feat(UC-02): data-driven room themes — 6 JSON + consumer migration + cleanup

Phase 3: Extract 6 themes into JSON (oubliette, inferno, crypt, ice, sculk, sandstone)
Phase 4: Migrate HangingCagePiece to use RoomThemeRegistry.pickRandomOrFallback()
  - Move 7 shared static methods from RoomTheme into HangingCagePiece
  - Replace per-enum placeDecorations() with generic DecorationConfig-based placement
Phase 5: Delete RoomTheme.java (-1368L)
This commit is contained in:
NotEvil
2026-04-16 01:39:40 +02:00
parent 69f52eacf3
commit 3aaf92b788
8 changed files with 679 additions and 1423 deletions

View File

@@ -26,6 +26,7 @@ import net.minecraft.world.level.ChunkPos;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.ChestBlock;
import net.minecraft.world.level.block.LanternBlock;
import net.minecraft.world.level.block.entity.BlockEntity;
import net.minecraft.world.level.block.entity.RandomizableContainerBlockEntity;
import net.minecraft.world.level.block.state.BlockState;
@@ -279,7 +280,7 @@ public class HangingCagePiece extends StructurePiece {
/**
* Fallback: carve a 13x13x12 dungeon room and place the cage inside.
* Randomly selects a theme (Oubliette/Inferno) and layout (Square/Octagonal).
* Randomly selects a data-driven theme and layout (Square/Octagonal).
*/
private void carveAndPlaceRoom(
WorldGenLevel level,
@@ -288,9 +289,7 @@ public class HangingCagePiece extends StructurePiece {
int centerZ,
BoundingBox chunkBB
) {
RoomTheme theme = RoomTheme.values()[random.nextInt(
RoomTheme.values().length
)];
RoomThemeDefinition theme = RoomThemeRegistry.pickRandomOrFallback(random);
RoomLayout layout = RoomLayout.values()[random.nextInt(
RoomLayout.values().length
)];
@@ -358,62 +357,24 @@ public class HangingCagePiece extends StructurePiece {
}
}
theme.placeDecorations(
level,
random,
baseX,
baseZ,
floorY,
layout,
chunkBB
placeThemeDecorations(
level, random, baseX, baseZ, floorY, layout, chunkBB, theme
);
RoomTheme.placeSharedPillars(
level,
random,
baseX,
baseZ,
floorY,
layout,
theme,
chunkBB
placeSharedPillars(
level, random, baseX, baseZ, floorY, layout, theme, chunkBB
);
RoomTheme.placeSharedFloorScatter(
level,
random,
baseX,
baseZ,
floorY,
layout,
theme,
chunkBB
placeSharedFloorScatter(
level, random, baseX, baseZ, floorY, layout, theme, chunkBB
);
RoomTheme.placeSharedCeilingDecor(
level,
random,
baseX,
baseZ,
floorY,
layout,
chunkBB
placeSharedCeilingDecor(
level, random, baseX, baseZ, floorY, layout, chunkBB
);
RoomTheme.placeSharedWallLighting(
level,
random,
baseX,
baseZ,
floorY,
layout,
chunkBB
placeSharedWallLighting(
level, random, baseX, baseZ, floorY, layout, chunkBB
);
RoomTheme.placeSharedWallBands(
level,
baseX,
baseZ,
floorY,
layout,
theme,
chunkBB
placeSharedWallBands(
level, baseX, baseZ, floorY, layout, theme, chunkBB
);
placeVanillaChest(level, random, baseX, baseZ, floorY, layout, chunkBB);
@@ -451,7 +412,7 @@ public class HangingCagePiece extends StructurePiece {
TiedUpMod.LOGGER.info(
"[HangingCage] Placed cage in carved room (theme={}, layout={}) at {}",
theme.name(),
theme.id(),
layout.name(),
masterPos.toShortString()
);
@@ -655,4 +616,318 @@ public class HangingCagePiece extends StructurePiece {
);
}
}
// ── Data-driven theme decorations ───────────────────────────────
/**
* Place decorations from the data-driven {@link DecorationConfig}.
* Replaces the old per-enum {@code RoomTheme.placeDecorations()} method.
*/
private static void placeThemeDecorations(
WorldGenLevel level,
RandomSource random,
int baseX,
int baseZ,
int floorY,
RoomLayout layout,
BoundingBox chunkBB,
RoomThemeDefinition theme
) {
DecorationConfig deco = theme.decorations();
int[][] corners = layout.innerCorners();
// Corner decorations (e.g. cobwebs low+high, soul fire, snow layers)
for (DecorationConfig.PositionedBlock pb : deco.cornerDecorations()) {
for (int[] c : corners) {
if (layout.isInShape(c[0], c[1]) && !layout.isWall(c[0], c[1])) {
safeSetBlock(level,
new BlockPos(baseX + c[0], floorY + pb.yOffset(), baseZ + c[1]),
pb.state(), chunkBB);
}
}
}
// Wall midpoint decorations (e.g. soul lanterns, crying obsidian, sculk veins)
int[][] wallMidpoints = {{6, 1}, {6, 11}, {1, 6}, {11, 6}};
for (DecorationConfig.PositionedBlock pb : deco.wallMidpointBlocks()) {
for (int[] wp : wallMidpoints) {
if (layout.isWall(wp[0], wp[1])) {
safeSetBlock(level,
new BlockPos(baseX + wp[0], floorY + pb.yOffset(), baseZ + wp[1]),
pb.state(), chunkBB);
}
}
}
// First corner special (e.g. water cauldron, skull, TNT, sculk catalyst)
if (deco.firstCornerSpecial() != null && corners.length > 0) {
int[] sc = corners[0];
if (layout.isInShape(sc[0], sc[1]) && !layout.isWall(sc[0], sc[1])) {
safeSetBlock(level,
new BlockPos(baseX + sc[0], floorY + deco.firstCornerSpecial().yOffset(), baseZ + sc[1]),
deco.firstCornerSpecial().state(), chunkBB);
}
}
// Furniture cluster at corners[1] (e.g. barrel+brewing_stand, soul_campfire+cauldron)
if (corners.length > 1) {
int[] fc = corners[1];
int fcx = fc[0] + (fc[0] < 6 ? 1 : -1);
int fcz = fc[1] + (fc[1] < 6 ? 1 : -1);
if (layout.isInShape(fcx, fcz) && !layout.isWall(fcx, fcz)) {
for (DecorationConfig.PositionedBlock pb : deco.furnitureCluster()) {
safeSetBlock(level,
new BlockPos(baseX + fcx, floorY + pb.yOffset(), baseZ + fcz),
pb.state(), chunkBB);
}
}
// Ceiling chain above furniture
if (deco.hasCeilingChain()) {
for (int cy = 8; cy <= 10; cy++) {
safeSetBlock(level,
new BlockPos(baseX + fcx, floorY + cy, baseZ + fcz),
Blocks.CHAIN.defaultBlockState(), chunkBB);
}
}
}
// Torch lighting (wall torches at outer wall midpoints) -- used by Crypt, Sandstone
if (deco.useTorchLighting()) {
for (int[] wallPos : new int[][] {{6, 0}, {6, 12}, {0, 6}, {12, 6}}) {
if (layout.isWall(wallPos[0], wallPos[1])) {
Direction torchDir = getTorchDirection(wallPos[0], wallPos[1]);
if (torchDir != null) {
safeSetBlock(level,
new BlockPos(baseX + wallPos[0], floorY + 3, baseZ + wallPos[1]),
Blocks.WALL_TORCH.defaultBlockState().setValue(
net.minecraft.world.level.block.WallTorchBlock.FACING, torchDir),
chunkBB);
}
}
}
}
// Side chains + hanging lanterns (shared by all themes)
placeSharedChains(level, baseX, baseZ, floorY, chunkBB);
placeSharedHangingLanterns(level, baseX, baseZ, floorY, chunkBB);
}
// ── Shared structural features (moved from RoomTheme) ──────────
/** Pillar positions -- verified to be inside all 4 layouts. */
private static final int[][] PILLAR_POSITIONS = {
{4, 4}, {4, 8}, {8, 4}, {8, 8},
};
/** Place 4 full-height pillars at verified positions. */
private static void placeSharedPillars(
WorldGenLevel level,
RandomSource random,
int baseX,
int baseZ,
int floorY,
RoomLayout layout,
RoomThemeDefinition theme,
BoundingBox chunkBB
) {
for (int[] p : PILLAR_POSITIONS) {
if (!layout.isInShape(p[0], p[1]) || layout.isWall(p[0], p[1])) continue;
for (int ry = 1; ry <= 10; ry++) {
safeSetBlock(level,
new BlockPos(baseX + p[0], floorY + ry, baseZ + p[1]),
theme.pillarBlock(random, ry), chunkBB);
}
}
}
/** Place random floor scatter (~12% of interior positions). */
private static void placeSharedFloorScatter(
WorldGenLevel level,
RandomSource random,
int baseX,
int baseZ,
int floorY,
RoomLayout layout,
RoomThemeDefinition theme,
BoundingBox chunkBB
) {
for (int rx = 1; rx <= 11; rx++) {
for (int rz = 1; rz <= 11; rz++) {
if (!layout.isInShape(rx, rz) || layout.isWall(rx, rz)) continue;
// Skip pillar positions
if ((rx == 4 || rx == 8) && (rz == 4 || rz == 8)) continue;
// Skip cage center area (5-7, 5-7)
if (rx >= 5 && rx <= 7 && rz >= 5 && rz <= 7) continue;
// Skip corner positions (used by decorations/chests)
if ((rx <= 2 || rx >= 10) && (rz <= 2 || rz >= 10)) continue;
if (random.nextFloat() < 0.12f) {
BlockState scatter = theme.scatterBlock(random);
if (scatter != null) {
safeSetBlock(level,
new BlockPos(baseX + rx, floorY + 1, baseZ + rz),
scatter, chunkBB);
}
}
}
}
}
/** Place ceiling cobwebs and extra hanging chains. */
private static void placeSharedCeilingDecor(
WorldGenLevel level,
RandomSource random,
int baseX,
int baseZ,
int floorY,
RoomLayout layout,
BoundingBox chunkBB
) {
// Cobwebs along walls at ceiling level
int[][] cobwebCandidates = {
{2, 1}, {4, 1}, {8, 1}, {10, 1},
{2, 11}, {4, 11}, {8, 11}, {10, 11},
{1, 4}, {1, 8}, {11, 4}, {11, 8},
};
for (int[] pos : cobwebCandidates) {
if (layout.isInShape(pos[0], pos[1])
&& !layout.isWall(pos[0], pos[1])
&& random.nextFloat() < 0.45f) {
safeSetBlock(level,
new BlockPos(baseX + pos[0], floorY + 10, baseZ + pos[1]),
Blocks.COBWEB.defaultBlockState(), chunkBB);
}
}
// Extra hanging chains at random interior positions
int[][] chainCandidates = {{5, 3}, {7, 9}, {3, 7}};
for (int[] pos : chainCandidates) {
if (layout.isInShape(pos[0], pos[1])
&& !layout.isWall(pos[0], pos[1])
&& random.nextFloat() < 0.6f) {
safeSetBlock(level,
new BlockPos(baseX + pos[0], floorY + 10, baseZ + pos[1]),
Blocks.CHAIN.defaultBlockState(), chunkBB);
safeSetBlock(level,
new BlockPos(baseX + pos[0], floorY + 9, baseZ + pos[1]),
Blocks.CHAIN.defaultBlockState(), chunkBB);
}
}
}
/** Place additional wall-mounted lighting. */
private static void placeSharedWallLighting(
WorldGenLevel level,
RandomSource random,
int baseX,
int baseZ,
int floorY,
RoomLayout layout,
BoundingBox chunkBB
) {
// Lanterns on pillar sides (facing center) at ry=1 (on the floor)
int[][] pillarLanternPositions = {
{5, 4}, {4, 7}, {8, 5}, {7, 8},
};
for (int[] pos : pillarLanternPositions) {
if (layout.isInShape(pos[0], pos[1])
&& !layout.isWall(pos[0], pos[1])) {
safeSetBlock(level,
new BlockPos(baseX + pos[0], floorY + 1, baseZ + pos[1]),
Blocks.LANTERN.defaultBlockState(), chunkBB);
}
}
// Extra wall sconces at quarter-points
int[][] wallSconces = {
{4, 0}, {8, 0}, {4, 12}, {8, 12},
{0, 4}, {0, 8}, {12, 4}, {12, 8},
};
for (int[] pos : wallSconces) {
if (layout.isWall(pos[0], pos[1]) && random.nextFloat() < 0.5f) {
Direction torchDir = getTorchDirection(pos[0], pos[1]);
if (torchDir != null) {
safeSetBlock(level,
new BlockPos(baseX + pos[0], floorY + 3, baseZ + pos[1]),
Blocks.WALL_TORCH.defaultBlockState().setValue(
net.minecraft.world.level.block.WallTorchBlock.FACING, torchDir),
chunkBB);
}
}
}
}
/** Place wall accent bands at ry=5 and ry=8. */
private static void placeSharedWallBands(
WorldGenLevel level,
int baseX,
int baseZ,
int floorY,
RoomLayout layout,
RoomThemeDefinition theme,
BoundingBox chunkBB
) {
int[][] bandPositions = {
{6, 1}, {6, 11}, {1, 6}, {11, 6},
{4, 1}, {8, 1}, {4, 11}, {8, 11},
{1, 4}, {1, 8}, {11, 4}, {11, 8},
};
for (int[] pos : bandPositions) {
if (layout.isWall(pos[0], pos[1])) {
// Band at ry=5
safeSetBlock(level,
new BlockPos(baseX + pos[0], floorY + 5, baseZ + pos[1]),
theme.wallAccentBlock(), chunkBB);
// Optional band at ry=8
safeSetBlock(level,
new BlockPos(baseX + pos[0], floorY + 8, baseZ + pos[1]),
theme.wallAccentBlock(), chunkBB);
}
}
}
/** Chains on cage flanks and ceiling corners -- shared by all themes. */
private static void placeSharedChains(
WorldGenLevel level,
int baseX,
int baseZ,
int floorY,
BoundingBox chunkBB
) {
for (int[] chainPos : new int[][] {{3, 6}, {9, 6}}) {
for (int ry = 5; ry <= 10; ry++) {
safeSetBlock(level,
new BlockPos(baseX + chainPos[0], floorY + ry, baseZ + chainPos[1]),
Blocks.CHAIN.defaultBlockState(), chunkBB);
}
}
for (int[] chainPos : new int[][] {{3, 3}, {3, 9}, {9, 3}, {9, 9}}) {
safeSetBlock(level,
new BlockPos(baseX + chainPos[0], floorY + 10, baseZ + chainPos[1]),
Blocks.CHAIN.defaultBlockState(), chunkBB);
}
}
/** Determine torch facing direction for a wall position (torch faces inward). */
private static Direction getTorchDirection(int rx, int rz) {
if (rz == 0) return Direction.SOUTH;
if (rz == 12) return Direction.NORTH;
if (rx == 0) return Direction.EAST;
if (rx == 12) return Direction.WEST;
return null;
}
/** Hanging lanterns -- shared by all themes. */
private static void placeSharedHangingLanterns(
WorldGenLevel level,
int baseX,
int baseZ,
int floorY,
BoundingBox chunkBB
) {
for (int[] pos : new int[][] {{3, 3}, {9, 9}}) {
safeSetBlock(level,
new BlockPos(baseX + pos[0], floorY + 9, baseZ + pos[1]),
Blocks.LANTERN.defaultBlockState().setValue(LanternBlock.HANGING, true),
chunkBB);
}
}
}

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