diff --git a/src/main/java/com/hbm/world/worldgen/components/BunkerComponents.java b/src/main/java/com/hbm/world/worldgen/components/BunkerComponents.java
index 91b2a93d2..2a8811c46 100644
--- a/src/main/java/com/hbm/world/worldgen/components/BunkerComponents.java
+++ b/src/main/java/com/hbm/world/worldgen/components/BunkerComponents.java
@@ -1,13 +1,116 @@
package com.hbm.world.worldgen.components;
+import java.lang.reflect.Constructor;
+import java.util.ArrayList;
+import java.util.Iterator;
import java.util.List;
import java.util.Random;
+import net.minecraft.nbt.NBTTagCompound;
+import net.minecraft.world.World;
+import net.minecraft.world.gen.structure.StructureBoundingBox;
import net.minecraft.world.gen.structure.StructureComponent;
public class BunkerComponents {
+ private static final Weight[] weightArray = new Weight[0];
+ private static List componentWeightList;
+ static int totalWeight;
+
+ public static void prepareComponents() {
+ componentWeightList = new ArrayList();
+
+ for(int i = 0; i < weightArray.length; i++) {
+ weightArray[i].instancesSpawned = 0;
+ componentWeightList.add(weightArray[i]);
+ }
+ }
+
+ private static Bunker getWeightedComponent(StructureComponent original, List components, Random rand, int minX, int minY, int minZ, int coordMode, int componentType) {
+
+ for(int i = 0; i < 5; i++) {
+ int value = rand.nextInt(totalWeight);
+ Iterator iterator = componentWeightList.iterator();
+
+ while(iterator.hasNext()) {
+ Weight weight = (Weight)iterator.next();
+ value -= weight.weight;
+
+ if(value < 0) {
+ if(!weight.canSpawnStructure(componentType))
+ break;
+
+ Bunker component = weight.lambda.findValidPlacement(components, rand, minX, minY, minZ, coordMode, componentType);
+
+ if(component != null) {
+ weight.instancesSpawned++;
+
+ if(!weight.canSpawnMoreStructures())
+ componentWeightList.remove(weight);
+
+ return component;
+ }
+
+ }
+ }
+ }
+
+ return null;
+ }
+
+ private static StructureComponent getNextValidComponent(StructureComponent original, List components, Random rand, int minX, int minY, int minZ, int coordMode, int componentType) {
+
+ if(components.size() > 50)
+ return null;
+
+ if(Math.abs(minX - original.getBoundingBox().minX) <= 112 && Math.abs(minZ - original.getBoundingBox().minX) <= 112) {
+
+ StructureComponent structure = getWeightedComponent(original, components, rand, minX, minY, minZ, coordMode, componentType);
+
+ if(structure != null) {
+ components.add(structure); //Adds component to structure start list
+ structure.buildComponent(original, components, rand); //either a) add it to a list in the original to be built or b) do it here. obviously the latter.
+ }
+
+ return structure;
+ }
+
+ return null;
+ }
+
+ static class Weight {
+
+ public final instantiateStructure lambda; //i refuse to use some 🤓 ass method for getting the class from each PieceWeight
+ //here, we overengineer shit like real developers
+
+ public final int weight;
+ public int instancesSpawned;
+ public int instanceLimit;
+
+ public Weight(instantiateStructure lambda, int weight, int limit) {
+ this.lambda = lambda;
+ this.weight = weight;
+ this.instanceLimit = limit;
+ }
+
+ //Checks if another structure can be spawned based on input data
+ public boolean canSpawnStructure(int componentAmount) {
+ return this.instanceLimit == 0 || this.instanceLimit < this.instanceLimit;
+ }
+
+ //Checks if another structure can be spawned at all (used to flag for removal from the list)
+ public boolean canSpawnMoreStructures() {
+ return this.instanceLimit == 0 || this.instancesSpawned < this.instanceLimit;
+ }
+
+ }
+
+ /** Returns a new instance of this structureComponent, or null if not able to be placed. */
+ @FunctionalInterface
+ interface instantiateStructure {
+ Bunker findValidPlacement(List components, Random rand, int minX, int minY, int minZ, int coordMode, int componentType);
+ }
public abstract static class Bunker extends Feature {
@@ -17,21 +120,209 @@ public class BunkerComponents {
super(componentType); //important to carry over, as it allows for hard limits on the amount of components. increment once for each new component.
}
- /** Gets next component in any direction.
'component' refers to the initial starting component (hard distance limits), 'components' refers to the StructureStart list. */
- protected StructureComponent getNextComponentNormal(StructureComponent component, List components, Random rand, int offset, int offsetY) {
+ /** Gets next component in the direction this component is facing.
'original' refers to the initial starting component (hard distance limits), 'components' refers to the StructureStart list. */
+ protected StructureComponent getNextComponentNormal(StructureComponent original, List components, Random rand, int offset, int offsetY) {
switch(this.coordBaseMode) {
- case 0:
- //TODO: getNextValidComponent()
- case 1:
-
- case 2:
-
- case 3:
-
+ case 0: //South
+ return getNextValidComponent(original, components, rand, this.boundingBox.minX + offset, this.boundingBox.minY + offsetY, this.boundingBox.maxZ + 1, this.coordBaseMode, this.getComponentType());
+ case 1: //West
+ return getNextValidComponent(original, components, rand, this.boundingBox.minX - 1, this.boundingBox.minY + offsetY, this.boundingBox.minZ + offset, this.coordBaseMode, this.getComponentType());
+ case 2: //North
+ return getNextValidComponent(original, components, rand, this.boundingBox.maxX - offset, this.boundingBox.minY + offsetY, this.boundingBox.minZ - 1, this.coordBaseMode, this.getComponentType());
+ case 3: //East
+ return getNextValidComponent(original, components, rand, this.boundingBox.maxX + 1, this.boundingBox.minY + offsetY, this.boundingBox.maxZ - offset, this.coordBaseMode, this.getComponentType());
default:
return null;
}
}
+ //Keep in mind for these methods: a given room would have its *actual entrance* opposite the side it is facing.
+ /** Gets next component, to the West (-X) relative to this component. */
+ protected StructureComponent getNextComponentNX(StructureComponent original, List components, Random rand, int offset, int offsetY) {
+ switch(this.coordBaseMode) {
+ case 0: //South
+ return getNextValidComponent(original, components, rand, this.boundingBox.minX - 1, this.boundingBox.minY + offsetY, this.boundingBox.minZ + offset, 1, this.getComponentType());
+ case 1: //West
+ return getNextValidComponent(original, components, rand, this.boundingBox.minX + offset, this.boundingBox.minY + offsetY, this.boundingBox.minZ - 1, 2, this.getComponentType());
+ case 2: //North
+ return getNextValidComponent(original, components, rand, this.boundingBox.maxX + 1, this.boundingBox.minY + offsetY, this.boundingBox.maxZ - offset, 3, this.getComponentType());
+ case 3: //East
+ return getNextValidComponent(original, components, rand, this.boundingBox.maxX - offset, this.boundingBox.minY + offsetY, this.boundingBox.maxZ + 1, 0, this.getComponentType());
+ default:
+ return null;
+ }
+ }
+
+ /** Gets next component, to the East (+X) relative to this component. */
+ protected StructureComponent getNextComponentPX(StructureComponent original, List components, Random rand, int offset, int offsetY) {
+ switch(this.coordBaseMode) {
+ case 0: //South
+ return getNextValidComponent(original, components, rand, this.boundingBox.maxX + 1, this.boundingBox.minY + offsetY, this.boundingBox.maxZ - offset, 1, this.getComponentType());
+ case 1: //West
+ return getNextValidComponent(original, components, rand, this.boundingBox.minZ + offset, this.boundingBox.minY + offsetY, this.boundingBox.maxZ + 1, 2, this.getComponentType());
+ case 2: //North
+ return getNextValidComponent(original, components, rand, this.boundingBox.minX - 1, this.boundingBox.minY + offsetY, this.boundingBox.minZ + offset, 3, this.getComponentType());
+ case 3: //East
+ return getNextValidComponent(original, components, rand, this.boundingBox.maxX - offset, this.boundingBox.minY + offsetY, this.boundingBox.minZ - 1, 0, this.getComponentType());
+ default:
+ return null;
+ }
+ }
+
+ protected static StructureBoundingBox getComponentToAddBoundingBox(int posX, int posY, int posZ, int offsetX, int offsetY, int offsetZ, int maxX, int maxY, int maxZ, int coordMode) {
+ switch(coordMode) {
+ case 0:
+ return new StructureBoundingBox(posX + offsetX, posY + offsetY, posZ + offsetZ, posX + maxX - 1 + offsetX, posY + maxY - 1 + offsetY, posZ + maxZ - 1 + offsetZ);
+ case 1:
+ return new StructureBoundingBox(posX - maxZ + 1 - offsetZ, posY + offsetY, posZ + offsetX, posX - offsetZ, posY + maxY - 1 + offsetY, posZ + maxX - 1 + offsetX);
+ case 2:
+ return new StructureBoundingBox(posX - maxX + 1 - offsetX, posY + offsetY, posZ - maxZ + 1 - offsetZ, posX - offsetX, posY + maxY - 1 + offsetY, posZ - offsetZ);
+ case 3:
+ return new StructureBoundingBox(posX + offsetZ, posY + offsetY, posZ - maxX + 1 - offsetX, posX + maxZ - 1 + offsetZ, posY + maxY - 1 + offsetY, posZ - offsetX);
+ default:
+ return new StructureBoundingBox(posX + offsetX, posY + offsetY, posZ + offsetZ, posX + maxX - 1 + offsetX, posY + maxY - 1 + offsetY, posZ + maxZ - 1 + offsetZ);
+ }
+ }
}
-}
+
+ public static class Atrium extends Bunker {
+
+ public Atrium() { }
+
+ public Atrium(int componentType, Random rand, StructureBoundingBox box, int coordBaseMode) {
+ super(componentType);
+ this.coordBaseMode = coordBaseMode;
+ this.boundingBox = box;
+ }
+
+ @Override
+ public void buildComponent(StructureComponent original, List components, Random rand) {
+
+ }
+
+ @Override
+ public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
+ return true;
+ }
+ }
+
+ public static class Corridor extends Bunker {
+
+
+
+ public Corridor() { }
+
+ public Corridor(int componentType, Random rand, StructureBoundingBox box, int coordBaseMode) {
+ super(componentType);
+ this.coordBaseMode = coordBaseMode;
+ this.boundingBox = box;
+
+ }
+
+ protected void func_143012_a(NBTTagCompound data) {
+ super.func_143012_a(data);
+
+ }
+
+ protected void func_143011_b(NBTTagCompound data) {
+ super.func_143011_b(data);
+
+ }
+
+ @Override
+ public void buildComponent(StructureComponent original, List components, Random rand) {
+
+ }
+
+ @Override
+ public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
+
+ if(isLiquidInStructureBoundingBox(world, box)) {
+ return false;
+ } else {
+
+
+ return true;
+ }
+ }
+
+ }
+
+ public static class WideCorridor extends Corridor {
+
+ public WideCorridor() { }
+
+ public WideCorridor(int componentType, Random rand, StructureBoundingBox box, int coordBaseMode) {
+ super(componentType, rand, box, coordBaseMode);
+ }
+
+ @Override
+ public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
+ return true;
+ }
+ }
+
+ public static class Turn extends Bunker {
+
+ public Turn() { }
+
+ public Turn(int componentType, Random rand, StructureBoundingBox box, int coordBaseMode) {
+ super(componentType);
+ this.coordBaseMode = coordBaseMode;
+ this.boundingBox = box;
+
+ }
+
+ @Override
+ public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
+ return true;
+ }
+ }
+
+ public static class WideTurn extends Turn {
+
+ public WideTurn() { }
+
+ public WideTurn(int componentType, Random rand, StructureBoundingBox box, int coordBaseMode) {
+ super(componentType, rand, box, coordBaseMode);
+ }
+
+ @Override
+ public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
+ return true;
+ }
+ }
+
+ public static class Intersection extends Bunker {
+
+ public Intersection() { }
+
+ public Intersection(int componentType, Random rand, StructureBoundingBox box, int coordBaseMode) {
+ super(componentType);
+ this.coordBaseMode = coordBaseMode;
+ this.boundingBox = box;
+
+ }
+
+ @Override
+ public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
+ return true;
+ }
+ }
+
+ public static class WideIntersection extends Intersection {
+
+ public WideIntersection() { }
+
+ public WideIntersection(int componentType, Random rand, StructureBoundingBox box, int coordBaseMode) {
+ super(componentType, rand, box, coordBaseMode);
+ }
+
+ @Override
+ public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
+ return true;
+ }
+ }
+
+
+}
\ No newline at end of file