Hbm-s-Nuclear-Tech-GIT/src/main/java/com/hbm/world/gen/MapGenNTMFeatures.java
Lazzzycatwastaken c8bf809e9f labubu funk
2025-08-27 15:28:38 +02:00

191 lines
6.9 KiB
Java

package com.hbm.world.gen;
import java.util.Arrays;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import com.hbm.config.GeneralConfig;
import com.hbm.config.StructureConfig;
import com.hbm.world.gen.component.BunkerComponents.BunkerStart;
import com.hbm.world.gen.component.CivilianFeatures.NTMHouse1;
import com.hbm.world.gen.component.CivilianFeatures.NTMHouse2;
import com.hbm.world.gen.component.CivilianFeatures.NTMLab1;
import com.hbm.world.gen.component.CivilianFeatures.NTMLab2;
import com.hbm.world.gen.component.CivilianFeatures.RuralHouse1;
import com.hbm.world.gen.component.OfficeFeatures.LargeOffice;
import com.hbm.world.gen.component.OfficeFeatures.LargeOfficeCorner;
//import com.hbm.world.gen.component.RuinFeatures.NTMRuin1;
//import com.hbm.world.gen.component.RuinFeatures.NTMRuin2;
//import com.hbm.world.gen.component.RuinFeatures.NTMRuin3;
//import com.hbm.world.gen.component.RuinFeatures.NTMRuin4;
import com.hbm.world.gen.component.SiloComponent;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.biome.BiomeGenMesa;
import net.minecraft.world.gen.structure.MapGenStructure;
import net.minecraft.world.gen.structure.MapGenStructureIO;
import net.minecraft.world.gen.structure.StructureComponent;
import net.minecraft.world.gen.structure.StructureStart;
public class MapGenNTMFeatures extends MapGenStructure {
//BiomeDictionary could be /very/ useful, since it automatically sorts *all* biomes into predefined categories
private static List biomelist;
/** Maximum distance between structures */
private int maxDistanceBetweenScatteredFeatures;
/** Minimum distance between structures */
private int minDistanceBetweenScatteredFeatures;
public MapGenNTMFeatures() {
this.maxDistanceBetweenScatteredFeatures = StructureConfig.structureMaxChunks;
this.minDistanceBetweenScatteredFeatures = StructureConfig.structureMinChunks;
}
/** String ID for this MapGen */
@Override
public String func_143025_a() {
return "NTMFeatures";
}
/**
* Checks if a structure can be spawned at coords, based off of chance and biome
* (Good approach would probably be to only exclude ocean biomes through biomelist and rely on temperature and rainfall instead of biomegenbase, would allow for biomes o' plenty compat)
*/
@Override
protected boolean canSpawnStructureAtCoords(int chunkX, int chunkZ) {
int k = chunkX;
int l = chunkZ;
if(chunkX < 0)
chunkX -= this.maxDistanceBetweenScatteredFeatures - 1;
if(chunkZ < 0)
chunkZ -= this.maxDistanceBetweenScatteredFeatures - 1;
int i1 = chunkX / this.maxDistanceBetweenScatteredFeatures;
int j1 = chunkZ / this.maxDistanceBetweenScatteredFeatures;
Random random = this.worldObj.setRandomSeed(i1, j1, 14357617);
i1 *= this.maxDistanceBetweenScatteredFeatures;
j1 *= this.maxDistanceBetweenScatteredFeatures;
i1 += random.nextInt(this.maxDistanceBetweenScatteredFeatures - this.minDistanceBetweenScatteredFeatures);
j1 += random.nextInt(this.maxDistanceBetweenScatteredFeatures - this.minDistanceBetweenScatteredFeatures);
if(k == i1 && l == j1) {
BiomeGenBase biomegenbase = this.worldObj.getWorldChunkManager().getBiomeGenAt(k * 16 + 8, l * 16 + 8);
if(biomelist == null) {
biomelist = Arrays.asList(new BiomeGenBase[] {BiomeGenBase.ocean, BiomeGenBase.river, BiomeGenBase.frozenOcean, BiomeGenBase.frozenRiver, BiomeGenBase.deepOcean});
}
Iterator iterator = biomelist.iterator();
while(iterator.hasNext()) {
BiomeGenBase biomegenbase1 = (BiomeGenBase)iterator.next();
if(biomegenbase == biomegenbase1)
return false;
}
return true;
}
return false;
}
//StructureStart Methods Class
/** Returns new StructureStart if structure can be spawned at coords */
@Override
protected StructureStart getStructureStart(int chunkX, int chunkZ) {
if(this.rand.nextInt(15) == 0) { //eh might as well, they'll already be prettty rare anyway
return new BunkerStart(this.worldObj, this.rand, chunkX, chunkZ);
}
return new MapGenNTMFeatures.Start(this.worldObj, this.rand, chunkX, chunkZ);
}
public static class Start extends StructureStart {
public Start() {}
public Start(World world, Random rand, int chunkX, int chunkZ) {
super(chunkX, chunkZ);
int i = (chunkX << 4) + 8;
int j = (chunkZ << 4) + 8;
BiomeGenBase biome = world.getBiomeGenForCoords(i, j); //Only gets the biome in the corner of the chunk.
/*
* Probably want to use nextInt() to increase the structures of rarity here. As a fallback, you could have generic stone brick/useless block ruins that will always be chosen if the
* chance/location fails for all other structures. Might not even be necessary, but whatever.
* Rainfall & Temperature Check
*/
//TODO: Do something about this so it's nice-looking and easily readable. Plus, test compatibility against mods like BoP
// if(rand.nextInt(3) == 0) { //Empty Ruin Structures
// switch(rand.nextInt(4)) {
// case 0:
// NTMRuin1 ruin1 = new NTMRuin1(rand, i, j);
// this.components.add(ruin1);
// break;
// case 1:
// NTMRuin2 ruin2 = new NTMRuin2(rand, i, j);
// this.components.add(ruin2);
// break;
// case 2:
// NTMRuin3 ruin3 = new NTMRuin3(rand, i, j);
// this.components.add(ruin3);
// break;
// case 3:
// NTMRuin4 ruin4 = new NTMRuin4(rand, i, j);
// this.components.add(ruin4);
// }
if(biome.heightVariation <= 0.25F && rand.nextInt(10) == 0) { //for now our only restriction is kinda-flat biomes. that and chance might change idk
SiloComponent silo = new SiloComponent(rand, i, j);
this.components.add(silo);
} else if(biome.temperature >= 1.0 && biome.rainfall == 0 && !(biome instanceof BiomeGenMesa)) { //Desert & Savannah
if(rand.nextBoolean()) {
NTMHouse1 house1 = new NTMHouse1(rand, i, j);
this.components.add(house1);
} else {
NTMHouse2 house2 = new NTMHouse2(rand, i, j);
this.components.add(house2);
}
} else { //Everything else
switch(rand.nextInt(6)) {
case 0:
NTMLab2 lab2 = new NTMLab2(rand, i, j); //and these, too
this.components.add(lab2); break;
case 1:
NTMLab1 lab1 = new NTMLab1(rand, i, j);
this.components.add(lab1); break;
case 2:
LargeOffice office = new LargeOffice(rand, i, j);
this.components.add(office); break;
case 3:
LargeOfficeCorner officeCorner = new LargeOfficeCorner(rand, i, j);
this.components.add(officeCorner); break;
case 4:
case 5:
RuralHouse1 ruralHouse = new RuralHouse1(rand, i, j);
this.components.add(ruralHouse); break;
}
}
if(GeneralConfig.enableDebugMode) {
System.out.print("[Debug] StructureStart at " + i + ", 64, " + j + "\n[Debug] Components: ");
this.components.forEach((component) -> {
System.out.print(MapGenStructureIO.func_143036_a((StructureComponent) component) + " ");
});
System.out.print("\n");
}
this.updateBoundingBox();
}
}
}