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.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()
);
}
}
}