, ModBlocks.crate, Blocks.air, false);
this.placeBlockAtCurrentPosition(world, Blocks.sand, 0, 7, 0, 1, box);
if(rand.nextFloat() <= 0.075)
this.placeBlockAtCurrentPosition(world, ModBlocks.crate_metal, 0, 7, 0, featureSizeX - 2, box);
if(rand.nextFloat() <= 0.1)
this.placeBlockAtCurrentPosition(world, ModBlocks.crate_metal, 0, featureSizeX - 1, 0, 1, box);
this.randomlyFillWithBlocks(world, box, rand, 0.25F, 1, 0, 2, 3, 0, featureSizeZ - 1, Blocks.sand, Blocks.air, false);
this.randomlyFillWithBlocks(world, box, rand, 0.25F, 5, 0, 2, featureSizeX - 1, 0, featureSizeZ - 1, Blocks.sand, Blocks.air, false);
@ -128,23 +130,86 @@ public class ComponentNTMFeatures {
}
static class Sandstone extends StructureComponent.BlockSelector {
public static class NTMLab1 extends ComponentNTMFeatures.Feature {
Sandstone() { }
private static ComponentNTMFeatures.ConcreteBricks RandomConcreteBricks = new ComponentNTMFeatures.ConcreteBricks();
private static ComponentNTMFeatures.LabTiles RandomLabTiles = new ComponentNTMFeatures.LabTiles();
/** Selects blocks */
@Override
public void selectBlocks(Random rand, int p_75062_2_, int p_75062_3_, int p_75062_4_, boolean p_75062_5_) {
float chance = rand.nextFloat();
if(chance > 0.6F) {
this.field_151562_a = Blocks.sandstone;
} else if (chance < 0.5F ) {
this.field_151562_a = ModBlocks.reinforced_sand;
} else {
this.field_151562_a = Blocks.sand;
}
/** Constructor for this feature; takes coordinates for bounding box */
protected NTMLab1(Random rand, int minX, int minY, int minZ) {
super(rand, minX, minY, minZ, 9, 4, 7);
}
@Override
public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
if(!this.func_74935_a(world, box, this.boundingBox.minY)) {
return false;
}
for(byte i = 0; i < this.featureSizeX + 1; i++) {
for(byte j = 0; j < this.featureSizeZ - 1; j++) {
this.func_151554_b(world, Blocks.stonebrick, 0, i, -1, j, box);
}
}
for(byte i = 3; i < this.featureSizeX + 1; i++) {
for(byte j = 6; j < this.featureSizeZ + 1; j++) {
this.func_151554_b(world, Blocks.stonebrick, 0, i, -1, j, box);
}
}
int stairsMeta = this.getMetadataWithOffset(Blocks.stone_brick_stairs, 0);
if(this.getBlockAtCurrentPosition(world, 2, 0, featureSizeZ - 1, box).getMaterial().isReplaceable()
|| this.getBlockAtCurrentPosition(world, 2, 0, featureSizeZ - 1, box) == Blocks.air) {
this.func_151554_b(world, Blocks.stonebrick, 0, 2, -1, featureSizeZ - 1, box);
this.placeBlockAtCurrentPosition(world, Blocks.stone_brick_stairs, stairsMeta, 2, 0, featureSizeZ - 1, box);
}
this.fillWithAir(world, box, 1, 0, 1, featureSizeX - 1, featureSizeY, 4);
this.fillWithAir(world, box, 4, 0, 4, featureSizeX - 1, featureSizeY, featureSizeZ - 1);
int northMeta = this.getMetadataForRotatable(8);
//Pillars
this.fillWithBlocks(world, box, 0, 0, 0, 0, 3, 0, ModBlocks.concrete_pillar, Blocks.air, false);
this.fillWithBlocks(world, box, featureSizeX, 0, 0, featureSizeX, 3, 0, ModBlocks.concrete_pillar, Blocks.air, false);
this.fillWithMetadataBlocks(world, box, 0, 0, 1, 0, 0, 4, ModBlocks.concrete_pillar, northMeta, Blocks.air, 0, false);
this.fillWithMetadataBlocks(world, box, featureSizeX, 0, 1, featureSizeX, 0, featureSizeZ - 1, ModBlocks.concrete_pillar, northMeta, Blocks.air, 0, false);
this.fillWithBlocks(world, box, 0, 0, featureSizeZ - 2, 0, 3, featureSizeZ - 2, ModBlocks.concrete_pillar, Blocks.air, false);
this.fillWithBlocks(world, box, 3, 0, featureSizeZ - 2, 3, 3, featureSizeZ - 2, ModBlocks.concrete_pillar, Blocks.air, false);
this.fillWithBlocks(world, box, 3, 0, featureSizeZ, 3, 3, featureSizeZ, ModBlocks.concrete_pillar, Blocks.air, false);
this.fillWithBlocks(world, box, featureSizeX, 0, featureSizeZ, featureSizeX, 3, featureSizeZ, ModBlocks.concrete_pillar, Blocks.air, false);
//Walls
this.fillWithRandomizedBlocks(world, box, 1, 0, 0, featureSizeX - 1, featureSizeY - 1, 0, false, rand, RandomConcreteBricks); //Back Wall
this.fillWithRandomizedBlocks(world, box, 0, featureSizeY, 0, featureSizeX, featureSizeY, 0, false, rand, RandomConcreteBricks);
this.fillWithRandomizedBlocks(world, box, 0, 1, 1, 0, featureSizeY - 1, 4, false, rand, RandomConcreteBricks); //Left Wall
this.fillWithRandomizedBlocks(world, box, 0, featureSizeY, 0, 0, featureSizeY, featureSizeZ - 2, false, rand, RandomConcreteBricks);
this.fillWithRandomizedBlocks(world, box, 1, 0, featureSizeZ - 2, 2, featureSizeY, featureSizeZ - 2, false, rand, RandomConcreteBricks); //Front Wall Pt. 1
this.placeBlockAtCurrentPosition(world, ModBlocks.brick_concrete_broken, 0, 3, featureSizeY, featureSizeZ - 2, box);
this.fillWithRandomizedBlocks(world, box, 3, featureSizeY - 1, featureSizeZ - 1, 3, featureSizeY, featureSizeZ - 1, false, rand, RandomConcreteBricks);
this.fillWithRandomizedBlocks(world, box, 4, 0, featureSizeZ, featureSizeX - 1, 1, featureSizeZ, false, rand, RandomConcreteBricks); //Front Wall Pt. 2
this.fillWithRandomizedBlocks(world, box, 4, 2, featureSizeZ, 4, 3, featureSizeZ, false, rand, RandomConcreteBricks);
this.fillWithRandomizedBlocks(world, box, featureSizeX - 1, 2, featureSizeZ, featureSizeX - 1, 3, featureSizeZ, false, rand, RandomConcreteBricks);
this.randomlyFillWithBlocks(world, box, rand, 0.75F, 5, 2, featureSizeZ, featureSizeX - 2, 3, featureSizeZ, Blocks.glass_pane, Blocks.air, false);
this.fillWithRandomizedBlocks(world, box, 3, featureSizeY, featureSizeZ, featureSizeX, featureSizeY, featureSizeZ, false, rand, RandomConcreteBricks);
this.fillWithRandomizedBlocks(world, box, featureSizeX, 1, 1, featureSizeX, featureSizeY, featureSizeZ - 1, false, rand, RandomConcreteBricks); //Right Wall
//Floor & Ceiling
this.fillWithRandomizedBlocks(world, box, 1, 0, 1, featureSizeX - 1, 0, 4, false, rand, RandomLabTiles); //Floor
this.fillWithRandomizedBlocks(world, box, 4, 0, featureSizeZ - 2, featureSizeX - 1, 0, featureSizeZ - 1, false, rand, RandomLabTiles);
this.placeBlockAtCurrentPosition(world, ModBlocks.tile_lab_cracked, 0, 3, 0, featureSizeZ - 1, box);
this.fillWithBlocks(world, box, 1, featureSizeY - 1, 1, 1, featureSizeY, 4, ModBlocks.reinforced_glass, Blocks.air, false); //Ceiling
this.fillWithBlocks(world, box, 2, featureSizeY, 1, featureSizeX - 1, featureSizeY, 4, ModBlocks.brick_light, Blocks.air, false);
this.fillWithBlocks(world, box, 4, featureSizeY, featureSizeZ - 2, featureSizeX - 1, featureSizeY, featureSizeZ - 1, ModBlocks.brick_light, Blocks.air, false);
return true;
}
}
@ -168,7 +233,7 @@ public class ComponentNTMFeatures {
switch(this.coordBaseMode) {
case 2:
//TODO: Temporary fix. For whatever reason, North (2) and East (3) seems to improperly mirror structures, but not having it will mess North up; must look into.
//North (2) and East (3) will result in mirrored structures. Not an issue, but keep in mind.
this.boundingBox = new StructureBoundingBox(minX, minY, minZ, minX + maxZ - 1, minY + maxY - 1, minZ + maxX - 1);
break;
default:
@ -218,6 +283,104 @@ public class ComponentNTMFeatures {
//System.out.println(y);
return true;
}
/**
* Gets metadata for rotatable pillars.
* @param metadata (First two digits is equal to block metadata, other two are equal to orientation
* @return metadata adjusted for random orientation
*/
protected int getMetadataForRotatable(int metadata) {
int blockMeta = metadata & 3;
int rotationMeta = metadata & 12;
if(rotationMeta == 0)
return metadata;
if(this.coordBaseMode % 2 == 0) { //North & South
switch(rotationMeta) {
case 1:
rotationMeta = 4;
break;
case 2:
rotationMeta = 8;
break;
}
} else if(this.coordBaseMode != 0) { //East & West
switch(rotationMeta) {
case 1:
rotationMeta = 8;
break;
case 2:
rotationMeta = 4;
break;
}
}
return blockMeta | rotationMeta;
}
}
//Block Selectors
static class Sandstone extends StructureComponent.BlockSelector {
Sandstone() { }
/** Selects blocks */
@Override
public void selectBlocks(Random rand, int p_75062_2_, int p_75062_3_, int p_75062_4_, boolean p_75062_5_) {
float chance = rand.nextFloat();
if(chance > 0.6F) {
this.field_151562_a = Blocks.sandstone;
} else if (chance < 0.5F ) {
this.field_151562_a = ModBlocks.reinforced_sand;
} else {
this.field_151562_a = Blocks.sand;
}
}
}
static class ConcreteBricks extends StructureComponent.BlockSelector {
ConcreteBricks() { }
/** Selects blocks */
@Override
public void selectBlocks(Random rand, int p_75062_2_, int p_75062_3_, int p_75062_4_, boolean p_75062_5_) {
float chance = rand.nextFloat();
if(chance < 0.2F) {
this.field_151562_a = ModBlocks.brick_concrete;
} else if (chance < 0.4F) {
this.field_151562_a = ModBlocks.brick_concrete_mossy;
} else if (chance < 0.8F) {
this.field_151562_a = ModBlocks.brick_concrete_cracked;
} else {
this.field_151562_a = ModBlocks.brick_concrete_broken;
}
}
}
static class LabTiles extends StructureComponent.BlockSelector {
LabTiles() { }
/** Selects blocks */
@Override
public void selectBlocks(Random rand, int p_75062_2_, int p_75062_3_, int p_75062_4_, boolean p_75062_5_) {
float chance = rand.nextFloat();
if(chance < 0.5F) {
this.field_151562_a = ModBlocks.tile_lab;
} else if (chance < 0.8F) {
this.field_151562_a = ModBlocks.tile_lab_cracked;
} else {
this.field_151562_a = ModBlocks.tile_lab_broken;
}
}
}
}

View File

@ -1,19 +1,19 @@
package com.hbm.world.worldgen;
import java.util.Arrays;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.biome.BiomeGenMesa;
import net.minecraft.world.gen.structure.ComponentScatteredFeaturePieces;
import net.minecraft.world.gen.structure.MapGenStructure;
import net.minecraft.world.gen.structure.StructureStart;
import scala.actors.threadpool.Arrays;
public class MapGenNTMFeatures extends MapGenStructure {
//TODO: Figure out why structures spawn so close to eachother. Occasionally, four will spawn in the same orientation and position within a chunk of eachother.
private static List biomelist = Arrays.asList(new BiomeGenBase[] {BiomeGenBase.ocean, BiomeGenBase.river, BiomeGenBase.frozenOcean, BiomeGenBase.frozenRiver, BiomeGenBase.deepOcean});
/** Maximum distance between structures */
private int maxDistanceBetweenScatteredFeatures;
@ -95,10 +95,13 @@ public class MapGenNTMFeatures extends MapGenStructure {
* Rainfall & Temperature Check
*/
//if(biomegenbase.temperature < 0.1) {
if(biomegenbase.temperature >= 1.2 && !(biomegenbase instanceof BiomeGenMesa)) {
ComponentNTMFeatures.NTMHouse1 house1 = new ComponentNTMFeatures.NTMHouse1(rand, chunkX * 16 + 8, posY, chunkZ * 16 + 8);
this.components.add(house1);
//}
} else {
ComponentNTMFeatures.NTMLab1 lab1 = new ComponentNTMFeatures.NTMLab1(rand, chunkX * 16 + 8, posY, chunkZ * 16 + 8);
this.components.add(lab1);
}
this.updateBoundingBox();
}