/*******************************************************************************
* 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;
}
}
}
}
}
}