package net.tropicraft.world.mapgen; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.init.Blocks; import net.minecraft.util.MathHelper; import net.minecraft.world.World; import net.minecraft.world.biome.BiomeGenBase; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.MapGenBase; public class MapGenTropicsCaves extends MapGenBase { private static final int CHUNK_SIZE_Y = 256; public void generate(IChunkProvider chunkProvider, World world, int x, int z, Block[] blocks) { int range = this.range; this.worldObj = world; this.rand.setSeed(world.getSeed()); long l = this.rand.nextLong(); long i1 = this.rand.nextLong(); for (int j1 = x - range; j1 <= x + range; ++j1) { for (int k1 = z - range; k1 <= z + range; ++k1) { long l1 = (long)j1 * l; long i2 = (long)k1 * i1; this.rand.setSeed(l1 ^ i2 ^ world.getSeed()); this.recursiveGenerate(world, j1, k1, x, z, blocks); } } } /** * Generates a larger initial cave node than usual. Called 25% of the time. */ protected void generateLargeCaveNode(long seed, int chunkX, int chunkZ, Block[] blocks, double i, double j, double k) { this.generateCaveNode(seed, chunkX, chunkZ, blocks, i, j, k, 1.0F + this.rand.nextFloat() * 6.0F, 0.0F, 0.0F, -1, -1, 0.5D); } /** * Generates a node in the current cave system recursion tree. */ protected void generateCaveNode(long seed, int chunkX, int chunkZ, Block[] blocks, double i, double j, double k, float sizeMod, float headingXZ, float headingY, int currentSection, int length, double sizeModY) { double d4 = (double)(chunkX * 16 + 8); double d5 = (double)(chunkZ * 16 + 8); float f3 = 0.0F; float f4 = 0.0F; Random random = new Random(seed); if (length <= 0) { int j1 = this.range * 16 - 16; length = j1 - random.nextInt(j1 / 4); } boolean flag = false; if (currentSection == -1) { currentSection = length / 2; flag = true; } int k1 = random.nextInt(length / 2) + length / 4; for (boolean flag1 = random.nextInt(6) == 0; currentSection < length; ++currentSection) { double d6 = 1.5D + (double)(MathHelper.sin((float)currentSection * (float)Math.PI / (float)length) * sizeMod * 1.0F); double d7 = d6 * sizeModY; float f5 = MathHelper.cos(headingY); float f6 = MathHelper.sin(headingY); i += (double)(MathHelper.cos(headingXZ) * f5); j += (double)f6; k += (double)(MathHelper.sin(headingXZ) * f5); if (flag1) { headingY *= 0.92F; } else { headingY *= 0.7F; } headingY += f4 * 0.1F; headingXZ += f3 * 0.1F; f4 *= 0.9F; f3 *= 0.75F; f4 += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2.0F; f3 += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4.0F; if (!flag && currentSection == k1 && sizeMod > 1.0F && length > 0) { this.generateCaveNode(random.nextLong(), chunkX, chunkZ, blocks, i, j, k, random.nextFloat() * 0.5F + 0.5F, headingXZ - ((float)Math.PI / 2F), headingY / 3.0F, currentSection, length, 1.0D); this.generateCaveNode(random.nextLong(), chunkX, chunkZ, blocks, i, j, k, random.nextFloat() * 0.5F + 0.5F, headingXZ + ((float)Math.PI / 2F), headingY / 3.0F, currentSection, length, 1.0D); return; } if (flag || random.nextInt(4) != 0) { double d8 = i - d4; double d9 = k - d5; double d10 = (double)(length - currentSection); double d11 = (double)(sizeMod + 2.0F + 16.0F); if (d8 * d8 + d9 * d9 - d10 * d10 > d11 * d11) { return; } if (i >= d4 - 16.0D - d6 * 2.0D && k >= d5 - 16.0D - d6 * 2.0D && i <= d4 + 16.0D + d6 * 2.0D && k <= d5 + 16.0D + d6 * 2.0D) { int l1 = MathHelper.floor_double(i - d6) - chunkX * 16 - 1; int i2 = MathHelper.floor_double(i + d6) - chunkX * 16 + 1; int j2 = MathHelper.floor_double(j - d7) - 1; int k2 = MathHelper.floor_double(j + d7) + 1; int l2 = MathHelper.floor_double(k - d6) - chunkZ * 16 - 1; int i3 = MathHelper.floor_double(k + d6) - chunkZ * 16 + 1; if (l1 < 0) { l1 = 0; } if (i2 > 16) { i2 = 16; } if (j2 < 1) { j2 = 1; } if (k2 > 120) { k2 = 120; } if (l2 < 0) { l2 = 0; } if (i3 > 16) { i3 = 16; } boolean flag2 = false; int j3; int k3; for (j3 = l1; !flag2 && j3 < i2; ++j3) { for (int l3 = l2; !flag2 && l3 < i3; ++l3) { for (int i4 = k2 + 1; !flag2 && i4 >= j2 - 1; --i4) { k3 = j3 * CHUNK_SIZE_Y * 16 | l3 * CHUNK_SIZE_Y | i4; if (i4 >= 0 && i4 < 128) { if (isOceanBlock(blocks, k3, j3, i4, l3, chunkX, chunkZ)) { flag2 = true; } if (i4 != j2 - 1 && j3 != l1 && j3 != i2 - 1 && l3 != l2 && l3 != i3 - 1) { i4 = j2; } } } } } if (!flag2) { for (j3 = l1; j3 < i2; ++j3) { double d12 = ((double)(j3 + chunkX * 16) + 0.5D - i) / d6; for (k3 = l2; k3 < i3; ++k3) { double d13 = ((double)(k3 + chunkZ * 16) + 0.5D - k) / d6; boolean flag3 = false; if (d12 * d12 + d13 * d13 < 1.0D) { for (int k4 = k2 - 1; k4 >= j2; --k4) { int j4 = j3 * CHUNK_SIZE_Y * 16 | k3 * CHUNK_SIZE_Y | k4; double d14 = ((double)k4 + 0.5D - j) / d7; if (d14 > -0.7D && d12 * d12 + d14 * d14 + d13 * d13 < 1.0D) { if (isTopBlock(blocks, j4, j3, k4, k3, chunkX, chunkZ)) { flag3 = true; } digBlock(blocks, j4, j3, k4, k3, chunkX, chunkZ, flag3); } } } } } if (flag) { break; } } } } } } /** * Recursively called by generate() (generate) and optionally by itself. */ protected void recursiveGenerate(World world, int i, int k, int chunkX, int chunkZ, Block[] blocks) { int i1 = this.rand.nextInt(this.rand.nextInt(this.rand.nextInt(40) + 1) + 1); if (this.rand.nextInt(15) != 0) { i1 = 0; } for (int j1 = 0; j1 < i1; ++j1) { double x = (double)(i * 16 + this.rand.nextInt(16)); double y = (double)this.rand.nextInt(this.rand.nextInt(120) + 8); double z = (double)(k * 16 + this.rand.nextInt(16)); int k1 = 1; if (this.rand.nextInt(4) == 0) { this.generateLargeCaveNode(this.rand.nextLong(), chunkX, chunkZ, blocks, x, y, z); k1 += this.rand.nextInt(4); } for (int l1 = 0; l1 < k1; ++l1) { float f = this.rand.nextFloat() * (float)Math.PI * 2.0F; float f1 = (this.rand.nextFloat() - 0.5F) * 2.0F / 8.0F; float f2 = this.rand.nextFloat() * 2.0F + this.rand.nextFloat(); if (this.rand.nextInt(10) == 0) { f2 *= this.rand.nextFloat() * this.rand.nextFloat() * 3.0F + 1.0F; } this.generateCaveNode(this.rand.nextLong(), chunkX, chunkZ, blocks, x, y, z, f2, f, f1, 0, 0, 1.0D); } } } protected boolean isOceanBlock(Block[] data, int index, int x, int y, int z, int chunkX, int chunkZ) { return data[index] == Blocks.water; } //Exception biomes to make sure we generate like vanilla private boolean isExceptionBiome(BiomeGenBase biome) { if (biome == BiomeGenBase.mushroomIsland) return true; if (biome == BiomeGenBase.beach) return true; if (biome == BiomeGenBase.desert) return true; return false; } //Determine if the block at the specified location is the top block for the biome, we take into account //Vanilla bugs to make sure that we generate the map the same way vanilla does. private boolean isTopBlock(Block[] data, int index, int x, int y, int z, int chunkX, int chunkZ) { BiomeGenBase biome = worldObj.getBiomeGenForCoords(x + chunkX * 16, z + chunkZ * 16); return (isExceptionBiome(biome) ? data[index] == Blocks.grass : data[index] == biome.topBlock); } /** * Digs out the current block, default implementation removes stone, filler, and top block * Sets the block to lava if y is less then 10, and air other wise. * If setting to air, it also checks to see if we've broken the surface and if so * tries to make the floor the biome's top block * * @param data Block data array * @param index Pre-calculated index into block data * @param x local X position * @param y local Y position * @param z local Z position * @param chunkX Chunk X position * @param chunkZ Chunk Y position * @param foundTop True if we've encountered the biome's top block. Ideally if we've broken the surface. */ protected void digBlock(Block[] data, int index, int x, int y, int z, int chunkX, int chunkZ, boolean foundTop) { BiomeGenBase biome = worldObj.getBiomeGenForCoords(x + chunkX * 16, z + chunkZ * 16); Block top = (isExceptionBiome(biome) ? Blocks.grass : biome.topBlock); Block filler = (isExceptionBiome(biome) ? Blocks.dirt : biome.fillerBlock); Block block = data[index]; if (block == Blocks.stone || block == filler || block == top) { if (y < 10) { data[index] = Blocks.lava; } else { data[index] = Blocks.air; if (foundTop && data[index - 1] == filler) { data[index - 1] = top; } } } } }