Jump to content

[1.11.2] [Solved] Worldgen only at surface in sand/gravel, and only near water


DimensionsInTime

Recommended Posts

I might be going about this the wrong way, not sure. I am trying to generate my custom ore only around water and only at the surface. My idea was to use a standard method that implements IWorldGenerator (like everyone does) but in the generate method it would choose a random x and z, then start at z=50 and move upward until I find a block that can see the sky, hopefully giving me a surface block. Then search the surrounding blocks in a radius of 3 blocks to see if water is nearby. If all those match, run a WorldGenMinable to generate my vein.

 

The problem I'm having is the find surface and find water routines seem to work well, it's just not generating the vein or ore at the block position found. Prior to this, I had a normal random version that simply replaced stone on y=55-95 and it worked fine. But the mod ore is alluvium based (silty dirt/clay/sand composite found near waterways) and I want to keep with an accurate portrayal of where the ore is found.

 

Some code:

 

World Generation

This is called in the init() section of the main mod class with simple "EPWorldGeneration.init();"

Spoiler

public class EPWorldGeneration{
	public static void init(){
		GameRegistry.registerWorldGenerator(new EPAlluviumGeneration(), 1);
	}
}

 

 

Ore Generation

The constructor makes sure we're in the overworld. EP_ALLIVIUM_ORE is my custom ore.

findGroundLevel(..) starts at x, 50, z and moves up y++ until it hits ground level or returns zero.

isBlockNearWater(..) searches in a block radius to see if water is nearby.

In the generateInOverworld(..) method I added BlockDirt, BlockGrass and BlockClay to see if it would help in finding somewhere to generate the vein. It finds blocks, but the gen.generate(..) call does nothing. I surrounded it with an if/then to log the result, and the log shows "Ore Gen:" lines so I know the code is successfully reached. But when you /tp to the coords you see that the block has not changed to the custom ore block.

NOTE: If you run this code to test and use the logging lines it will slow down worldgen a lot, so be prepared. Also, logging class is below to make things easier.

EDIT: Found a bug already myself in this code I believe. In isBlockNearWater(..) the for loops for x and z should start at xIn - radius and yIn - radius so the loops cover the entire radius around the block...

Spoiler

public class EPAlluviumGeneration implements IWorldGenerator{
	
	@Override
	public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider){
		if(world.provider.getDimension() == 0){
			this.generateInOverworld(EPBlocks.EP_ALLUVIUM_ORE, world, random, chunkX, chunkZ);
		}
	}

	private void generateInOverworld(Block block, World world, Random random, int chunkX, int chunkZ){
		for(int i = 0; i < 35; i++){
			int randX = chunkX + random.nextInt(16);
			int randZ = chunkZ + random.nextInt(16);
			int randY = findGroundLevel(world, randX, randZ);
			BlockPos position = new BlockPos(randX, randY, randZ);
			Block worldBlock = world.getBlockState(position).getBlock();
			//Log.info("*** Start block at " + position.toString() + " is " + worldBlock.getRegistryName() + " ***");
			if(randY>0 && world.isAirBlock(position.up()) && worldBlock != Blocks.WATER){
				//Log.info("BlockPos " + position.toString() + " likely ground level");
				if(isBlockNearWater(world, position.getX(), position.getY(), position.getZ(), 3)){
					//Log.info("worldBlock=" + worldBlock.getRegistryName());
					if(worldBlock instanceof BlockDirt || worldBlock instanceof BlockGrass || worldBlock instanceof BlockSand || worldBlock instanceof BlockGravel || worldBlock instanceof BlockClay){
						int veinSize = random.nextInt(8) + 1;
						//Log.info("veinSize = " + veinSize);
						WorldGenMinable gen = new WorldGenMinable(block.getDefaultState(), veinSize, BlockMatcher.forBlock(worldBlock));
						if (gen.generate(world, random, position)){
							//Log.info("Ore Gen: " + position.toString());
						}else{
							//Log.info("*** FAULT: Did not generate ore deposit ***");
						}
					}
				}
			}
		}
	}

	private int findGroundLevel(World world, int x, int z){
		for(int i=50; i<95; i++){
			BlockPos pos = new BlockPos(x, i, z);
			if(world.canSeeSky(pos)){
				//Log.info("Ground: " + pos.toString());
				if(world.getBlockState(pos).getBlock() == Blocks.WATER){
					pos = pos.down();
					//Log.info("New Ground: " + pos.toString() + " - " + world.getBlockState(pos).getBlock().getRegistryName());
				}
				return pos.down().getY();
			}
			//Log.info("BlockPos " + pos.toString() + " not ground level");
		}
		return 0;
	}

	private boolean isBlockNearWater(World world, int xIn, int yIn, int zIn, int radius){
		for(int y = yIn-1; y <= yIn; ++y){
			for(int x = xIn; x < xIn + radius; ++x){
				for(int z = zIn; z < zIn + radius; ++z){
					BlockPos pos = new BlockPos(x, y, z);
					//Log.info("Search H2O: " + pos.toString()+" = " + world.getBlockState(pos).getBlock().getRegistryName());
					if(world.getBlockState(pos).getBlock() == Blocks.WATER)
						return true;
				}
			}
		}
		return false;
	}

}

 

 

Logging Class

Spoiler

package dimensionsintime.expandedplates.util;

import net.minecraftforge.fml.common.FMLLog;
import org.apache.logging.log4j.Level;

public class Log{

	private static void log(Level level, Object object){
		FMLLog.log(Settings.MOD_NAME, level, String.valueOf(object));
	}

	public static void off(Object object){
		log(Level.OFF, object);
	}

	public static void fatal(Object object){
		log(Level.FATAL, object);
	}

	public static void error(Object object){
		log(Level.ERROR, object);
	}

	public static void warn(Object object){
		log(Level.WARN, object);
	}

	public static void info(Object object){
		log(Level.INFO, object);
	}

	public static void debug(Object object){
		if(Settings.DEBUG)
			log(Level.DEBUG, object);
	}

	public static void trace(Object object){
		log(Level.TRACE, object);
	}

	public static void all(Object object){
		log(Level.ALL, object);
	}

}

 

 

Edited by DimensionsInTime
Found bug in isBlockNearWater(..)
Link to comment
Share on other sites

Can See Sky is probably a bad choice. You will probably want to look for skyLight > n, where n is some value > 0 and <= 15.

 

Right now I think you're code will end up looking for water in the tree tops.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

4 minutes ago, Draco18s said:

Right now I think you're code will end up looking for water in the tree tops.

Yes! I did see that happening, actually, though some of that may have been stopped by the check for and air block above the center block in the search. Thanks for the suggestion. I think what I might do for testing purposes is create an item that I can right click on a block so I can do some sort of visual representation of the search for water to make sure it's working properly.

 

With regard to my problem with WorldGenMinable not actually replacing blocks, you think it could be because it's encountering air blocks (since it's start point is on the ground) causing it to crap out? I haven't wrapped my head around how the code in there works. :)

Link to comment
Share on other sites

New findGroundLevel(..) method:

Spoiler

	private int findGroundLevel(World world, int x, int z){
		for(int y = 50; y < 95; y++){
			BlockPos pos = new BlockPos(x, y, z);
			String logLine = pos.toString() + " ";
			logLine += world.getBlockState(pos).getBlock().getRegistryName() + " > ";
			int light = world.getLight(pos);
			logLine += "lightLevel=" + light + " > ";
			float brightness = world.getLightBrightness(pos);
			logLine += "brightness=" + brightness;
			Log.info(logLine);
			if(light > 10){
				BlockPos b = pos.down();
				Log.info("Potential ground level: " + b.toString());
				return b.getY();
			}
		}
		return 0;
	}

 

Seems to work MUCH better! I capture brightness too, just to test things like blocks under trees. So far a light level of 10+ seems to be a great gauge for finding ground level. However, when I find water near the block and run the following to generate a vein of ore it still doesn't work.

Spoiler

BlockPos position = new BlockPos(x, y, z);
Block worldBlock = world.getBlockState(position).getBlock();
int veinSize = random.nextInt(maxVeinSize)+1;
WorldGenMinable gen = new WorldGenMinable(block.getDefaultState(), veinSize, BlockMatcher.forBlock(worldBlock));
gen.generate(world, random, position);

 

I do pass WorldGenMinable#generate that third parameter as a predicate, so I'll have to look at it further tomorrow.

Link to comment
Share on other sites

More progress (?) This morning I bypassed WorldGenMinable and put the meat of it into my own method called createVein(..), with the only difference being it no longer looks to make sure it's replacing the correct block type.

Spoiler

private void createVein(World world, Random random, Block oreBlock, int veinSize, BlockPos pos){
		float f = random.nextFloat() * (float)Math.PI;
		double d0 = (double)((float)(pos.getX() + 8) + MathHelper.sin(f) * (float)veinSize / 8.0F);
		double d1 = (double)((float)(pos.getX() + 8) - MathHelper.sin(f) * (float)veinSize / 8.0F);
		double d2 = (double)((float)(pos.getZ() + 8) + MathHelper.cos(f) * (float)veinSize / 8.0F);
		double d3 = (double)((float)(pos.getZ() + 8) - MathHelper.cos(f) * (float)veinSize / 8.0F);
		double d4 = (double)(pos.getY() + random.nextInt(3) - 2);
		double d5 = (double)(pos.getY() + random.nextInt(3) - 2);

		for (int i = 0; i < veinSize; ++i){
			float f1 = (float)i / (float)veinSize;
			double d6 = d0 + (d1 - d0) * (double)f1;
			double d7 = d4 + (d5 - d4) * (double)f1;
			double d8 = d2 + (d3 - d2) * (double)f1;
			double d9 = random.nextDouble() * (double)veinSize / 16.0D;
			double d10 = (double)(MathHelper.sin((float)Math.PI * f1) + 1.0F) * d9 + 1.0D;
			double d11 = (double)(MathHelper.sin((float)Math.PI * f1) + 1.0F) * d9 + 1.0D;
			int j = MathHelper.floor(d6 - d10 / 2.0D);
			int k = MathHelper.floor(d7 - d11 / 2.0D);
			int l = MathHelper.floor(d8 - d10 / 2.0D);
			int i1 = MathHelper.floor(d6 + d10 / 2.0D);
			int j1 = MathHelper.floor(d7 + d11 / 2.0D);
			int k1 = MathHelper.floor(d8 + d10 / 2.0D);

			for (int l1 = j; l1 <= i1; ++l1){
				double d12 = ((double)l1 + 0.5D - d6) / (d10 / 2.0D);

				if (d12 * d12 < 1.0D){
					for (int i2 = k; i2 <= j1; ++i2){
						double d13 = ((double)i2 + 0.5D - d7) / (d11 / 2.0D);

						if (d12 * d12 + d13 * d13 < 1.0D){
							for (int j2 = l; j2 <= k1; ++j2)
							{
								double d14 = ((double)j2 + 0.5D - d8) / (d10 / 2.0D);

								if (d12 * d12 + d13 * d13 + d14 * d14 < 1.0D){
									BlockPos blockpos = new BlockPos(l1, i2, j2);
									IBlockState state = oreBlock.getDefaultState();
									world.setBlockState(blockpos, state, 2);
								}
							}
						}
					}
				}
			}
		}
	}

 

Started a new world and found some water and quickly saw that ocean blocks with high light levels (near the surface) were being replaced with my ore. Which is a falling ore like sand. So it would spawn and fall, and the loop would continue so another would spawn and fall, and so on, and so on... Also, finding the ore spawned at the surface in villages replacing blocks making up wells and horribly ruining the villagers crop areas. Whoops! Now I know why the routine specifies a block you want to replace.

Link to comment
Share on other sites

I suggest making the block not-falling and working out what the position it is that it finds and figuring out how to offset it from there to where you actually want it.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

Think I have it now. I kept it falling, but scrapped the code from WorldGenMinable and just wrote a small iterator that creates the vein right where I want it, as you suggested. Seems to work ok, going to do some testing today to be sure. Added sets for the blocks the ore spawns into, and liquid blocks to look for nearby when deciding to spawn. The chance to spawn is lower because the ore has tiny chance to drop things other than a dust, like gold nugget, coal, clay balls or diamond/emerald shards or full items.

New class:

Spoiler

public class EPAlluviumGeneration implements IWorldGenerator{

	private Set<Block> ores = new HashSet<>();
	private Set<Block> liquids = new HashSet<>();

	public EPAlluviumGeneration(){
		ores.add(Blocks.SAND);
		ores.add(Blocks.GRAVEL);
		ores.add(Blocks.CLAY);
		liquids.add(Blocks.WATER);
		liquids.add(Blocks.ICE);
		liquids.add(Blocks.FROSTED_ICE);
		liquids.add(Blocks.PACKED_ICE);
		liquids.add(Blocks.SNOW);
	}

	@Override
	public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider){
		if(world.provider.getDimension() == 0){
			this.generateAtGroundLevelNearWater(EPBlocks.EP_ALLUVIUM_ORE, world, random, chunkX, chunkZ, 5, 8);
		}
	}

	private void generateAtGroundLevelNearWater(Block block, World world, Random random, int chunkX, int chunkZ, int chancesToSpawn, int maxVeinSize){
		for(int i = 0; i < chancesToSpawn; i++){
			int x = chunkX * 16 + random.nextInt(16) + 8;
			int z = chunkZ * 16 + random.nextInt(16) + 8;
			int y = findGroundLevel(world, x, z);
			if(isBlockNearWater(world, x, y, z, 2)){
				BlockPos position = new BlockPos(x, y, z);
				int veinSize = random.nextInt(maxVeinSize)+1;
				createVein(world, random, block, veinSize, position);
			}
		}

	}

	private int findGroundLevel(World world, int x, int z){
		for(int y = 50; y < 95; y++){
			BlockPos pos = new BlockPos(x, y, z);
			int light = world.getLight(pos);
			if(light > 10){
				BlockPos b = pos.down();
				return b.getY();
			}
		}
		return 0;
	}

	private boolean isBlockNearWater(World world, int xIn, int y, int zIn, int radius){
		for(int x = xIn - radius; x < xIn + radius; ++x){
			for(int z = zIn - radius; z < zIn + radius; ++z){
				BlockPos pos = new BlockPos(x, y, z);
				Block block = world.getBlockState(pos).getBlock();
				if(liquids.contains(block)){
					return true;
				}
			}
		}
		return false;
	}
	
	private void createVein(World world, Random random, Block oreIn, int veinSize, BlockPos pos){
		Block oreOut = world.getBlockState(pos).getBlock();
		if(ores.contains(oreOut)){
			IBlockState oreInState = oreIn.getDefaultState();
			world.setBlockState(pos, oreInState, 2);
			for(int i=0; i<=veinSize - 1; ++i){
				int dir = random.nextInt(3)+1;
				if(dir == 1){
					pos = pos.add(1,0,0);
				}else if(dir == 2){
					pos = pos.add(0,-1,0);
				}else if(dir == 3){
					pos = pos.add(0,0,1);
				}
				world.setBlockState(pos, oreInState, 2);
			}
			// offset 3 and build a tower of gold blocks to create a "graph" in world to help see distribution
			// +_+_+_+_+_+_+_+_+ todo:REMOVE THIS CODE AFTER TESTING
			pos = pos.add(3 , 0, 0);
			int height = pos.getY();
			for(int i=height; i<height+25; ++i){
				pos = pos.add(0, 1, 0);
				world.setBlockState(pos, Blocks.GOLD_BLOCK.getDefaultState(), 2);
			}
			// +_+_+_+_+_+_+_+_+
		}
	}

}

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.