/******************************************************************************* * AbyssalCraft * Copyright (c) 2012 - 2017 Shinoow. * All rights reserved. This program and the accompanying materials * are made available under the terms of the GNU Lesser Public License v3 * which accompanies this distribution, and is available at * http://www.gnu.org/licenses/lgpl-3.0.txt * * Contributors: * Shinoow - implementation ******************************************************************************/ package com.shinoow.abyssalcraft.common.world.gen; import java.util.Random; import com.shinoow.abyssalcraft.api.block.ACBlocks; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.util.math.MathHelper; import net.minecraft.world.chunk.ChunkPrimer; import net.minecraft.world.gen.MapGenCavesHell; public class MapGenCavesDreadlands extends MapGenCavesHell { @Override protected void addTunnel(long seed, int par2, int par3, ChunkPrimer primer, double x, double y, double z, float par8, float par9, float par10, int par11, int par12, double par13) { double d0 = par2 * 16 + 8; double d1 = par3 * 16 + 8; float f = 0.0F; float f1 = 0.0F; Random random = new Random(seed); if (par12 <= 0) { int i = range * 16 - 16; par12 = i - random.nextInt(i / 4); } boolean flag1 = false; if (par11 == -1) { par11 = par12 / 2; flag1 = true; } int j = random.nextInt(par12 / 2) + par12 / 4; for (boolean flag = random.nextInt(6) == 0; par11 < par12; ++par11) { double d2 = 1.5D + MathHelper.sin(par11 * (float)Math.PI / par12) * par8; double d3 = d2 * par13; float f2 = MathHelper.cos(par10); float f3 = MathHelper.sin(par10); x += MathHelper.cos(par9) * f2; y += f3; z += MathHelper.sin(par9) * f2; if (flag) par10 = par10 * 0.92F; else par10 = par10 * 0.7F; par10 = par10 + f1 * 0.1F; par9 += f * 0.1F; f1 = f1 * 0.9F; f = f * 0.75F; f1 = f1 + (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2.0F; f = f + (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4.0F; if (!flag1 && par11 == j && par8 > 1.0F) { addTunnel(random.nextLong(), par2, par3, primer, x, y, z, random.nextFloat() * 0.5F + 0.5F, par9 - (float)Math.PI / 2F, par10 / 3.0F, par11, par12, 1.0D); addTunnel(random.nextLong(), par2, par3, primer, x, y, z, random.nextFloat() * 0.5F + 0.5F, par9 + (float)Math.PI / 2F, par10 / 3.0F, par11, par12, 1.0D); return; } if (flag1 || random.nextInt(4) != 0) { double d4 = x - d0; double d5 = z - d1; double d6 = par12 - par11; double d7 = par8 + 2.0F + 16.0F; if (d4 * d4 + d5 * d5 - d6 * d6 > d7 * d7) return; if (x >= d0 - 16.0D - d2 * 2.0D && z >= d1 - 16.0D - d2 * 2.0D && x <= d0 + 16.0D + d2 * 2.0D && z <= d1 + 16.0D + d2 * 2.0D) { int j2 = MathHelper.floor(x - d2) - par2 * 16 - 1; int k = MathHelper.floor(x + d2) - par2 * 16 + 1; int k2 = MathHelper.floor(y - d3) - 1; int l = MathHelper.floor(y + d3) + 1; int l2 = MathHelper.floor(z - d2) - par3 * 16 - 1; int i1 = MathHelper.floor(z + d2) - par3 * 16 + 1; if (j2 < 0) j2 = 0; if (k > 16) k = 16; if (k2 < 1) k2 = 1; if (l > 120) l = 120; if (l2 < 0) l2 = 0; if (i1 > 16) i1 = 16; boolean flag2 = false; for (int j1 = j2; !flag2 && j1 < k; ++j1) for (int k1 = l2; !flag2 && k1 < i1; ++k1) for (int l1 = l + 1; !flag2 && l1 >= k2 - 1; --l1) if (l1 >= 0 && l1 < 128) { IBlockState iblockstate = primer.getBlockState(j1, l1, k1); if (iblockstate.getBlock() == Blocks.FLOWING_LAVA || iblockstate.getBlock() == Blocks.LAVA) flag2 = true; if (l1 != k2 - 1 && j1 != j2 && j1 != k - 1 && k1 != l2 && k1 != i1 - 1) l1 = k2; } if (!flag2) { for (int i3 = j2; i3 < k; ++i3) { double d10 = (i3 + par2 * 16 + 0.5D - x) / d2; for (int j3 = l2; j3 < i1; ++j3) { double d8 = (j3 + par3 * 16 + 0.5D - z) / d2; for (int i2 = l; i2 > k2; --i2) { double d9 = (i2 - 1 + 0.5D - y) / d3; if (d9 > -0.7D && d10 * d10 + d9 * d9 + d8 * d8 < 1.0D) { IBlockState iblockstate1 = primer.getBlockState(i3, i2, j3); if (iblockstate1.getBlock() == ACBlocks.dreadstone || iblockstate1.getBlock() == ACBlocks.abyssalnite_stone || iblockstate1.getBlock() == ACBlocks.dreadlands_dirt || iblockstate1.getBlock() == ACBlocks.dreadlands_grass) primer.setBlockState(i3, i2, j3, AIR); } } } } if (flag1) break; } } } } } }