Clean repo for open source release

Remove build artifacts, dev tool configs, unused dependencies,
and third-party source dumps. Add proper README, update .gitignore,
clean up Makefile.
This commit is contained in:
NotEvil
2026-04-12 00:51:22 +02:00
parent 2e7a1d403b
commit f6466360b6
1947 changed files with 238025 additions and 1 deletions

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package com.tiedup.remake.worldgen;
import com.tiedup.remake.core.TiedUpMod;
import java.util.Optional;
import net.minecraft.core.BlockPos;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.level.ChunkPos;
import net.minecraft.world.level.block.Rotation;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.structure.Structure;
import net.minecraft.world.level.levelgen.structure.pieces.StructurePiecesBuilder;
/**
* Abstract base class for kidnapper structure types.
*
* Phase 3: Refactoring - Consolidates common structure generation logic
*
* Subclasses:
* - KidnapperCampStructure: Small, 2 tents
* - KidnapperOutpostStructure: Medium, 2-3 cells around HQ
* - KidnapperFortressStructure: Large, 4-6 cells with corridors
*
* All structures share terrain validation:
* - Must be above sea level (Y >= 63)
* - Terrain must be flat enough (configurable per type)
* - No water at the surface
*/
public abstract class AbstractKidnapperStructure extends Structure {
/** Standard Y offset for most kidnapper structures */
protected static final int DEFAULT_Y_OFFSET = -2;
/** Sea level - structures below this are rejected */
private static final int SEA_LEVEL = 63;
protected AbstractKidnapperStructure(StructureSettings settings) {
super(settings);
}
/**
* Get the radius (in blocks) to check for terrain flatness.
* Larger structures need larger check areas.
*/
protected abstract int getCheckRadius();
/**
* Get the maximum allowed height difference across sample points.
* Stricter values reject more uneven terrain.
*/
protected abstract int getMaxHeightDifference();
/**
* Get the Y offset for this structure type.
* Override for structures with underground sections.
*/
protected int getYOffset() {
return DEFAULT_Y_OFFSET;
}
@Override
protected Optional<GenerationStub> findGenerationPoint(
GenerationContext context
) {
ChunkPos chunkPos = context.chunkPos();
int x = chunkPos.getMiddleBlockX();
int z = chunkPos.getMiddleBlockZ();
int y = context
.chunkGenerator()
.getFirstOccupiedHeight(
x,
z,
Heightmap.Types.WORLD_SURFACE_WG,
context.heightAccessor(),
context.randomState()
);
BlockPos centerPos = new BlockPos(x, y, z);
// Check 1: Not underground (above sea level)
if (y < SEA_LEVEL) {
TiedUpMod.LOGGER.debug(
"[{}] Skipping at {} - below sea level (y={})",
getClass().getSimpleName(),
centerPos.toShortString(),
y
);
return Optional.empty();
}
// Check 2: Terrain is flat enough
if (!isTerrainFlat(context, centerPos)) {
TiedUpMod.LOGGER.debug(
"[{}] Skipping at {} - terrain not flat enough",
getClass().getSimpleName(),
centerPos.toShortString()
);
return Optional.empty();
}
// Check 3: No water at the surface
if (hasWater(context, centerPos)) {
TiedUpMod.LOGGER.debug(
"[{}] Skipping at {} - water detected",
getClass().getSimpleName(),
centerPos.toShortString()
);
return Optional.empty();
}
return Optional.of(
new GenerationStub(centerPos, builder -> {
Rotation rotation = Rotation.getRandom(context.random());
generatePieces(builder, context, centerPos, rotation);
})
);
}
/**
* Check if the terrain is flat enough for this structure.
* Samples heights at corners, edges, and midpoints of the footprint.
*/
private boolean isTerrainFlat(
GenerationContext context,
BlockPos centerPos
) {
int checkRadius = getCheckRadius();
int centerY = centerPos.getY();
int minY = centerY;
int maxY = centerY;
int[][] sampleOffsets = {
{ 0, 0 }, // Center
{ checkRadius, 0 }, // East
{ -checkRadius, 0 }, // West
{ 0, checkRadius }, // South
{ 0, -checkRadius }, // North
{ checkRadius, checkRadius }, // SE
{ checkRadius, -checkRadius }, // NE
{ -checkRadius, checkRadius }, // SW
{ -checkRadius, -checkRadius }, // NW
{ checkRadius / 2, checkRadius / 2 }, // Mid SE
{ checkRadius / 2, -checkRadius / 2 }, // Mid NE
{ -checkRadius / 2, checkRadius / 2 }, // Mid SW
{ -checkRadius / 2, -checkRadius / 2 }, // Mid NW
};
for (int[] offset : sampleOffsets) {
int sampleX = centerPos.getX() + offset[0];
int sampleZ = centerPos.getZ() + offset[1];
int sampleY = context
.chunkGenerator()
.getFirstOccupiedHeight(
sampleX,
sampleZ,
Heightmap.Types.WORLD_SURFACE_WG,
context.heightAccessor(),
context.randomState()
);
minY = Math.min(minY, sampleY);
maxY = Math.max(maxY, sampleY);
}
return (maxY - minY) <= getMaxHeightDifference();
}
/**
* Check if there is water at the structure location.
* Compares WORLD_SURFACE_WG with OCEAN_FLOOR_WG - if the difference > 1, there's water.
* Uses 13 sample points (same as isTerrainFlat) to catch diagonal rivers and edges.
*/
private boolean hasWater(GenerationContext context, BlockPos centerPos) {
int checkRadius = getCheckRadius();
// Same 13-point sampling as isTerrainFlat — catches diagonal rivers
int[][] sampleOffsets = {
{ 0, 0 }, // Center
{ checkRadius, 0 }, // East
{ -checkRadius, 0 }, // West
{ 0, checkRadius }, // South
{ 0, -checkRadius }, // North
{ checkRadius, checkRadius }, // SE
{ checkRadius, -checkRadius }, // NE
{ -checkRadius, checkRadius }, // SW
{ -checkRadius, -checkRadius }, // NW
{ checkRadius / 2, checkRadius / 2 }, // Mid SE
{ checkRadius / 2, -checkRadius / 2 }, // Mid NE
{ -checkRadius / 2, checkRadius / 2 }, // Mid SW
{ -checkRadius / 2, -checkRadius / 2 }, // Mid NW
};
for (int[] offset : sampleOffsets) {
int sampleX = centerPos.getX() + offset[0];
int sampleZ = centerPos.getZ() + offset[1];
int surfaceY = context
.chunkGenerator()
.getFirstOccupiedHeight(
sampleX,
sampleZ,
Heightmap.Types.WORLD_SURFACE_WG,
context.heightAccessor(),
context.randomState()
);
int oceanFloorY = context
.chunkGenerator()
.getFirstOccupiedHeight(
sampleX,
sampleZ,
Heightmap.Types.OCEAN_FLOOR_WG,
context.heightAccessor(),
context.randomState()
);
if (surfaceY - oceanFloorY > 1) {
return true;
}
}
return false;
}
/**
* Generate the structure pieces.
* Subclasses implement this to define their specific layout.
*/
protected abstract void generatePieces(
StructurePiecesBuilder builder,
GenerationContext context,
BlockPos centerPos,
Rotation rotation
);
/**
* Get the ground height at a specific position with Y offset applied.
*/
protected int getGenerationHeight(GenerationContext context, int x, int z) {
return (
context
.chunkGenerator()
.getFirstOccupiedHeight(
x,
z,
Heightmap.Types.WORLD_SURFACE_WG,
context.heightAccessor(),
context.randomState()
) +
getYOffset()
);
}
/**
* Rotate an offset position based on structure rotation.
*/
protected int[] rotateOffset(int x, int z, Rotation rotation) {
return switch (rotation) {
case NONE -> new int[] { x, z };
case CLOCKWISE_90 -> new int[] { -z, x };
case CLOCKWISE_180 -> new int[] { -x, -z };
case COUNTERCLOCKWISE_90 -> new int[] { z, -x };
};
}
/**
* Calculate position for a piece with rotated offset.
*/
protected BlockPos calculatePiecePosition(
GenerationContext context,
BlockPos centerPos,
int offsetX,
int offsetZ,
Rotation rotation
) {
int[] rotatedOffset = rotateOffset(offsetX, offsetZ, rotation);
int pieceX = centerPos.getX() + rotatedOffset[0];
int pieceZ = centerPos.getZ() + rotatedOffset[1];
int pieceY = getGenerationHeight(context, pieceX, pieceZ);
return new BlockPos(pieceX, pieceY, pieceZ);
}
/**
* Add surrounding pieces around a center position.
* Common pattern for placing cells around a main building.
*/
protected void addSurroundingPieces(
StructurePiecesBuilder builder,
GenerationContext context,
BlockPos centerPos,
Rotation rotation,
int[][] offsets,
String pieceName,
int count
) {
for (int i = 0; i < count && i < offsets.length; i++) {
int offsetX = offsets[i][0];
int offsetZ = offsets[i][1];
BlockPos piecePos = calculatePiecePosition(
context,
centerPos,
offsetX,
offsetZ,
rotation
);
builder.addPiece(
new KidnapperCampPiece(
context.structureTemplateManager(),
ResourceLocation.fromNamespaceAndPath("tiedup", pieceName),
piecePos,
rotation
)
);
}
}
}

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package com.tiedup.remake.worldgen;
import com.tiedup.remake.blocks.ModBlocks;
import com.tiedup.remake.blocks.entity.TrappedChestBlockEntity;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.ModItems;
import com.tiedup.remake.items.base.BindVariant;
import com.tiedup.remake.items.base.BlindfoldVariant;
import com.tiedup.remake.items.base.GagVariant;
import com.tiedup.remake.v2.V2Blocks;
import com.tiedup.remake.v2.blocks.PetCageBlock;
import com.tiedup.remake.v2.blocks.PetCagePartBlock;
import javax.annotation.Nullable;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.nbt.CompoundTag;
import net.minecraft.nbt.DoubleTag;
import net.minecraft.nbt.FloatTag;
import net.minecraft.nbt.ListTag;
import net.minecraft.util.RandomSource;
import net.minecraft.world.item.ItemStack;
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.entity.BlockEntity;
import net.minecraft.world.level.block.entity.RandomizableContainerBlockEntity;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkAccess;
import net.minecraft.world.level.chunk.ProtoChunk;
import net.minecraft.world.level.levelgen.structure.BoundingBox;
import net.minecraft.world.level.levelgen.structure.StructurePiece;
import net.minecraft.world.level.levelgen.structure.pieces.StructurePieceSerializationContext;
import net.minecraft.world.level.storage.loot.BuiltInLootTables;
/**
* Structure piece for the hanging cage.
*
* Scans the cave geometry in postProcess() and places:
* - Iron bars column from ceiling down to the top of the cage
* - A Pet Cage (3x3x2 multi-block) suspended in the cave
* - A Damsel entity inside the cage (25% shiny)
*/
public class HangingCagePiece extends StructurePiece {
private final BlockPos candidatePos;
private final Direction facing;
private boolean placed = false;
/** Minimum air gap between cave floor and bottom of cage. */
private static final int MIN_GAP = 4;
/** Height of the cage in blocks. */
private static final int CAGE_HEIGHT = 2;
/** Minimum cave height: gap + cage + at least 1 iron bar. */
private static final int MIN_CAVE_HEIGHT = MIN_GAP + CAGE_HEIGHT + 1;
/** Max scan distance up/down from candidate pos. */
private static final int SCAN_RANGE = 64;
/** X/Z offsets to try around chunk center. Cage is 3x3 so we space by 4 to avoid overlap. */
private static final int[][] COLUMN_OFFSETS = {
{ 0, 0 },
{ 4, 0 },
{ -4, 0 },
{ 0, 4 },
{ 0, -4 },
{ 4, 4 },
{ -4, 4 },
{ 4, -4 },
{ -4, -4 },
{ 2, 2 },
{ -2, 2 },
{ 2, -2 },
{ -2, -2 },
};
public HangingCagePiece(BlockPos candidatePos, RandomSource random) {
super(
ModStructures.HANGING_CAGE_PIECE.get(),
0,
makeBoundingBox(candidatePos)
);
this.candidatePos = candidatePos;
this.facing = Direction.Plane.HORIZONTAL.getRandomDirection(random);
}
public HangingCagePiece(CompoundTag tag) {
super(ModStructures.HANGING_CAGE_PIECE.get(), tag);
this.candidatePos = new BlockPos(
tag.getInt("CandX"),
tag.getInt("CandY"),
tag.getInt("CandZ")
);
this.facing = Direction.from2DDataValue(tag.getInt("Facing"));
}
private static BoundingBox makeBoundingBox(BlockPos pos) {
// Generous bounding box: ±7 covers 13-wide room (±6) + column offsets, vertical covers scan + room
return new BoundingBox(
pos.getX() - 7,
pos.getY() - SCAN_RANGE,
pos.getZ() - 7,
pos.getX() + 7,
pos.getY() + SCAN_RANGE,
pos.getZ() + 7
);
}
@Override
protected void addAdditionalSaveData(
StructurePieceSerializationContext context,
CompoundTag tag
) {
tag.putInt("CandX", candidatePos.getX());
tag.putInt("CandY", candidatePos.getY());
tag.putInt("CandZ", candidatePos.getZ());
tag.putInt("Facing", facing.get2DDataValue());
}
@Override
public void postProcess(
WorldGenLevel level,
net.minecraft.world.level.StructureManager structureManager,
net.minecraft.world.level.chunk.ChunkGenerator chunkGenerator,
RandomSource random,
BoundingBox chunkBB,
ChunkPos chunkPos,
BlockPos pivot
) {
if (placed) return;
// Try multiple columns around chunk center to maximize chance of finding a cave.
// A single column has low odds of hitting a cave; 13 columns covers a wide area.
for (int[] offset : COLUMN_OFFSETS) {
int x = candidatePos.getX() + offset[0];
int z = candidatePos.getZ() + offset[1];
if (scanColumnAndPlace(level, random, x, z, chunkBB)) {
placed = true;
return; // Success
}
}
// Fallback: carve a dungeon room and place the cage inside
carveAndPlaceRoom(
level,
random,
candidatePos.getX(),
candidatePos.getZ(),
chunkBB
);
placed = true;
}
/**
* Scan a single column from Y=50 down to Y=-50, looking for caves tall enough.
* @return true if a cage was placed
*/
private boolean scanColumnAndPlace(
WorldGenLevel level,
RandomSource random,
int x,
int z,
BoundingBox chunkBB
) {
int scanTop = 50;
int scanBottom = -50;
int ceilingY = -1;
boolean inAir = false;
for (int y = scanTop; y >= scanBottom; y--) {
BlockState state = level.getBlockState(new BlockPos(x, y, z));
boolean solid = !state.isAir() && !state.liquid();
if (!inAir && !solid) {
// Transition solid -> air: ceiling is at y+1
ceilingY = y + 1;
inAir = true;
} else if (inAir && solid) {
// Transition air -> solid: floor is at y
int floorY = y;
inAir = false;
int caveHeight = ceilingY - floorY - 1;
if (caveHeight >= MIN_CAVE_HEIGHT) {
if (
tryPlaceCage(
level,
random,
x,
z,
floorY,
ceilingY,
chunkBB
)
) {
return true;
}
}
ceilingY = -1;
}
}
return false;
}
/**
* Attempt to place the cage in a cave with the given floor and ceiling Y.
* @return true if placement succeeded
*/
private boolean tryPlaceCage(
WorldGenLevel level,
RandomSource random,
int x,
int z,
int floorY,
int ceilingY,
BoundingBox chunkBB
) {
int cageMasterY = floorY + 1 + MIN_GAP;
int cageTopY = cageMasterY + CAGE_HEIGHT;
int numBars = ceilingY - cageTopY;
if (numBars < 1) return false;
BlockPos masterPos = new BlockPos(x, cageMasterY, z);
// Validate 3x3x2 footprint is all air
if (!level.getBlockState(masterPos).isAir()) return false;
BlockPos[] partPositions = PetCageBlock.getPartPositions(
masterPos,
facing
);
for (BlockPos partPos : partPositions) {
if (!level.getBlockState(partPos).isAir()) return false;
}
// Place iron bars from ceiling down to top of cage
for (int y = cageTopY; y < ceilingY; y++) {
safeSetBlock(
level,
new BlockPos(x, y, z),
Blocks.IRON_BARS.defaultBlockState(),
chunkBB
);
}
// Place Pet Cage master block
BlockState masterState = V2Blocks.PET_CAGE.get()
.defaultBlockState()
.setValue(PetCageBlock.FACING, facing);
safeSetBlock(level, masterPos, masterState, chunkBB);
// Place Pet Cage part blocks
BlockState partState = V2Blocks.PET_CAGE_PART.get()
.defaultBlockState()
.setValue(PetCagePartBlock.FACING, facing);
for (BlockPos partPos : partPositions) {
safeSetBlock(level, partPos, partState, chunkBB);
}
if (chunkBB.isInside(masterPos)) {
scheduleDamselSpawn(level, masterPos, random);
}
TiedUpMod.LOGGER.info(
"[HangingCage] Placed cage in cave at {}",
masterPos.toShortString()
);
return true;
}
// RoomLayout and RoomTheme extracted to separate files in this package.
// ── Fallback room generation ─────────────────────────────────────
/**
* Fallback: carve a 13x13x12 dungeon room and place the cage inside.
* Randomly selects a theme (Oubliette/Inferno) and layout (Square/Octagonal).
*/
private void carveAndPlaceRoom(
WorldGenLevel level,
RandomSource random,
int centerX,
int centerZ,
BoundingBox chunkBB
) {
RoomTheme theme = RoomTheme.values()[random.nextInt(
RoomTheme.values().length
)];
RoomLayout layout = RoomLayout.values()[random.nextInt(
RoomLayout.values().length
)];
int ROOM = 13;
int HEIGHT = 12;
int baseX = centerX - 6;
int baseZ = centerZ - 6;
int floorY = candidatePos.getY() - 5;
// Phase 1: Shell — walls, floor, ceiling, air interior
for (int rx = 0; rx < ROOM; rx++) {
for (int rz = 0; rz < ROOM; rz++) {
if (!layout.isInShape(rx, rz)) continue;
for (int ry = 0; ry < HEIGHT; ry++) {
BlockPos pos = new BlockPos(
baseX + rx,
floorY + ry,
baseZ + rz
);
boolean isWall = layout.isWall(rx, rz);
boolean isFloor = ry == 0;
boolean isCeiling = ry == 11;
if (isFloor) {
if (isWall) {
safeSetBlock(
level,
pos,
theme.wallShellBlock(),
chunkBB
);
} else {
boolean isEdge = layout.isWallAdjacent(rx, rz);
safeSetBlock(
level,
pos,
theme.floorBlock(random, rx, rz, isEdge),
chunkBB
);
}
} else if (isCeiling) {
safeSetBlock(
level,
pos,
theme.ceilingBlock(random),
chunkBB
);
} else if (isWall) {
safeSetBlock(
level,
pos,
theme.wallBlock(random, ry),
chunkBB
);
} else {
safeSetBlock(
level,
pos,
Blocks.AIR.defaultBlockState(),
chunkBB
);
}
}
}
}
// Phase 2: Theme-specific decorations
theme.placeDecorations(
level,
random,
baseX,
baseZ,
floorY,
layout,
chunkBB
);
// Phase 2b: Shared structural features
RoomTheme.placeSharedPillars(
level,
random,
baseX,
baseZ,
floorY,
layout,
theme,
chunkBB
);
RoomTheme.placeSharedFloorScatter(
level,
random,
baseX,
baseZ,
floorY,
layout,
theme,
chunkBB
);
RoomTheme.placeSharedCeilingDecor(
level,
random,
baseX,
baseZ,
floorY,
layout,
chunkBB
);
RoomTheme.placeSharedWallLighting(
level,
random,
baseX,
baseZ,
floorY,
layout,
chunkBB
);
RoomTheme.placeSharedWallBands(
level,
baseX,
baseZ,
floorY,
layout,
theme,
chunkBB
);
// Phase 2c: Chests
placeVanillaChest(level, random, baseX, baseZ, floorY, layout, chunkBB);
placeTrappedChest(level, random, baseX, baseZ, floorY, layout, chunkBB);
// Phase 3: Iron bars from ry=7 to ry=10 at center [6,6]
for (int ry = 7; ry <= 10; ry++) {
safeSetBlock(
level,
new BlockPos(centerX, floorY + ry, centerZ),
Blocks.IRON_BARS.defaultBlockState(),
chunkBB
);
}
// Phase 4: Pet Cage at [6,6] ry=5
BlockPos masterPos = new BlockPos(centerX, floorY + 5, centerZ);
BlockState masterState = V2Blocks.PET_CAGE.get()
.defaultBlockState()
.setValue(PetCageBlock.FACING, facing);
safeSetBlock(level, masterPos, masterState, chunkBB);
BlockState partState = V2Blocks.PET_CAGE_PART.get()
.defaultBlockState()
.setValue(PetCagePartBlock.FACING, facing);
for (BlockPos partPos : PetCageBlock.getPartPositions(
masterPos,
facing
)) {
safeSetBlock(level, partPos, partState, chunkBB);
}
if (chunkBB.isInside(masterPos)) {
scheduleDamselSpawn(level, masterPos, random);
}
TiedUpMod.LOGGER.info(
"[HangingCage] Placed cage in carved room (theme={}, layout={}) at {}",
theme.name(),
layout.name(),
masterPos.toShortString()
);
}
/**
* Place a vanilla dungeon chest in the 3rd inner corner.
* Uses BuiltInLootTables.SIMPLE_DUNGEON for standard dungeon loot.
*/
private void placeVanillaChest(
WorldGenLevel level,
RandomSource random,
int baseX,
int baseZ,
int floorY,
RoomLayout layout,
BoundingBox chunkBB
) {
int[][] corners = layout.innerCorners();
if (corners.length < 3) return;
int[] c = corners[2];
if (!layout.isInShape(c[0], c[1]) || layout.isWall(c[0], c[1])) return;
BlockPos chestPos = new BlockPos(
baseX + c[0],
floorY + 1,
baseZ + c[1]
);
if (!chunkBB.isInside(chestPos)) return;
// Face chest toward room center
Direction chestFacing;
if (c[0] < 6) chestFacing = Direction.EAST;
else if (c[0] > 6) chestFacing = Direction.WEST;
else if (c[1] < 6) chestFacing = Direction.SOUTH;
else chestFacing = Direction.NORTH;
BlockState chestState = Blocks.CHEST.defaultBlockState().setValue(
ChestBlock.FACING,
chestFacing
);
level.setBlock(chestPos, chestState, 2);
BlockEntity be = level.getBlockEntity(chestPos);
if (be instanceof RandomizableContainerBlockEntity container) {
container.setLootTable(
BuiltInLootTables.SIMPLE_DUNGEON,
random.nextLong()
);
}
}
/**
* Place a TiedUp trapped chest in the 4th inner corner.
* Filled with random bondage items (bind, gag, blindfold).
*/
private void placeTrappedChest(
WorldGenLevel level,
RandomSource random,
int baseX,
int baseZ,
int floorY,
RoomLayout layout,
BoundingBox chunkBB
) {
int[][] corners = layout.innerCorners();
if (corners.length < 4) return;
int[] c = corners[3];
if (!layout.isInShape(c[0], c[1]) || layout.isWall(c[0], c[1])) return;
BlockPos chestPos = new BlockPos(
baseX + c[0],
floorY + 1,
baseZ + c[1]
);
if (!chunkBB.isInside(chestPos)) return;
// Face chest toward room center
Direction chestFacing;
if (c[0] < 6) chestFacing = Direction.EAST;
else if (c[0] > 6) chestFacing = Direction.WEST;
else if (c[1] < 6) chestFacing = Direction.SOUTH;
else chestFacing = Direction.NORTH;
BlockState chestState = ModBlocks.TRAPPED_CHEST.get()
.defaultBlockState()
.setValue(ChestBlock.FACING, chestFacing);
level.setBlock(chestPos, chestState, 2);
BlockEntity be = level.getBlockEntity(chestPos);
if (be instanceof TrappedChestBlockEntity trappedChest) {
// Random bind
BindVariant[] bindVariants = BindVariant.values();
BindVariant chosenBind = bindVariants[random.nextInt(
bindVariants.length
)];
ItemStack bindStack = new ItemStack(ModItems.getBind(chosenBind));
trappedChest.setBind(bindStack);
// Random gag (50% chance)
if (random.nextFloat() < 0.50f) {
GagVariant[] gagVariants = GagVariant.values();
GagVariant chosenGag = gagVariants[random.nextInt(
gagVariants.length
)];
ItemStack gagStack = new ItemStack(ModItems.getGag(chosenGag));
trappedChest.setGag(gagStack);
}
// Random blindfold (30% chance)
if (random.nextFloat() < 0.30f) {
BlindfoldVariant[] bfVariants = BlindfoldVariant.values();
BlindfoldVariant chosenBf = bfVariants[random.nextInt(
bfVariants.length
)];
ItemStack bfStack = new ItemStack(
ModItems.getBlindfold(chosenBf)
);
trappedChest.setBlindfold(bfStack);
}
}
}
static void safeSetBlock(
WorldGenLevel level,
BlockPos pos,
BlockState state,
BoundingBox chunkBB
) {
if (chunkBB.isInside(pos)) {
level.setBlock(pos, state, 2);
}
}
/**
* Write damsel entity NBT directly into the ProtoChunk, avoiding entity
* construction on the worker thread (which deadlocks due to PlayerAnimator).
* The entity will be created naturally when the chunk is promoted to a LevelChunk.
*/
private void scheduleDamselSpawn(
WorldGenLevel level,
BlockPos masterPos,
RandomSource random
) {
boolean shiny = random.nextFloat() < 0.25f;
String entityId = shiny
? TiedUpMod.MOD_ID + ":damsel_shiny"
: TiedUpMod.MOD_ID + ":damsel";
CompoundTag entityTag = new CompoundTag();
entityTag.putString("id", entityId);
// Position: +1Y to be inside cage (above the thin 2px cage floor)
ListTag posList = new ListTag();
posList.add(DoubleTag.valueOf(masterPos.getX() + 0.5));
posList.add(DoubleTag.valueOf(masterPos.getY() + 1.0));
posList.add(DoubleTag.valueOf(masterPos.getZ() + 0.5));
entityTag.put("Pos", posList);
// Motion (stationary)
ListTag motionList = new ListTag();
motionList.add(DoubleTag.valueOf(0.0));
motionList.add(DoubleTag.valueOf(0.0));
motionList.add(DoubleTag.valueOf(0.0));
entityTag.put("Motion", motionList);
// Rotation (random yaw)
ListTag rotList = new ListTag();
rotList.add(FloatTag.valueOf(random.nextFloat() * 360F));
rotList.add(FloatTag.valueOf(0.0F));
entityTag.put("Rotation", rotList);
// Persistence + prevent fall death
entityTag.putBoolean("PersistenceRequired", true);
entityTag.putBoolean("OnGround", true);
entityTag.putFloat("FallDistance", 0.0F);
entityTag.putFloat("AbsorptionAmount", 20.0F);
entityTag.putUUID("UUID", java.util.UUID.randomUUID());
// Random bind item — the damsel spawns already restrained
BindVariant[] variants = BindVariant.values();
BindVariant chosenBind = variants[random.nextInt(variants.length)];
ItemStack bindStack = new ItemStack(ModItems.getBind(chosenBind));
bindStack.getOrCreateTag().putString("bindMode", "full");
entityTag.put("Bind", bindStack.save(new CompoundTag()));
// Add directly to chunk's pending entity list
ChunkAccess chunk = level.getChunk(masterPos);
if (chunk instanceof ProtoChunk protoChunk) {
protoChunk.addEntity(entityTag);
TiedUpMod.LOGGER.info(
"[HangingCage] Scheduled {} damsel with {} at {}",
shiny ? "shiny" : "regular",
chosenBind.getRegistryName(),
masterPos.toShortString()
);
}
}
}

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package com.tiedup.remake.worldgen;
import com.mojang.serialization.Codec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import java.util.Optional;
import net.minecraft.core.BlockPos;
import net.minecraft.world.level.levelgen.structure.Structure;
import net.minecraft.world.level.levelgen.structure.StructureType;
import net.minecraft.world.level.levelgen.structure.pieces.StructurePiecesBuilder;
/**
* Hanging Cage Structure - Underground cage suspended from cave ceiling.
*
* Places a Pet Cage hanging from iron bars in a cave, with a Damsel inside.
* 25% chance of shiny damsel variant.
* The cage must be at least 4 blocks above the cave floor.
*/
public class HangingCageStructure extends Structure {
public static final Codec<HangingCageStructure> CODEC =
RecordCodecBuilder.create(instance ->
instance
.group(settingsCodec(instance))
.apply(instance, HangingCageStructure::new)
);
public HangingCageStructure(StructureSettings settings) {
super(settings);
}
@Override
protected Optional<GenerationStub> findGenerationPoint(
GenerationContext context
) {
// Choose a random Y between -20 and 40 for cave search
int y = context.random().nextIntBetweenInclusive(-20, 40);
// Center of the chunk
BlockPos pos = new BlockPos(
context.chunkPos().getMiddleBlockX(),
y,
context.chunkPos().getMiddleBlockZ()
);
return Optional.of(
new GenerationStub(pos, builder -> {
generatePieces(builder, context, pos);
})
);
}
private void generatePieces(
StructurePiecesBuilder builder,
GenerationContext context,
BlockPos pos
) {
builder.addPiece(new HangingCagePiece(pos, context.random()));
}
@Override
public StructureType<?> type() {
return ModStructures.HANGING_CAGE.get();
}
}

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package com.tiedup.remake.worldgen;
import com.tiedup.remake.cells.CampOwnership;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.entities.EntityKidnapper;
import com.tiedup.remake.entities.EntityKidnapperElite;
import com.tiedup.remake.entities.EntityMaid;
import com.tiedup.remake.entities.EntitySlaveTrader;
import com.tiedup.remake.entities.ModEntities;
import java.util.UUID;
import javax.annotation.Nullable;
import net.minecraft.core.BlockPos;
import net.minecraft.nbt.CompoundTag;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.util.RandomSource;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.MobSpawnType;
import net.minecraft.world.level.ServerLevelAccessor;
import net.minecraft.world.level.block.Mirror;
import net.minecraft.world.level.block.Rotation;
import net.minecraft.world.level.levelgen.structure.BoundingBox;
import net.minecraft.world.level.levelgen.structure.TemplateStructurePiece;
import net.minecraft.world.level.levelgen.structure.pieces.StructurePieceSerializationContext;
import net.minecraft.world.level.levelgen.structure.pieces.StructurePieceType;
import net.minecraft.world.level.levelgen.structure.templatesystem.BlockIgnoreProcessor;
import net.minecraft.world.level.levelgen.structure.templatesystem.StructurePlaceSettings;
import net.minecraft.world.level.levelgen.structure.templatesystem.StructureTemplate;
import net.minecraft.world.level.levelgen.structure.templatesystem.StructureTemplateManager;
/**
* Structure piece for kidnapper camp tents.
*
* Phase: Kidnapper Revamp - Cell System
*
* Handles data markers:
* - "kidnapper" - Spawns a regular kidnapper
* - "kidnapper_elite" - Spawns an elite kidnapper
* - "slave_trader" - Spawns a slave trader (brain of the camp)
* - "maid" - Spawns a maid (linked to trader)
* - "loot" - Places a loot chest
*/
public class KidnapperCampPiece extends TemplateStructurePiece {
/** Temporary storage for trader UUID during structure generation */
@Nullable
private UUID spawnedTraderUUID;
/** Temporary storage for camp data during structure generation */
@Nullable
private CampOwnership.CampData currentCamp;
public KidnapperCampPiece(
StructureTemplateManager templateManager,
ResourceLocation templateLocation,
BlockPos pos,
Rotation rotation
) {
super(
ModStructures.CAMP_PIECE.get(),
0,
templateManager,
templateLocation,
templateLocation.toString(),
makeSettings(rotation),
pos
);
}
public KidnapperCampPiece(
StructureTemplateManager templateManager,
CompoundTag tag
) {
super(ModStructures.CAMP_PIECE.get(), tag, templateManager, location ->
makeSettings(Rotation.NONE)
);
}
private static StructurePlaceSettings makeSettings(Rotation rotation) {
return new StructurePlaceSettings()
.setRotation(rotation)
.setMirror(Mirror.NONE)
.setRotationPivot(BlockPos.ZERO)
.addProcessor(BlockIgnoreProcessor.STRUCTURE_BLOCK)
.addProcessor(new MarkerProcessor());
}
@Override
protected void handleDataMarker(
String marker,
BlockPos pos,
ServerLevelAccessor level,
RandomSource random,
BoundingBox box
) {
// Handle data markers from structure blocks
// Data markers are placed using jigsaw blocks or structure blocks with "Data" mode
if (!(level instanceof ServerLevel serverLevel)) {
return;
}
switch (marker.toLowerCase()) {
case "kidnapper" -> {
// Spawn a kidnapper at this position
spawnKidnapper(serverLevel, pos, random, false);
}
case "kidnapper_elite" -> {
// Spawn elite kidnapper at this position
spawnKidnapper(serverLevel, pos, random, true);
}
case "slave_trader" -> {
// Spawn slave trader (brain of camp)
spawnSlaveTrader(serverLevel, pos, random);
}
case "maid" -> {
// Spawn maid (linked to trader)
spawnMaid(serverLevel, pos, random);
}
case "loot" -> {
// TODO: Place loot chest
}
default -> {
TiedUpMod.LOGGER.debug(
"[KidnapperCampPiece] Unknown data marker: {} at {}",
marker,
pos.toShortString()
);
}
}
}
/**
* Spawn a kidnapper at the given position.
*
* @param level The server level
* @param pos Position to spawn at
* @param random Random source
* @param elite Whether to spawn an elite kidnapper
*/
private void spawnKidnapper(
ServerLevel level,
BlockPos pos,
RandomSource random,
boolean elite
) {
EntityKidnapper kidnapper;
if (elite) {
kidnapper = ModEntities.KIDNAPPER_ELITE.get().create(level);
} else {
kidnapper = ModEntities.KIDNAPPER.get().create(level);
}
if (kidnapper != null) {
kidnapper.moveTo(
pos.getX() + 0.5,
pos.getY(),
pos.getZ() + 0.5,
random.nextFloat() * 360F,
0.0F
);
kidnapper.finalizeSpawn(
level,
level.getCurrentDifficultyAt(pos),
MobSpawnType.STRUCTURE,
null,
null
);
level.addFreshEntity(kidnapper);
TiedUpMod.LOGGER.info(
"[KidnapperCampPiece] Spawned {} at {} from data marker",
elite ? "elite kidnapper" : "kidnapper",
pos.toShortString()
);
}
}
/**
* Spawn a slave trader at the given position.
* Creates/updates the camp data in CampOwnership.
*
* @param level The server level
* @param pos Position to spawn at
* @param random Random source
*/
private void spawnSlaveTrader(
ServerLevel level,
BlockPos pos,
RandomSource random
) {
EntitySlaveTrader trader = ModEntities.SLAVE_TRADER.get().create(level);
if (trader == null) {
TiedUpMod.LOGGER.warn(
"[KidnapperCampPiece] Failed to create SlaveTrader entity"
);
return;
}
trader.moveTo(
pos.getX() + 0.5,
pos.getY(),
pos.getZ() + 0.5,
random.nextFloat() * 360F,
0.0F
);
trader.finalizeSpawn(
level,
level.getCurrentDifficultyAt(pos),
MobSpawnType.STRUCTURE,
null,
null
);
// Create or get the camp in CampOwnership registry
CampOwnership registry = CampOwnership.get(level);
CampOwnership.CampData camp = registry.findNearestAliveCamp(pos, 50);
if (camp == null) {
// Create a new camp
UUID campId = UUID.randomUUID();
registry.registerCamp(campId, trader.getUUID(), null, pos);
camp = registry.getCamp(campId);
} else {
// Update existing camp with this trader
camp.setTraderUUID(trader.getUUID());
camp.setCenter(pos);
registry.setDirty();
}
// Link trader to camp
if (camp != null) {
trader.setCampUUID(camp.getCampId());
this.currentCamp = camp;
}
// Store for maid linking
this.spawnedTraderUUID = trader.getUUID();
level.addFreshEntity(trader);
TiedUpMod.LOGGER.info(
"[KidnapperCampPiece] Spawned slave trader {} at {} from data marker, camp={}",
trader.getNpcName(),
pos.toShortString(),
camp != null ? camp.getCampId().toString().substring(0, 8) : "null"
);
}
/**
* Spawn a maid at the given position.
* Must be called AFTER trader spawns to establish link.
*
* @param level The server level
* @param pos Position to spawn at
* @param random Random source
*/
private void spawnMaid(
ServerLevel level,
BlockPos pos,
RandomSource random
) {
EntityMaid maid = ModEntities.MAID.get().create(level);
if (maid == null) {
TiedUpMod.LOGGER.warn(
"[KidnapperCampPiece] Failed to create Maid entity"
);
return;
}
maid.moveTo(
pos.getX() + 0.5,
pos.getY(),
pos.getZ() + 0.5,
random.nextFloat() * 360F,
0.0F
);
maid.finalizeSpawn(
level,
level.getCurrentDifficultyAt(pos),
MobSpawnType.STRUCTURE,
null,
null
);
// Link to trader (must be spawned after trader)
boolean linkedSuccessfully = false;
if (this.spawnedTraderUUID != null) {
maid.setMasterTraderUUID(this.spawnedTraderUUID);
// Find the trader entity and update its maid reference
Entity traderEntity = level.getEntity(this.spawnedTraderUUID);
if (traderEntity instanceof EntitySlaveTrader trader) {
trader.setMaidUUID(maid.getUUID());
linkedSuccessfully = true;
TiedUpMod.LOGGER.debug(
"[KidnapperCampPiece] Linked maid {} to trader {}",
maid.getNpcName(),
trader.getNpcName()
);
}
// Link maid to camp
if (this.currentCamp != null) {
this.currentCamp.setMaidUUID(maid.getUUID());
CampOwnership.get(level).setDirty();
}
}
// Fallback: If no trader link established, search for nearby trader/camp
if (!linkedSuccessfully) {
TiedUpMod.LOGGER.debug(
"[KidnapperCampPiece] Maid at {} - no direct trader link, searching nearby...",
pos.toShortString()
);
// Try to find a nearby camp first
CampOwnership registry = CampOwnership.get(level);
CampOwnership.CampData camp = registry.findNearestAliveCamp(
pos,
50
);
if (camp != null && camp.getTraderUUID() != null) {
// Found a camp with a trader - link to it
maid.setMasterTraderUUID(camp.getTraderUUID());
camp.setMaidUUID(maid.getUUID());
registry.setDirty();
// Try to update the trader entity too
Entity traderEntity = level.getEntity(camp.getTraderUUID());
if (traderEntity instanceof EntitySlaveTrader trader) {
trader.setMaidUUID(maid.getUUID());
linkedSuccessfully = true;
TiedUpMod.LOGGER.info(
"[KidnapperCampPiece] Maid {} linked to trader {} via camp fallback",
maid.getNpcName(),
trader.getNpcName()
);
}
}
// Last resort: search for nearby trader entities
if (!linkedSuccessfully) {
java.util.List<EntitySlaveTrader> nearbyTraders =
level.getEntitiesOfClass(
EntitySlaveTrader.class,
maid.getBoundingBox().inflate(50)
);
if (!nearbyTraders.isEmpty()) {
EntitySlaveTrader trader = nearbyTraders.get(0);
maid.setMasterTraderUUID(trader.getUUID());
trader.setMaidUUID(maid.getUUID());
linkedSuccessfully = true;
// Update camp if trader has one
if (trader.getCampUUID() != null) {
CampOwnership.CampData traderCamp = registry.getCamp(
trader.getCampUUID()
);
if (traderCamp != null) {
traderCamp.setMaidUUID(maid.getUUID());
registry.setDirty();
}
}
TiedUpMod.LOGGER.info(
"[KidnapperCampPiece] Maid {} linked to nearby trader {} via entity search fallback",
maid.getNpcName(),
trader.getNpcName()
);
}
}
}
if (!linkedSuccessfully) {
TiedUpMod.LOGGER.warn(
"[KidnapperCampPiece] Maid spawned at {} but no trader found! Maid will be orphaned.",
pos.toShortString()
);
}
level.addFreshEntity(maid);
TiedUpMod.LOGGER.info(
"[KidnapperCampPiece] Spawned maid {} at {} from data marker, linked to trader={}",
maid.getNpcName(),
pos.toShortString(),
this.spawnedTraderUUID != null
? this.spawnedTraderUUID.toString().substring(0, 8)
: "null"
);
}
}

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package com.tiedup.remake.worldgen;
import com.mojang.serialization.Codec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import net.minecraft.core.BlockPos;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.level.block.Rotation;
import net.minecraft.world.level.levelgen.structure.StructureType;
import net.minecraft.world.level.levelgen.structure.pieces.StructurePiecesBuilder;
/**
* Custom structure that places kidnapper camp tents together.
*
* Phase: Kidnapper Revamp - Cell System
*
* Places three tents:
* - kidnap_tent (with spawner and loot)
* - cell_tent (prisoner cell)
* - kidnap_tent_trader (with trader and maid spawn)
*/
public class KidnapperCampStructure extends AbstractKidnapperStructure {
public static final Codec<KidnapperCampStructure> CODEC =
RecordCodecBuilder.create(instance ->
instance
.group(settingsCodec(instance))
.apply(instance, KidnapperCampStructure::new)
);
public KidnapperCampStructure(StructureSettings settings) {
super(settings);
}
@Override
protected int getCheckRadius() {
return 8;
}
@Override
protected int getMaxHeightDifference() {
return 4;
}
@Override
protected void generatePieces(
StructurePiecesBuilder builder,
GenerationContext context,
BlockPos centerPos,
Rotation rotation
) {
// Calculate offsets for tent placement (triangular layout)
int tentOffset = 10;
boolean xFirst = context.random().nextBoolean();
// Cell tent offset
int cellOffsetX = xFirst ? tentOffset : 0;
int cellOffsetZ = xFirst ? 0 : tentOffset;
// Trader tent offset (opposite side or diagonal)
int traderOffsetX = xFirst ? 0 : tentOffset;
int traderOffsetZ = xFirst ? tentOffset : 0;
// Place kidnap_tent at center
BlockPos kidnapTentPos = calculatePiecePosition(
context,
centerPos,
0,
0,
rotation
);
builder.addPiece(
new KidnapperCampPiece(
context.structureTemplateManager(),
ResourceLocation.fromNamespaceAndPath("tiedup", "kidnap_tent"),
kidnapTentPos,
rotation
)
);
// Place cell_tent with offset
BlockPos cellTentPos = calculatePiecePosition(
context,
centerPos,
cellOffsetX,
cellOffsetZ,
rotation
);
builder.addPiece(
new KidnapperCampPiece(
context.structureTemplateManager(),
ResourceLocation.fromNamespaceAndPath("tiedup", "cell_tent"),
cellTentPos,
rotation
)
);
// Place kidnap_tent_trader with offset (trader and maid spawn)
BlockPos traderTentPos = calculatePiecePosition(
context,
centerPos,
traderOffsetX,
traderOffsetZ,
rotation
);
builder.addPiece(
new KidnapperCampPiece(
context.structureTemplateManager(),
ResourceLocation.fromNamespaceAndPath(
"tiedup",
"kidnap_tent_trader"
),
traderTentPos,
rotation
)
);
}
@Override
public StructureType<?> type() {
return ModStructures.KIDNAPPER_CAMP.get();
}
}

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package com.tiedup.remake.worldgen;
import com.mojang.serialization.Codec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import net.minecraft.core.BlockPos;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.level.block.Rotation;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.structure.StructureType;
import net.minecraft.world.level.levelgen.structure.pieces.StructurePiecesBuilder;
/**
* Kidnapper Fortress - Large, rare structure.
*
* Phase 4: Kidnapper Revamp - Varied Structures
*
* The largest kidnapper structure type.
* Contains:
* - Main fortress building (kidnap_fortress) with elite kidnapper boss, cells, etc.
*
* Very rare spawn, contains valuable loot and dangerous enemies.
* Structure has 9 blocks underground, so Y offset is -9.
* Only spawns on flat terrain (max 3 blocks height difference).
*/
public class KidnapperFortressStructure extends AbstractKidnapperStructure {
public static final Codec<KidnapperFortressStructure> CODEC =
RecordCodecBuilder.create(instance ->
instance
.group(settingsCodec(instance))
.apply(instance, KidnapperFortressStructure::new)
);
public KidnapperFortressStructure(StructureSettings settings) {
super(settings);
}
@Override
protected int getCheckRadius() {
return 20;
}
@Override
protected int getMaxHeightDifference() {
return 3;
}
@Override
protected int getYOffset() {
return -9;
}
@Override
protected void generatePieces(
StructurePiecesBuilder builder,
GenerationContext context,
BlockPos centerPos,
Rotation rotation
) {
// Calculate fortress position with custom Y offset (9 blocks underground)
int y =
context
.chunkGenerator()
.getFirstOccupiedHeight(
centerPos.getX(),
centerPos.getZ(),
Heightmap.Types.WORLD_SURFACE_WG,
context.heightAccessor(),
context.randomState()
) +
getYOffset();
BlockPos fortressPos = new BlockPos(
centerPos.getX(),
y,
centerPos.getZ()
);
builder.addPiece(
new KidnapperCampPiece(
context.structureTemplateManager(),
ResourceLocation.fromNamespaceAndPath(
"tiedup",
"kidnap_fortress"
),
fortressPos,
rotation
)
);
}
@Override
public StructureType<?> type() {
return ModStructures.KIDNAPPER_FORTRESS.get();
}
}

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package com.tiedup.remake.worldgen;
import com.mojang.serialization.Codec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import net.minecraft.core.BlockPos;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.level.block.Rotation;
import net.minecraft.world.level.levelgen.structure.StructureType;
import net.minecraft.world.level.levelgen.structure.pieces.StructurePiecesBuilder;
/**
* Kidnapper Outpost - Medium-sized structure.
*
* Phase 4: Kidnapper Revamp - Varied Structures
*
* Single-piece structure that spawns on flat terrain (like fortress).
* Uses kidnap_outpost.nbt template.
*
* Spawns in plains, forests, and other flat biomes.
* Structure is lowered by 2 blocks (default Y_OFFSET).
*/
public class KidnapperOutpostStructure extends AbstractKidnapperStructure {
public static final Codec<KidnapperOutpostStructure> CODEC =
RecordCodecBuilder.create(instance ->
instance
.group(settingsCodec(instance))
.apply(instance, KidnapperOutpostStructure::new)
);
public KidnapperOutpostStructure(StructureSettings settings) {
super(settings);
}
@Override
protected int getCheckRadius() {
return 12;
}
@Override
protected int getMaxHeightDifference() {
return 3;
}
@Override
protected void generatePieces(
StructurePiecesBuilder builder,
GenerationContext context,
BlockPos centerPos,
Rotation rotation
) {
// Single-piece structure: kidnap_outpost.nbt
// Y offset of -2 is applied via calculatePiecePosition
BlockPos outpostPos = calculatePiecePosition(
context,
centerPos,
0,
0,
rotation
);
builder.addPiece(
new KidnapperCampPiece(
context.structureTemplateManager(),
ResourceLocation.fromNamespaceAndPath(
"tiedup",
"kidnap_outpost"
),
outpostPos,
rotation
)
);
}
@Override
public StructureType<?> type() {
return ModStructures.KIDNAPPER_OUTPOST.get();
}
}

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package com.tiedup.remake.worldgen;
import com.mojang.serialization.Codec;
import com.tiedup.remake.blocks.ModBlocks;
import com.tiedup.remake.cells.MarkerType;
import java.util.HashMap;
import java.util.Map;
import java.util.UUID;
import net.minecraft.core.BlockPos;
import net.minecraft.nbt.CompoundTag;
import net.minecraft.nbt.ListTag;
import net.minecraft.nbt.NbtUtils;
import net.minecraft.nbt.Tag;
import net.minecraft.world.level.LevelReader;
import net.minecraft.world.level.levelgen.structure.templatesystem.StructurePlaceSettings;
import net.minecraft.world.level.levelgen.structure.templatesystem.StructureProcessor;
import net.minecraft.world.level.levelgen.structure.templatesystem.StructureProcessorType;
import net.minecraft.world.level.levelgen.structure.templatesystem.StructureTemplate;
import org.jetbrains.annotations.Nullable;
/**
* Structure processor that handles MarkerBlockEntity and CellCoreBlockEntity
* when structures are placed.
*
* Phase: Kidnapper Revamp - Cell System
*
* When a structure containing cell markers or Cell Cores is placed:
* 1. Remaps cellId UUIDs to fresh ones (prevents collisions between structures)
* 2. Clears cellIds from structure markers (ENTRANCE, PATROL, LOOT, SPAWNER)
* 3. Handles Cell Core blocks: remaps cellId, rotates spawnPoint/deliveryPoint offsets
*/
public class MarkerProcessor extends StructureProcessor {
public static final Codec<MarkerProcessor> CODEC = Codec.unit(
MarkerProcessor::new
);
/**
* Track cell ID mappings during structure placement.
* Old UUID -> New UUID.
*
* Made instance-based instead of static ThreadLocal to prevent memory leaks.
* Each structure placement gets its own MarkerProcessor instance, so mappings
* are naturally scoped to a single structure and garbage collected when done.
*/
private final Map<UUID, UUID> cellIdMappings = new HashMap<>();
public MarkerProcessor() {}
@Nullable
@Override
public StructureTemplate.StructureBlockInfo processBlock(
LevelReader level,
BlockPos offset,
BlockPos pos,
StructureTemplate.StructureBlockInfo blockInfo,
StructureTemplate.StructureBlockInfo relativeBlockInfo,
StructurePlaceSettings settings
) {
// Process Cell Core blocks (V2)
if (relativeBlockInfo.state().is(ModBlocks.CELL_CORE.get())) {
return processCellCore(relativeBlockInfo, settings);
}
// Process marker blocks (V1 + structure markers)
if (!relativeBlockInfo.state().is(ModBlocks.MARKER.get())) {
return relativeBlockInfo;
}
CompoundTag nbt = relativeBlockInfo.nbt();
if (nbt == null) {
return relativeBlockInfo;
}
// Get the marker type
MarkerType markerType = MarkerType.WALL;
if (nbt.contains("markerType")) {
markerType = MarkerType.fromString(nbt.getString("markerType"));
}
// Structure markers don't need cell IDs - just clear any old one
if (markerType.isStructureMarker()) {
CompoundTag newNbt = nbt.copy();
newNbt.remove("cellId");
return new StructureTemplate.StructureBlockInfo(
relativeBlockInfo.pos(),
relativeBlockInfo.state(),
newNbt
);
}
// Cell markers need special handling
// If this marker has a cellId, we need to map it to a new one
if (nbt.contains("cellId")) {
UUID oldCellId = nbt.getUUID("cellId");
UUID newCellId;
if (cellIdMappings.containsKey(oldCellId)) {
// Use existing mapping
newCellId = cellIdMappings.get(oldCellId);
} else {
// Create new cell ID (actual cell will be created when block entity loads)
newCellId = UUID.randomUUID();
cellIdMappings.put(oldCellId, newCellId);
}
// Update the NBT with new cell ID
CompoundTag newNbt = nbt.copy();
newNbt.putUUID("cellId", newCellId);
// Rotate cell positions if present (important for structure rotation)
if (newNbt.contains("cellPositions")) {
CompoundTag cellPositions = newNbt.getCompound("cellPositions");
CompoundTag rotatedPositions = new CompoundTag();
for (String key : cellPositions.getAllKeys()) {
ListTag posList = cellPositions.getList(
key,
Tag.TAG_COMPOUND
);
ListTag rotatedList = new ListTag();
for (int i = 0; i < posList.size(); i++) {
BlockPos posOffset = NbtUtils.readBlockPos(
posList.getCompound(i)
);
BlockPos rotated = posOffset.rotate(
settings.getRotation()
);
rotatedList.add(NbtUtils.writeBlockPos(rotated));
}
rotatedPositions.put(key, rotatedList);
}
newNbt.put("cellPositions", rotatedPositions);
com.tiedup.remake.core.TiedUpMod.LOGGER.info(
"[MarkerProcessor] Rotated cellPositions for cell {}, rotation={}",
newCellId.toString().substring(0, 8),
settings.getRotation()
);
}
return new StructureTemplate.StructureBlockInfo(
relativeBlockInfo.pos(),
relativeBlockInfo.state(),
newNbt
);
}
return relativeBlockInfo;
}
/**
* Process a Cell Core block from a structure template.
* Remaps the cellId UUID and rotates relative position offsets.
*/
private StructureTemplate.StructureBlockInfo processCellCore(
StructureTemplate.StructureBlockInfo blockInfo,
StructurePlaceSettings settings
) {
CompoundTag nbt = blockInfo.nbt();
if (nbt == null || !nbt.contains("cellId")) {
return blockInfo;
}
UUID oldCellId = nbt.getUUID("cellId");
UUID newCellId;
if (cellIdMappings.containsKey(oldCellId)) {
newCellId = cellIdMappings.get(oldCellId);
} else {
newCellId = UUID.randomUUID();
cellIdMappings.put(oldCellId, newCellId);
}
CompoundTag newNbt = nbt.copy();
newNbt.putUUID("cellId", newCellId);
// Remove old absolute position keys (from pre-offset saves)
newNbt.remove("spawnPoint");
newNbt.remove("deliveryPoint");
// Rotate relative offset positions for structure rotation
rotateOffset(newNbt, "spawnOffset", settings);
rotateOffset(newNbt, "deliveryOffset", settings);
// Rotate pathWaypoint offsets
if (newNbt.contains("pathWaypointOffsets")) {
ListTag list = newNbt.getList(
"pathWaypointOffsets",
Tag.TAG_COMPOUND
);
ListTag rotated = new ListTag();
for (int i = 0; i < list.size(); i++) {
BlockPos offset = NbtUtils.readBlockPos(list.getCompound(i));
rotated.add(
NbtUtils.writeBlockPos(
offset.rotate(settings.getRotation())
)
);
}
newNbt.put("pathWaypointOffsets", rotated);
}
com.tiedup.remake.core.TiedUpMod.LOGGER.debug(
"[MarkerProcessor] Remapped Cell Core cellId {} -> {} at {}, rotation={}",
oldCellId.toString().substring(0, 8),
newCellId.toString().substring(0, 8),
blockInfo.pos().toShortString(),
settings.getRotation()
);
return new StructureTemplate.StructureBlockInfo(
blockInfo.pos(),
blockInfo.state(),
newNbt
);
}
/**
* Rotate a single BlockPos offset stored in NBT for structure rotation.
*/
private static void rotateOffset(
CompoundTag nbt,
String key,
StructurePlaceSettings settings
) {
if (nbt.contains(key)) {
BlockPos offset = NbtUtils.readBlockPos(nbt.getCompound(key));
BlockPos rotated = offset.rotate(settings.getRotation());
nbt.put(key, NbtUtils.writeBlockPos(rotated));
}
}
@Override
protected StructureProcessorType<?> getType() {
return ModProcessors.MARKER_PROCESSOR.get();
}
}

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package com.tiedup.remake.worldgen;
import com.tiedup.remake.core.TiedUpMod;
import net.minecraft.core.registries.Registries;
import net.minecraft.world.level.levelgen.structure.templatesystem.StructureProcessorType;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.RegistryObject;
/**
* Registry for custom structure processors.
*
* Phase: Kidnapper Revamp - Cell System
*/
public class ModProcessors {
public static final DeferredRegister<StructureProcessorType<?>> PROCESSORS =
DeferredRegister.create(
Registries.STRUCTURE_PROCESSOR,
TiedUpMod.MOD_ID
);
public static final RegistryObject<
StructureProcessorType<MarkerProcessor>
> MARKER_PROCESSOR = PROCESSORS.register(
"marker_processor",
() -> () -> MarkerProcessor.CODEC
);
}

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package com.tiedup.remake.worldgen;
import com.tiedup.remake.core.TiedUpMod;
import net.minecraft.core.registries.Registries;
import net.minecraft.world.level.levelgen.structure.StructureType;
import net.minecraft.world.level.levelgen.structure.pieces.StructurePieceType;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.RegistryObject;
/**
* Registry for custom structures.
*
* Phase: Kidnapper Revamp - Cell System
* Phase 4: Added Outpost and Fortress structures
*/
public class ModStructures {
// Structure Types
public static final DeferredRegister<StructureType<?>> STRUCTURE_TYPES =
DeferredRegister.create(Registries.STRUCTURE_TYPE, TiedUpMod.MOD_ID);
// Structure Piece Types
public static final DeferredRegister<
StructurePieceType
> STRUCTURE_PIECE_TYPES = DeferredRegister.create(
Registries.STRUCTURE_PIECE,
TiedUpMod.MOD_ID
);
// === Structure Types ===
// Kidnapper Camp - Small structure (2 tents)
public static final RegistryObject<
StructureType<KidnapperCampStructure>
> KIDNAPPER_CAMP = STRUCTURE_TYPES.register(
"kidnapper_camp",
() -> () -> KidnapperCampStructure.CODEC
);
// Kidnapper Outpost - Medium structure (main building + 2-3 cells)
public static final RegistryObject<
StructureType<KidnapperOutpostStructure>
> KIDNAPPER_OUTPOST = STRUCTURE_TYPES.register(
"kidnapper_outpost",
() -> () -> KidnapperOutpostStructure.CODEC
);
// Kidnapper Fortress - Large structure (keep + 4-6 cells + corridors, with elite)
public static final RegistryObject<
StructureType<KidnapperFortressStructure>
> KIDNAPPER_FORTRESS = STRUCTURE_TYPES.register(
"kidnapper_fortress",
() -> () -> KidnapperFortressStructure.CODEC
);
// Hanging Cage - Underground cage suspended from cave ceiling
public static final RegistryObject<
StructureType<HangingCageStructure>
> HANGING_CAGE = STRUCTURE_TYPES.register(
"hanging_cage",
() -> () -> HangingCageStructure.CODEC
);
// === Structure Piece Types ===
// Shared piece type for all kidnapper structures
public static final RegistryObject<StructurePieceType> CAMP_PIECE =
STRUCTURE_PIECE_TYPES.register(
"camp_piece",
() ->
(context, tag) ->
new KidnapperCampPiece(
context.structureTemplateManager(),
tag
)
);
// Hanging cage piece (programmatic, no NBT template)
public static final RegistryObject<StructurePieceType> HANGING_CAGE_PIECE =
STRUCTURE_PIECE_TYPES.register(
"hanging_cage_piece",
() -> (context, tag) -> new HangingCagePiece(tag)
);
}

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package com.tiedup.remake.worldgen;
enum RoomLayout {
SQUARE {
@Override
public boolean isInShape(int rx, int rz) {
return rx >= 0 && rx <= 12 && rz >= 0 && rz <= 12;
}
},
OCTAGONAL {
@Override
public boolean isInShape(int rx, int rz) {
if (rx < 0 || rx > 12 || rz < 0 || rz > 12) return false;
if (rx + rz <= 2) return false;
if ((12 - rx) + rz <= 2) return false;
if (rx + (12 - rz) <= 2) return false;
if ((12 - rx) + (12 - rz) <= 2) return false;
return true;
}
},
CIRCULAR {
@Override
public boolean isInShape(int rx, int rz) {
if (rx < 0 || rx > 12 || rz < 0 || rz > 12) return false;
int dx = rx - 6;
int dz = rz - 6;
return dx * dx + dz * dz <= 36;
}
@Override
public int[][] innerCorners() {
return new int[][] { { 6, 1 }, { 6, 11 }, { 1, 6 }, { 11, 6 } };
}
},
CROSS {
@Override
public boolean isInShape(int rx, int rz) {
if (rx < 0 || rx > 12 || rz < 0 || rz > 12) return false;
return (rx >= 3 && rx <= 9) || (rz >= 3 && rz <= 9);
}
@Override
public int[][] innerCorners() {
return new int[][] { { 3, 3 }, { 3, 9 }, { 9, 3 }, { 9, 9 } };
}
};
public abstract boolean isInShape(int rx, int rz);
public boolean isWall(int rx, int rz) {
if (!isInShape(rx, rz)) return false;
return (
!isInShape(rx - 1, rz) ||
!isInShape(rx + 1, rz) ||
!isInShape(rx, rz - 1) ||
!isInShape(rx, rz + 1)
);
}
/** Is this interior position adjacent to a wall? */
public boolean isWallAdjacent(int rx, int rz) {
if (!isInShape(rx, rz) || isWall(rx, rz)) return false;
return (
isWall(rx - 1, rz) ||
isWall(rx + 1, rz) ||
isWall(rx, rz - 1) ||
isWall(rx, rz + 1)
);
}
/** Returns the 4 innermost corner positions for this layout. */
public int[][] innerCorners() {
return switch (this) {
case SQUARE -> new int[][] {
{ 1, 1 },
{ 1, 11 },
{ 11, 1 },
{ 11, 11 },
};
case OCTAGONAL -> new int[][] {
{ 3, 1 },
{ 1, 9 },
{ 11, 3 },
{ 9, 11 },
};
default -> new int[][] {
{ 1, 1 },
{ 1, 11 },
{ 11, 1 },
{ 11, 11 },
};
};
}
}

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