Fixed Woodland Mansion generation, along with the /locate command. Closes #910

This commit is contained in:
Adubbz 2017-02-15 12:53:27 +11:00
parent b494aeeaea
commit 24d8856598
2 changed files with 152 additions and 104 deletions

View file

@ -113,6 +113,7 @@ public class BOPWorldSettings implements IBOPWorldSettings
public boolean useLavaLakes;
public int lavaLakeChance;
public boolean useLavaOceans;
public boolean useMansions;
public float coordinateScale;
public float heightScale;
@ -253,6 +254,7 @@ public class BOPWorldSettings implements IBOPWorldSettings
this.useMineShafts = true;
this.useTemples = true;
this.useMonuments = true;
this.useMansions = true;
this.useRavines = true;
this.useWaterLakes = true;
this.waterLakeChance = 4;

View file

@ -42,32 +42,23 @@ import net.minecraft.world.biome.Biome;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.ChunkPrimer;
import net.minecraft.world.chunk.IChunkGenerator;
import net.minecraft.world.gen.MapGenBase;
import net.minecraft.world.gen.MapGenCaves;
import net.minecraft.world.gen.MapGenRavine;
import net.minecraft.world.gen.NoiseGeneratorOctaves;
import net.minecraft.world.gen.NoiseGeneratorPerlin;
import net.minecraft.world.gen.*;
import net.minecraft.world.gen.feature.WorldGenDungeons;
import net.minecraft.world.gen.feature.WorldGenLakes;
import net.minecraft.world.gen.structure.MapGenMineshaft;
import net.minecraft.world.gen.structure.MapGenScatteredFeature;
import net.minecraft.world.gen.structure.MapGenStronghold;
import net.minecraft.world.gen.structure.MapGenVillage;
import net.minecraft.world.gen.structure.StructureOceanMonument;
import net.minecraft.world.gen.structure.*;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.terraingen.PopulateChunkEvent;
import net.minecraftforge.event.terraingen.TerrainGen;
public class ChunkProviderGenerateBOP implements IChunkGenerator
{
private Random rand;
private NoiseGeneratorOctaves xyzNoiseGenA;
private NoiseGeneratorOctaves xyzNoiseGenB;
private NoiseGeneratorOctaves xyzBalanceNoiseGen;
private NoiseGeneratorPerlin stoneNoiseGen;
public NoiseGeneratorBOPByte byteNoiseGen;
private World worldObj;
private World world;
private final boolean mapFeaturesEnabled;
private BOPWorldSettings settings;
private IBlockState seaBlockState;
@ -79,6 +70,7 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
private MapGenScatteredFeature scatteredFeatureGenerator;
private MapGenBase ravineGenerator;
private StructureOceanMonument oceanMonumentGenerator;
private WoodlandMansion woodlandMansionGenerator;
private double[] xyzBalanceNoiseArray;
private double[] xyzNoiseArrayA;
private double[] xyzNoiseArrayB;
@ -90,7 +82,7 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
{
System.out.println("ChunkProviderGenerateBOP json: "+chunkProviderSettingsString);
this.worldObj = worldIn;
this.world = worldIn;
this.mapFeaturesEnabled = mapFeaturesEnabled;
this.rand = new Random(seed);
@ -105,7 +97,9 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
this.scatteredFeatureGenerator = (MapGenScatteredFeature)TerrainGen.getModdedMapGen(new MapGenScatteredFeature(), SCATTERED_FEATURE);
this.ravineGenerator = TerrainGen.getModdedMapGen(new MapGenRavine(), RAVINE);
this.oceanMonumentGenerator = (StructureOceanMonument)TerrainGen.getModdedMapGen(new StructureOceanMonument(), OCEAN_MONUMENT);
// TODO: Remove and adopt Forge's setup whenever that is added
this.woodlandMansionGenerator = new WoodlandMansion(new FakeMansionChunkProvider());
// set up the noise generators
this.xyzNoiseGenA = new NoiseGeneratorOctaves(this.rand, 16);
this.xyzNoiseGenB = new NoiseGeneratorOctaves(this.rand, 16);
@ -144,41 +138,54 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
this.setChunkAirStoneWater(chunkX, chunkZ, chunkprimer);
// hand over to the biomes for them to set bedrock grass and dirt
Biome[] biomes = this.worldObj.getBiomeProvider().getBiomes(null, chunkX * 16, chunkZ * 16, 16, 16);
Biome[] biomes = this.world.getBiomeProvider().getBiomes(null, chunkX * 16, chunkZ * 16, 16, 16);
this.replaceBlocksForBiome(chunkX, chunkZ, chunkprimer, biomes);
// add structures
if (this.settings.useCaves)
{
this.caveGenerator.generate(this.worldObj, chunkX, chunkZ, chunkprimer);
this.caveGenerator.generate(this.world, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useRavines)
{
this.ravineGenerator.generate(this.worldObj, chunkX, chunkZ, chunkprimer);
this.ravineGenerator.generate(this.world, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useMineShafts && this.mapFeaturesEnabled)
if (this.mapFeaturesEnabled)
{
this.mineshaftGenerator.generate(this.worldObj, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useVillages && this.mapFeaturesEnabled)
{
this.villageGenerator.generate(this.worldObj, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useStrongholds && this.mapFeaturesEnabled)
{
this.strongholdGenerator.generate(this.worldObj, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useTemples && this.mapFeaturesEnabled)
{
this.scatteredFeatureGenerator.generate(this.worldObj, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useMonuments && this.mapFeaturesEnabled)
{
this.oceanMonumentGenerator.generate(this.worldObj, chunkX, chunkZ, chunkprimer);
if (this.settings.useMineShafts)
{
this.mineshaftGenerator.generate(this.world, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useVillages)
{
this.villageGenerator.generate(this.world, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useStrongholds)
{
this.strongholdGenerator.generate(this.world, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useTemples)
{
this.scatteredFeatureGenerator.generate(this.world, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useMonuments)
{
this.oceanMonumentGenerator.generate(this.world, chunkX, chunkZ, chunkprimer);
}
if (this.settings.useMansions)
{
this.woodlandMansionGenerator.generate(this.world, chunkX, chunkZ, chunkprimer);
}
}
// create and return the chunk
Chunk chunk = new Chunk(this.worldObj, chunkprimer, chunkX, chunkZ);
Chunk chunk = new Chunk(this.world, chunkprimer, chunkX, chunkZ);
byte[] chunkBiomes = chunk.getBiomeArray();
for (int k = 0; k < chunkBiomes.length; ++k)
{
@ -299,7 +306,7 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
// Biomes add their top blocks and filler blocks to the primer here
public void replaceBlocksForBiome(int chunkX, int chunkZ, ChunkPrimer primer, Biome[] biomes)
{
if (!net.minecraftforge.event.ForgeEventFactory.onReplaceBiomeBlocks(this, chunkX, chunkZ, primer, this.worldObj)) return;
if (!net.minecraftforge.event.ForgeEventFactory.onReplaceBiomeBlocks(this, chunkX, chunkZ, primer, this.world)) return;
double d0 = 0.03125D;
this.stoneNoiseArray = this.stoneNoiseGen.getRegion(this.stoneNoiseArray, (double)(chunkX * 16), (double)(chunkZ * 16), 16, 16, d0 * 2.0D, d0 * 2.0D, 1.0D);
@ -309,7 +316,7 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
for (int localZ = 0; localZ < 16; ++localZ)
{
Biome biome = biomes[localZ + localX * 16];
biome.genTerrainBlocks(this.worldObj, this.rand, primer, chunkX * 16 + localX, chunkZ * 16 + localZ, this.stoneNoiseArray[localZ + localX * 16]);
biome.genTerrainBlocks(this.world, this.rand, primer, chunkX * 16 + localX, chunkZ * 16 + localZ, this.stoneNoiseArray[localZ + localX * 16]);
}
}
}
@ -376,7 +383,7 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
private void populateNoiseArray(int chunkX, int chunkZ)
{
Biome[] biomes = this.worldObj.getBiomeProvider().getBiomesForGeneration(null, chunkX * 4 - 2, chunkZ * 4 - 2, 10, 10);
Biome[] biomes = this.world.getBiomeProvider().getBiomesForGeneration(null, chunkX * 4 - 2, chunkZ * 4 - 2, 10, 10);
// values from vanilla
float coordinateScale = this.settings.coordinateScale;
@ -470,102 +477,114 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
BlockPos blockpos = new BlockPos(x, 0, z);
Biome Biome = this.worldObj.getBiome(blockpos.add(16, 0, 16));
Biome Biome = this.world.getBiome(blockpos.add(16, 0, 16));
this.rand.setSeed(this.worldObj.getSeed());
this.rand.setSeed(this.world.getSeed());
long l0 = this.rand.nextLong() / 2L * 2L + 1L;
long l1 = this.rand.nextLong() / 2L * 2L + 1L;
this.rand.setSeed((long)chunkX * l0 + (long)chunkZ * l1 ^ this.worldObj.getSeed());
this.rand.setSeed((long)chunkX * l0 + (long)chunkZ * l1 ^ this.world.getSeed());
boolean hasVillageGenerated = false;
ChunkPos chunkcoordintpair = new ChunkPos(chunkX, chunkZ);
ChunkPos chunkPos = new ChunkPos(chunkX, chunkZ);
MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(this, worldObj, rand, chunkX, chunkZ, hasVillageGenerated));
MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(this, world, rand, chunkX, chunkZ, hasVillageGenerated));
// populate the structures
if (this.settings.useMineShafts && this.mapFeaturesEnabled)
if (this.mapFeaturesEnabled)
{
this.mineshaftGenerator.generateStructure(this.worldObj, this.rand, chunkcoordintpair);
}
if (this.settings.useVillages && this.mapFeaturesEnabled)
{
hasVillageGenerated = this.villageGenerator.generateStructure(this.worldObj, this.rand, chunkcoordintpair);
}
if (this.settings.useStrongholds && this.mapFeaturesEnabled)
{
this.strongholdGenerator.generateStructure(this.worldObj, this.rand, chunkcoordintpair);
}
if (this.settings.useTemples && this.mapFeaturesEnabled)
{
this.scatteredFeatureGenerator.generateStructure(this.worldObj, this.rand, chunkcoordintpair);
}
if (this.settings.useMonuments && this.mapFeaturesEnabled)
{
this.oceanMonumentGenerator.generateStructure(this.worldObj, this.rand, chunkcoordintpair);
if (this.settings.useMineShafts)
{
this.mineshaftGenerator.generateStructure(this.world, this.rand, chunkPos);
}
if (this.settings.useVillages)
{
hasVillageGenerated = this.villageGenerator.generateStructure(this.world, this.rand, chunkPos);
}
if (this.settings.useStrongholds)
{
this.strongholdGenerator.generateStructure(this.world, this.rand, chunkPos);
}
if (this.settings.useTemples)
{
this.scatteredFeatureGenerator.generateStructure(this.world, this.rand, chunkPos);
}
if (this.settings.useMonuments)
{
this.oceanMonumentGenerator.generateStructure(this.world, this.rand, chunkPos);
}
if (this.settings.useMansions)
{
this.woodlandMansionGenerator.generateStructure(this.world, this.rand, chunkPos);
}
}
BlockPos decorateStart = blockpos.add(8, 0, 8);
BlockPos target;
// add water lakes
if (Biome.getRainfall() > 0.01F && Biome != Biomes.DESERT && Biome != Biomes.DESERT_HILLS && this.settings.useWaterLakes && !hasVillageGenerated && this.rand.nextInt(this.settings.waterLakeChance) == 0 && TerrainGen.populate(this, worldObj, rand, chunkX, chunkZ, hasVillageGenerated, LAKE))
if (Biome.getRainfall() > 0.01F && Biome != Biomes.DESERT && Biome != Biomes.DESERT_HILLS && this.settings.useWaterLakes && !hasVillageGenerated && this.rand.nextInt(this.settings.waterLakeChance) == 0 && TerrainGen.populate(this, world, rand, chunkX, chunkZ, hasVillageGenerated, LAKE))
{
target = decorateStart.add(this.rand.nextInt(16), this.rand.nextInt(256), this.rand.nextInt(16));
(new WorldGenLakes(Blocks.WATER)).generate(this.worldObj, this.rand, target);
(new WorldGenLakes(Blocks.WATER)).generate(this.world, this.rand, target);
}
// add lava lakes
if (TerrainGen.populate(this, worldObj, rand, chunkX, chunkZ, hasVillageGenerated, LAVA) && !hasVillageGenerated && this.rand.nextInt(this.settings.lavaLakeChance / 10) == 0 && this.settings.useLavaLakes)
if (TerrainGen.populate(this, world, rand, chunkX, chunkZ, hasVillageGenerated, LAVA) && !hasVillageGenerated && this.rand.nextInt(this.settings.lavaLakeChance / 10) == 0 && this.settings.useLavaLakes)
{
target = decorateStart.add(this.rand.nextInt(16), this.rand.nextInt(248) + 8, this.rand.nextInt(16));
if (target.getY() < 63 || this.rand.nextInt(this.settings.lavaLakeChance / 8) == 0)
{
(new WorldGenLakes(Blocks.LAVA)).generate(this.worldObj, this.rand, target);
(new WorldGenLakes(Blocks.LAVA)).generate(this.world, this.rand, target);
}
}
// add dungeons
if (this.settings.useDungeons && TerrainGen.populate(this, worldObj, rand, chunkX, chunkZ, hasVillageGenerated, DUNGEON))
if (this.settings.useDungeons && TerrainGen.populate(this, world, rand, chunkX, chunkZ, hasVillageGenerated, DUNGEON))
{
for (int i = 0; i < this.settings.dungeonChance; ++i)
{
target = decorateStart.add(this.rand.nextInt(16), this.rand.nextInt(256), this.rand.nextInt(16));
(new WorldGenDungeons()).generate(this.worldObj, this.rand, target);
(new WorldGenDungeons()).generate(this.world, this.rand, target);
}
}
// hand over to the biome to decorate itself
Biome.decorate(this.worldObj, this.rand, new BlockPos(x, 0, z));
Biome.decorate(this.world, this.rand, new BlockPos(x, 0, z));
// add animals
if (TerrainGen.populate(this, worldObj, rand, chunkX, chunkZ, hasVillageGenerated, ANIMALS))
if (TerrainGen.populate(this, world, rand, chunkX, chunkZ, hasVillageGenerated, ANIMALS))
{
WorldEntitySpawner.performWorldGenSpawning(this.worldObj, Biome, x + 8, z + 8, 16, 16, this.rand);
WorldEntitySpawner.performWorldGenSpawning(this.world, Biome, x + 8, z + 8, 16, 16, this.rand);
}
// add ice and snow
if (TerrainGen.populate(this, worldObj, rand, chunkX, chunkZ, hasVillageGenerated, ICE))
if (TerrainGen.populate(this, world, rand, chunkX, chunkZ, hasVillageGenerated, ICE))
{
for (int i = 0; i < 16; ++i)
{
for (int j = 0; j < 16; ++j)
{
target = this.worldObj.getPrecipitationHeight(decorateStart.add(i, 0, j));
Biome biome = this.worldObj.getBiome(target);
target = this.world.getPrecipitationHeight(decorateStart.add(i, 0, j));
Biome biome = this.world.getBiome(target);
// if it's cold enough for ice, and there's exposed water, then freeze it
if (this.worldObj.canBlockFreezeWater(target.down()))
if (this.world.canBlockFreezeWater(target.down()))
{
this.worldObj.setBlockState(target.down(), Blocks.ICE.getDefaultState(), 2);
this.world.setBlockState(target.down(), Blocks.ICE.getDefaultState(), 2);
}
// if it's cold enough for snow, add a layer of snow
if (biome.getRainfall() > 0.01F && this.worldObj.canSnowAt(target, true))
if (biome.getRainfall() > 0.01F && this.world.canSnowAt(target, true))
{
this.worldObj.setBlockState(target, Blocks.SNOW_LAYER.getDefaultState(), 2);
this.world.setBlockState(target, Blocks.SNOW_LAYER.getDefaultState(), 2);
}
}
}
}
MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(this, worldObj, rand, chunkX, chunkZ, hasVillageGenerated));
MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(this, world, rand, chunkX, chunkZ, hasVillageGenerated));
BlockFalling.fallInstantly = false;
}
@ -577,7 +596,7 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
if (this.settings.useMonuments && this.mapFeaturesEnabled && chunkIn.getInhabitedTime() < 3600L)
{
flag |= this.oceanMonumentGenerator.generateStructure(this.worldObj, this.rand, new ChunkPos(x, z));
flag |= this.oceanMonumentGenerator.generateStructure(this.world, this.rand, new ChunkPos(x, z));
}
return flag;
@ -586,7 +605,7 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
@Override
public List<Biome.SpawnListEntry> getPossibleCreatures(EnumCreatureType creatureType, BlockPos pos)
{
Biome Biome = this.worldObj.getBiome(pos);
Biome Biome = this.world.getBiome(pos);
if (this.mapFeaturesEnabled)
{
@ -595,7 +614,7 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
return this.scatteredFeatureGenerator.getScatteredFeatureSpawnList();
}
if (creatureType == EnumCreatureType.MONSTER && this.settings.useMonuments && this.oceanMonumentGenerator.isPositionInStructure(this.worldObj, pos))
if (creatureType == EnumCreatureType.MONSTER && this.settings.useMonuments && this.oceanMonumentGenerator.isPositionInStructure(this.world, pos))
{
return this.oceanMonumentGenerator.getScatteredFeatureSpawnList();
}
@ -605,37 +624,64 @@ public class ChunkProviderGenerateBOP implements IChunkGenerator
}
@Override
public BlockPos getStrongholdGen(World worldIn, String structureName, BlockPos position, boolean p_180513_4_)
public BlockPos getStrongholdGen(World world, String structureName, BlockPos pos, boolean findUnexplored)
{
return "Stronghold".equals(structureName) && this.strongholdGenerator != null ? this.strongholdGenerator.getClosestStrongholdPos(worldIn, position, p_180513_4_) : null;
return !this.mapFeaturesEnabled ? null : ("Stronghold".equals(structureName) && this.strongholdGenerator != null ? this.strongholdGenerator.getClosestStrongholdPos(world, pos, findUnexplored) : ("Mansion".equals(structureName) && this.woodlandMansionGenerator != null ? this.woodlandMansionGenerator.getClosestStrongholdPos(world, pos, findUnexplored) : ("Monument".equals(structureName) && this.oceanMonumentGenerator != null ? this.oceanMonumentGenerator.getClosestStrongholdPos(world, pos, findUnexplored) : ("Village".equals(structureName) && this.villageGenerator != null ? this.villageGenerator.getClosestStrongholdPos(world, pos, findUnexplored) : ("Mineshaft".equals(structureName) && this.mineshaftGenerator != null ? this.mineshaftGenerator.getClosestStrongholdPos(world, pos, findUnexplored) : ("Temple".equals(structureName) && this.scatteredFeatureGenerator != null ? this.scatteredFeatureGenerator.getClosestStrongholdPos(world, pos, findUnexplored) : null))))));
}
@Override
public void recreateStructures(Chunk p_180514_1_, int p_180514_2_, int p_180514_3_)
public void recreateStructures(Chunk chunk, int chunkX, int chunkZ)
{
if (this.settings.useMineShafts && this.mapFeaturesEnabled)
if (this.mapFeaturesEnabled)
{
this.mineshaftGenerator.generate(this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null);
if (this.settings.useMineShafts)
{
this.mineshaftGenerator.generate(this.world, chunkX, chunkZ, (ChunkPrimer)null);
}
if (this.settings.useVillages)
{
this.villageGenerator.generate(this.world, chunkX, chunkZ, (ChunkPrimer)null);
}
if (this.settings.useStrongholds)
{
this.strongholdGenerator.generate(this.world, chunkX, chunkZ, (ChunkPrimer)null);
}
if (this.settings.useTemples)
{
this.scatteredFeatureGenerator.generate(this.world, chunkX, chunkZ, (ChunkPrimer)null);
}
if (this.settings.useMonuments)
{
this.oceanMonumentGenerator.generate(this.world, chunkX, chunkZ, (ChunkPrimer)null);
}
if (this.settings.useMansions)
{
this.woodlandMansionGenerator.generate(this.world, chunkX, chunkZ, (ChunkPrimer)null);
}
}
}
/**
* TODO: Temporary hack for woodland mansion generation
* Either adopt ChunkProviderOverworld properly for this class or wait until
* Forge patches WoodlandMansion properly
*/
private class FakeMansionChunkProvider extends ChunkProviderOverworld
{
public FakeMansionChunkProvider()
{
super(ChunkProviderGenerateBOP.this.world, 0, true, "");
}
if (this.settings.useVillages && this.mapFeaturesEnabled)
@Override
public void setBlocksInChunk(int x, int z, ChunkPrimer primer)
{
this.villageGenerator.generate(this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null);
}
if (this.settings.useStrongholds && this.mapFeaturesEnabled)
{
this.strongholdGenerator.generate(this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null);
}
if (this.settings.useTemples && this.mapFeaturesEnabled)
{
this.scatteredFeatureGenerator.generate(this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null);
}
if (this.settings.useMonuments && this.mapFeaturesEnabled)
{
this.oceanMonumentGenerator.generate(this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null);
ChunkProviderGenerateBOP.this.setChunkAirStoneWater(x, z, primer);
}
}
}