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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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@ -3,6 +3,7 @@ package com.hbm.world.worldgen;
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import java.util.Random;
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import com.hbm.blocks.ModBlocks;
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import com.hbm.lib.HbmChestContents;
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import net.minecraft.init.Blocks;
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import net.minecraft.nbt.NBTTagCompound;
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@ -27,6 +28,8 @@ public class ComponentNTMFeatures {
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/** Sandstone Ruin 1 */
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public static class NTMHouse1 extends ComponentNTMFeatures.Feature {
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private boolean hasPlacedChest = false;
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private static ComponentNTMFeatures.Sandstone RandomSandstone = new ComponentNTMFeatures.Sandstone();
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/** Constructor for this feature; takes coordinates for bounding box */
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@ -37,11 +40,13 @@ public class ComponentNTMFeatures {
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@Override
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protected void func_143012_a(NBTTagCompound nbt) {
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super.func_143012_a(nbt);
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nbt.setBoolean("hasChest", hasPlacedChest);
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}
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@Override
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protected void func_143011_b(NBTTagCompound nbt) {
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super.func_143011_b(nbt);
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this.hasPlacedChest = nbt.getBoolean("hasChest");
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}
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/**
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@ -50,7 +55,7 @@ public class ComponentNTMFeatures {
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@Override
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public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
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/*
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* Places block at current position. Dependent on coordinate mode, i.e. will allow for random rotation
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* Places block at current position. Dependent on coordinate mode, i.e. will allow for random rotation, so use this instead of setBlock!
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* this.placeBlockAtCurrentPosition(world, block, minX, metadata, x, y, z, box);
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* Fills an area with air, self-explanatory.
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* this.fillWithAir(world, box, minX, minY, minZ, maxX, maxY, maxZ);
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@ -61,32 +66,62 @@ public class ComponentNTMFeatures {
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* Fills an area with randomized blocks, self-explanatory.
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* this.fillWithRandomizedBlocks(world, box, minX, minY, minZ, maxX, maxY, maxZ, alwaysReplace, rand, StructureComponent.blockSelector);
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* (BlockSelector is basically a list of blocks that can be randomly picked, except that it can actually be weighted)
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* Replaces any air or water blocks with this block down to a certain y. Useful for foundations
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* this.func_151554_b(world, block, metadata, x, fillDownToY, z, box
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* Replaces any air or water blocks with this block down. Useful for foundations
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* this.func_151554_b(world, block, metadata, x, startAtY, z, box
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* Fills an area with blocks randomly - look into randLimit?
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* this.randomlyFillWithBlocks(world, box, rand, randLimit, minX, minY, minZ, maxX, maxY, maxZ, blockToPlace, blockToReplace, alwaysReplace);
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*/
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//TODO: func_74935_a is suspect. It seems to be necessary to prevent the structure from spawning at y 0, but it also prevents all spawns.
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//System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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if(!this.func_74935_a(world, box, this.boundingBox.minY)) {
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return false;
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}
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//System.out.println("Hpos: " + this.hpos + "; minY:" + this.boundingBox.minY);
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for(byte i = 0; i < scatteredFeatureSizeX; i++) {
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for(byte j = 0; j < scatteredFeatureSizeZ; j++) {
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for(byte i = 0; i < this.featureSizeX + 1; i++) {
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for(byte j = 0; j < this.featureSizeZ + 1; j++) {
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this.func_151554_b(world, Blocks.sandstone, 0, i, -1, j, box);
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}
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}
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this.fillWithBlocks(world, box, 0, 0, 0, scatteredFeatureSizeX, 0, scatteredFeatureSizeZ, Blocks.sandstone, Blocks.air, false);
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//this.fillWithBlocks(world, box, 0, 0, 0, scatteredFeatureSizeX, 0, scatteredFeatureSizeZ, Blocks.sandstone, Blocks.air, false);
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this.fillWithRandomizedBlocks(world, box, 0, 1, 0, scatteredFeatureSizeX, 3, 0, false, rand, RandomSandstone);
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this.fillWithRandomizedBlocks(world, box, 0, 1, 0, 0, 2, scatteredFeatureSizeZ, false, rand, RandomSandstone);
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this.fillWithRandomizedBlocks(world, box, 0, 1, scatteredFeatureSizeZ, scatteredFeatureSizeX, 2, 0, false, rand, RandomSandstone);
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System.out.print(this.coordBaseMode);
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//Walls
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this.fillWithRandomizedBlocks(world, box, 0, 0, 0, featureSizeX, 0, 0, false, rand, RandomSandstone); //Back Wall
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this.fillWithRandomizedBlocks(world, box, 0, 1, 0, 1, 1, 0, false, rand, RandomSandstone);
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this.placeBlockAtCurrentPosition(world, Blocks.fence, 0, 2, 1, 0, box);
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this.fillWithRandomizedBlocks(world, box, 3, 1, 0, 5, 1, 0, false, rand, RandomSandstone);
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this.placeBlockAtCurrentPosition(world, Blocks.fence, 0, 6, 1, 0, box);
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this.placeBlockAtCurrentPosition(world, Blocks.fence, 0, 7, 1, 0, box);
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this.fillWithRandomizedBlocks(world, box, featureSizeX - 1, 1, 0, featureSizeX, 1, 0, false, rand, RandomSandstone);
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this.fillWithRandomizedBlocks(world, box, 0, 2, 0, featureSizeX - 2, 2, 0, false, rand, RandomSandstone);
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this.fillWithRandomizedBlocks(world, box, 0, 0, 0, 0, 1, featureSizeZ, false, rand, RandomSandstone); //Left Wall
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this.placeBlockAtCurrentPosition(world, Blocks.stone_slab, 1, 0, 2, 1, box);
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this.fillWithMetadataBlocks(world, box, 0, 2, 3, 0, 2, featureSizeZ, Blocks.stone_slab, 1, Blocks.air, 0, false);
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this.fillWithRandomizedBlocks(world, box, 1, 0, featureSizeZ, 1, 1, featureSizeZ, false, rand, RandomSandstone); //Front Wall
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this.fillWithRandomizedBlocks(world, box, 3, 0, featureSizeZ, featureSizeX, 1, featureSizeZ, false, rand, RandomSandstone);
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this.fillWithRandomizedBlocks(world, box, 1, 2, featureSizeZ, 3, 2, featureSizeZ, false, rand, RandomSandstone);
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this.fillWithMetadataBlocks(world, box, 4, 2, featureSizeZ, 5, 2, featureSizeZ, Blocks.stone_slab, 1, Blocks.air, 0, false);
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this.placeBlockAtCurrentPosition(world, Blocks.stone_slab, 1, featureSizeX - 2, 2, featureSizeZ, box);
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this.fillWithRandomizedBlocks(world, box, featureSizeX, 0, 0, featureSizeX, 0, featureSizeZ, false, rand, RandomSandstone); //Right Wall
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this.randomlyFillWithBlocks(world, box, rand, 0.65F, featureSizeX, 1, 1, featureSizeX, 1, featureSizeZ - 1, Blocks.sand, Blocks.air, false);
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//System.out.println("Successful spawn");
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this.fillWithRandomizedBlocks(world, box, 4, 0, 1, 4, 1, 3, false, rand, RandomSandstone);
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this.placeBlockAtCurrentPosition(world, ModBlocks.reinforced_sand, 0, 4, 0, 4, box);
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//Loot/Sand
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this.placeBlockAtCurrentPosition(world, ModBlocks.crate_weapon, 0, 1, 0, 1, box);
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if(!this.hasPlacedChest)
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this.hasPlacedChest = this.generateStructureChestContents(world, box, rand, 3, 0, 1, HbmChestContents.getLoot(1), rand.nextInt(2) + 8); //Make sure to redo that class kek
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this.fillWithBlocks(world, box, 5, 0, 1, 6, 0, 1, ModBlocks.crate, Blocks.air, false);
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this.placeBlockAtCurrentPosition(world, Blocks.sand, 0, 7, 0, 1, box);
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if(rand.nextFloat() <= 0.075)
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this.placeBlockAtCurrentPosition(world, ModBlocks.crate_metal, 0, 7, 0, featureSizeX - 2, box);
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this.randomlyFillWithBlocks(world, box, rand, 0.25F, 1, 0, 2, 3, 0, featureSizeZ - 1, Blocks.sand, Blocks.air, false);
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this.randomlyFillWithBlocks(world, box, rand, 0.25F, 5, 0, 2, featureSizeX - 1, 0, featureSizeZ - 1, Blocks.sand, Blocks.air, false);
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System.out.println("Successful spawn");
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return true;
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}
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@ -100,58 +135,61 @@ public class ComponentNTMFeatures {
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/** Selects blocks */
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@Override
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public void selectBlocks(Random rand, int p_75062_2_, int p_75062_3_, int p_75062_4_, boolean p_75062_5_) {
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if(rand.nextFloat() < 0.6F) {
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this.field_151562_a = Blocks.sandstone;
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} else if (rand.nextFloat() < 0.4F ) {
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this.field_151562_a = ModBlocks.reinforced_sand;
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}
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float chance = rand.nextFloat();
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this.field_151562_a = Blocks.sand;
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if(chance > 0.6F) {
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this.field_151562_a = Blocks.sandstone;
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} else if (chance < 0.5F ) {
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this.field_151562_a = ModBlocks.reinforced_sand;
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} else {
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this.field_151562_a = Blocks.sand;
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}
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}
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}
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abstract static class Feature extends StructureComponent {
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/** The size of the bounding box for this feature in the X axis */
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protected int scatteredFeatureSizeX;
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protected int featureSizeX;
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/** The size of the bounding box for this feature in the Y axis */
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protected int scatteredFeatureSizeY;
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protected int featureSizeY;
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/** The size of the bounding box for this feature in the Z axis */
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protected int scatteredFeatureSizeZ;
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protected int featureSizeZ;
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/** Average height? */
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protected int hpos = -1;
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protected Feature(Random rand, int minX, int minY, int minZ, int maxX, int maxY, int maxZ ) {
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super(0);
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this.scatteredFeatureSizeX = maxX;
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this.scatteredFeatureSizeY = maxY;
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this.scatteredFeatureSizeZ = maxZ;
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this.featureSizeX = maxX;
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this.featureSizeY = maxY;
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this.featureSizeZ = maxZ;
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this.coordBaseMode = rand.nextInt(4);
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switch(this.coordBaseMode) {
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case 0:
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case 2:
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this.boundingBox = new StructureBoundingBox(minX, minY, minZ, minX + maxX - 1, minY + maxY - 1, minZ + maxZ - 1);
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//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.
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this.boundingBox = new StructureBoundingBox(minX, minY, minZ, minX + maxZ - 1, minY + maxY - 1, minZ + maxX - 1);
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break;
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default:
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this.boundingBox = new StructureBoundingBox(minX, minY, minZ, minX + maxZ - 1, minY + maxY - 1, minZ + maxX - 1);
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this.boundingBox = new StructureBoundingBox(minX, minY, minZ, minX + maxX - 1, minY + maxY - 1, minZ + maxZ - 1);
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}
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}
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/** Set to NBT */
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protected void func_143012_a(NBTTagCompound nbt) {
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nbt.setInteger("Width", this.scatteredFeatureSizeX);
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nbt.setInteger("Height", this.scatteredFeatureSizeY);
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nbt.setInteger("Depth", this.scatteredFeatureSizeZ);
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nbt.setInteger("Width", this.featureSizeX);
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nbt.setInteger("Height", this.featureSizeY);
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nbt.setInteger("Depth", this.featureSizeZ);
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nbt.setInteger("HPos", this.hpos);
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}
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/** Get from NBT */
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protected void func_143011_b(NBTTagCompound nbt) {
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this.scatteredFeatureSizeX = nbt.getInteger("Width");
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this.scatteredFeatureSizeY = nbt.getInteger("Height");
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this.scatteredFeatureSizeZ = nbt.getInteger("Depth");
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this.featureSizeX = nbt.getInteger("Width");
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this.featureSizeY = nbt.getInteger("Height");
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this.featureSizeZ = nbt.getInteger("Depth");
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this.hpos = nbt.getInteger("HPos");
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}
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@ -13,6 +13,7 @@ import scala.actors.threadpool.Arrays;
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public class MapGenNTMFeatures extends MapGenStructure {
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//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.
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private static List biomelist = Arrays.asList(new BiomeGenBase[] {BiomeGenBase.ocean, BiomeGenBase.river, BiomeGenBase.frozenOcean, BiomeGenBase.frozenRiver, BiomeGenBase.deepOcean});
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/** Maximum distance between structures */
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private int maxDistanceBetweenScatteredFeatures;
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@ -20,8 +21,8 @@ public class MapGenNTMFeatures extends MapGenStructure {
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private int minDistanceBetweenScatteredFeatures;
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public MapGenNTMFeatures() {
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this.maxDistanceBetweenScatteredFeatures = 16;
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this.minDistanceBetweenScatteredFeatures = 6;
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this.maxDistanceBetweenScatteredFeatures = 24;
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this.minDistanceBetweenScatteredFeatures = 8;
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}
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/** String ID for this MapGen */
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