TileEntity bugfixes, new example: GoodyChest

This commit is contained in:
Justin Aquadro 2011-06-02 04:54:17 +00:00
parent cbdf423567
commit 438cec3bdf
9 changed files with 306 additions and 16 deletions

View file

@ -19,48 +19,118 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Maze", "Maze\Maze.csproj",
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PurgeEntities", "PurgeEntities\PurgeEntities.csproj", "{A64F274A-D5B7-45C2-92BA-4C9A64863DDC}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GoodyChest", "GoodyChest\GoodyChest.csproj", "{6A998912-C939-4029-9F1D-D5C2A5E9C804}"
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EndGlobalSection
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HideSolutionNode = FALSE

View file

@ -0,0 +1,54 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{6A998912-C939-4029-9F1D-D5C2A5E9C804}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>GoodyChest</RootNamespace>
<AssemblyName>GoodyChest</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<PlatformTarget>x86</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<PlatformTarget>x86</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Substrate">
<HintPath>..\..\bin\Release\Substrate.dll</HintPath>
</Reference>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

View file

@ -0,0 +1,103 @@
using System;
using Substrate;
using Substrate.TileEntities;
// GoodyChest is an example that creates chests filled with random
// items throughout the world, according to a probability of
// appearing per chunk.
// Note: This example picks a random item from Substrate's ItemTable,
// which includes all items up to the current version of MC (if Substrate
// itself is up to date). If a chest gets filled with some of these
// latest items and gets opened in an older MC client, MC will crash.
namespace GoodyChest
{
class Program
{
static Random rand;
static void Main (string[] args)
{
if (args.Length != 2) {
Console.WriteLine("Usage: GoodyChest <world> <prob>");
return;
}
string dest = args[0];
double p = Convert.ToDouble(args[1]);
rand = new Random();
// Open our world
BetaWorld world = BetaWorld.Open(dest);
ChunkManager cm = world.GetChunkManager();
int added = 0;
// Iterate through every chunk in the world
// With proability p, pick a random location
// inside the chunk to place a chest, above the
// first solid block
foreach (ChunkRef chunk in cm) {
if (rand.NextDouble() < p) {
int x = rand.Next(chunk.Blocks.XDim);
int z = rand.Next(chunk.Blocks.ZDim);
int y = chunk.Blocks.GetHeight(x, z);
// Can't build this high (-2 to account for new MC 1.6 height limitation)
if (y >= chunk.Blocks.YDim - 2) {
continue;
}
// Get a block object, then assign it to the chunk
Block block = BuildChest();
chunk.Blocks.SetBlock(x, y + 1, z, block);
// Save the chunk
cm.Save();
added++;
}
}
// And we're done
Console.WriteLine("Added {0} goody chests to world", added);
}
// This function will create a new Block object of type 'Chest', fills it
// with random items, and returns it
static Block BuildChest ()
{
// A default, appropriate TileEntity entry is created
Block block = new Block(BlockType.CHEST);
TileEntityChest ent = block.GetTileEntity() as TileEntityChest;
// Unless Substrate has a bug, the TileEntity was definitely a TileEntityChest
if (ent == null) {
Console.WriteLine("Catastrophic");
return null;
}
// Loop through each slot in the chest, assign an item
// with a probability
for (int i = 0; i < ent.Items.Capacity; i++) {
if (rand.NextDouble() < 0.3) {
// Ask the ItemTable for a random Item type registered with Substrate
ItemInfo itype = ItemInfo.ItemTable.Random();
// Create the item object, give it an appropriate, random count (items in stack)
Item item = new Item(itype.ID);
item.Count = 1 + rand.Next(itype.StackSize);
// Assign the item to the chest at slot i
ent.Items[i] = item;
}
}
// That's all, we've got a loaded chest block ready to be
// inserted into a chunk
return block;
}
}
}

View file

@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("GoodyChest")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Microsoft")]
[assembly: AssemblyProduct("GoodyChest")]
[assembly: AssemblyCopyright("Copyright © Microsoft 2011")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("c8a1b29d-5ba9-4a5a-891c-82627eb4b915")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

View file

@ -17,12 +17,14 @@ namespace Substrate
public Block (int id)
{
_id = id;
UpdateTileEntity(0, id);
}
public Block (int id, int data)
{
_id = id;
_data = data;
UpdateTileEntity(0, id);
}
public Block (IAlphaBlockCollection chunk, int lx, int ly, int lz)
@ -45,19 +47,7 @@ namespace Substrate
get { return _id; }
set
{
BlockInfoEx info1 = BlockInfo.BlockTable[_id] as BlockInfoEx;
BlockInfoEx info2 = BlockInfo.BlockTable[value] as BlockInfoEx;
if (info1 != info2) {
if (info1 != null) {
_tileEntity = null;
}
if (info2 != null) {
_tileEntity = TileEntityFactory.Create(info2.TileEntityName);
}
}
UpdateTileEntity(_id, value);
_id = value;
}
}
@ -124,5 +114,21 @@ namespace Substrate
}
#endregion
private void UpdateTileEntity (int old, int value)
{
BlockInfoEx info1 = BlockInfo.BlockTable[old] as BlockInfoEx;
BlockInfoEx info2 = BlockInfo.BlockTable[value] as BlockInfoEx;
if (info1 != info2) {
if (info1 != null) {
_tileEntity = null;
}
if (info2 != null) {
_tileEntity = TileEntityFactory.Create(info2.TileEntityName);
}
}
}
}
}

View file

@ -95,11 +95,20 @@ namespace Substrate
? TranslateCoordinates(x, y, z)
: new BlockKey(x, y, z);
TagCompound oldte;
if (_tileEntityTable.TryGetValue(key, out oldte)) {
_tileEntities.Remove(oldte);
}
te.X = key.x;
te.Y = key.y;
te.Z = key.z;
_tileEntities.Add(te.BuildTree());
TagCompound tree = te.BuildTree() as TagCompound;
_tileEntities.Add(tree);
_tileEntityTable[key] = tree;
}
public void ClearTileEntity (int x, int y, int z)

View file

@ -179,8 +179,8 @@ namespace Substrate
private BlockKey TranslateCoordinatesHandler (int lx, int ly, int lz)
{
int x = _cx * _blocks.XDim + lx;
int z = _cz * _blocks.ZDim + lz;
int x = X * _blocks.XDim + lx;
int z = Z * _blocks.ZDim + lz;
return new BlockKey(x, ly, z);
}

View file

@ -52,6 +52,11 @@ namespace Substrate
{
}
public Item (int id)
{
_id = (short)id;
}
#region ICopyable<Item> Members
public Item Copy ()

View file

@ -120,6 +120,7 @@ namespace Substrate
public class ItemCache<T>
{
private Dictionary<int, T> _cache;
private static Random _rand = new Random();
public T this[int index]
{
@ -137,6 +138,12 @@ namespace Substrate
{
_cache = cache;
}
public T Random ()
{
List<T> list = new List<T>(_cache.Values);
return list[_rand.Next(list.Count)];
}
}
private static Dictionary<int, ItemInfo> _itemTable;