Posted July 22, 20205 yr Hey all, I'm currently playing with structure generation in MC 1.15.2 and have largely gotten everything working. My custom structures generate and I can control how they're placed which is cool. However, there are some quirks I'd like to fix but I'm struggling to find answers. The big one is when the structure overhangs surface elevation changes or water (so there are air or water blocks below part of the structure. I've got a method that checks chunk elevation and will only spawn if the elevation is changes within certain bounds, but this still allows for air or water below parts of the structure (unless I tell it to only spawn on a completely flat chunk, which limits spawn possibilities on larger structures). What I would like to do is to fill any air or water blocks underneath the custom structure with a solid block, which I've found code for within some of the vanilla structures, however I cannot get these functions to work within my custom structure piece. When I implement them, they appeared to do nothing, outputting to the console it appears all blocks in the vertical column are air and if I try to replace an air block with sandstone, the generator hangs. public class TestStructurePieces { private static final Logger LOGGER = LogManager.getLogger(); private static String pathIn = "test_structure"; private static String pieceLocation = "test/test_structure"; private static IStructurePieceType pieceStructureIn = CeStructurePieces.TEST_STRUCTURE; private static IWorld iWorldIn; private static int size = 3; public static void register() { JigsawManager.REGISTRY.register(new JigsawPattern( new ResourceLocation( CE.MODID, pathIn ), new ResourceLocation("empty"), ImmutableList.of( Pair.of(new SingleJigsawPiece(CE.MODID + ":" + pieceLocation), 1) ), JigsawPattern.PlacementBehaviour.RIGID) ); } public static void create(ChunkGenerator<?> generator, TemplateManager templateManager, BlockPos position, List<StructurePiece> pieces, SharedSeedRandom random) { // Set the world from chunk generator (not sure how else to get world from here) iWorldIn = ObfuscationReflectionHelper.getPrivateValue(ChunkGenerator.class, generator, "field_222540_a"); LOGGER.info("Adding Pieces: " + position); JigsawManager.addPieces(new ResourceLocation(CE.MODID, pathIn), 7, Piece::new, generator, templateManager, position, pieces, random); } public static class Piece extends AbstractVillagePiece { public Piece(TemplateManager templateManager, JigsawPiece jigsawPiece, BlockPos position, int groundLevelDelta, Rotation rotation, MutableBoundingBox bounds) { super(pieceStructureIn, templateManager, jigsawPiece, position, groundLevelDelta, rotation, bounds); // Fill underside int yStart = 100; int xPos = position.getX(); int zPos = position.getZ(); int xPosMax = xPos + bounds.getXSize(); int zPosMax = zPos + bounds.getZSize(); // Tried various ways of getting yStart here, the bounding box returns 0, I fixed to 100 for testing for(int x = xPos; x < xPosMax; ++x) { for(int z = zPos; z < zPosMax; ++z) { //int k = -5; this.replaceAirAndLiquidDownwards(iWorldIn, Blocks.SANDSTONE.getDefaultState(), x, yStart, z, bounds); } } } public Piece(TemplateManager templateManager, CompoundNBT compoundNBT) { super(templateManager, compoundNBT, pieceStructureIn); } /** * Replaces air and liquid from given position downwards. Stops when hitting anything else than air or liquid */ protected void replaceAirAndLiquidDownwards(IWorld worldIn, BlockState blockstateIn, int x, int y, int z, MutableBoundingBox boundingboxIn) { int i = this.getXWithOffset(x, z); int j = this.getYWithOffset(y); int k = this.getZWithOffset(x, z); // If I output data to console here, I get 4 blocks inside the bounding box (the structure is 7 high), and everything is air. It appears like the blocks arent set yet??? if (boundingboxIn.isVecInside(new BlockPos(i, j, k))) { while((worldIn.isAirBlock(new BlockPos(i, j, k)) || worldIn.getBlockState(new BlockPos(i, j, k)).getMaterial().isLiquid()) && j > 1) { worldIn.setBlockState(new BlockPos(i, j, k), blockstateIn, 2); --j; } } } } } } Anyone have any idea whats going on and how to get this working? My other question is, is it possible to have a structure generate partially underground, for example a house with a basement? Edited July 22, 20205 yr by FizixRichard
July 22, 20205 yr Author I thought I'd add the full source. Registries: SetupWorldGen public class setupWorldGen { private static final Logger LOGGER = LogManager.getLogger(); public static void setupWorldGen() { for (Biome biome : ForgeRegistries.BIOMES) { // Add structures ignoring Oceans if (!biome.getCategory() == Biome.Category.OCEAN) { addSurfaceStructure(biome, CeStructures.TEST_STRUCTURE); } } } private static void addSurfaceStructure(Biome biome, Structure<NoFeatureConfig> structure) { biome.addStructure(structure.withConfiguration(IFeatureConfig.NO_FEATURE_CONFIG)); biome.addFeature(GenerationStage.Decoration.SURFACE_STRUCTURES, structure.withConfiguration(IFeatureConfig.NO_FEATURE_CONFIG).withPlacement(Placement.NOPE.configure(IPlacementConfig.NO_PLACEMENT_CONFIG))); } } CEStructures public class CeStructures { private static final Logger LOGGER = LogManager.getLogger(); // Declare structures public static final Structure<NoFeatureConfig> TEST_STRUCTURE = create(TestStructure.SHORT_NAME, new TestStructure(NoFeatureConfig::deserialize)); @SubscribeEvent public static void createStructures(RegistryEvent.Register<Feature<?>> event) { // Register Structure Pieces CeStructurePieces.registerPieces(); // Register Structures IForgeRegistry<Feature<?>> registry = event.getRegistry(); registry.register(TEST_STRUCTURE); } private static @Nonnull <T extends Feature<?>> T create(String name, T feature) { feature.setRegistryName(CE.MODID, name.toLowerCase(Locale.ROOT)); return feature; } } CeStructurePieces public class CeStructurePieces { private static final Logger LOGGER = LogManager.getLogger(); // Declare Structure Pieces public static final IStructurePieceType TEST_STRUCTURE = TestStructurePieces.Piece::new; public static void registerPieces() { // Register The Jigsaw Pieces TestStructurePieces.register(); // Register Structure Pieces register(TestStructure.SHORT_NAME, TEST_STRUCTURE); } @SuppressWarnings("UnusedReturnValue") private static @Nonnull IStructurePieceType register(String name, IStructurePieceType type) { return Registry.register(Registry.STRUCTURE_PIECE, new ResourceLocation(CE.MODID, name.toLowerCase(Locale.ROOT)), type); } } Structure and Structure Piece Classes: TestStructure public class TestStructure extends AbstractStructure { private static final Logger LOGGER = LogManager.getLogger(); // Properties public static final String SHORT_NAME = "test_structure"; public static final String LONG_NAME = CE.MODID + ":" + SHORT_NAME; private static final int SEED_MODIFIER = 165745296; private static final int STRUCTURE_SIZE = 3; private static final int STRUCTURE_DISTANCE = 10; private static final int STRUCTURE_SEPARATION = 5; private static final int HEIGHT_DELTA = 3; private static final double SPAWN_CHANCE = 0.7; public TestStructure(Function<Dynamic<?>, ? extends NoFeatureConfig> configFactoryIn) { super(configFactoryIn, SHORT_NAME, STRUCTURE_SIZE, HEIGHT_DELTA); } @Override protected int getSeedModifier() { return SEED_MODIFIER; } @Override public @Nonnull String getStructureName() { return LONG_NAME; } @Override public int getSize() { return STRUCTURE_SIZE; } @Override public int getHeightDelta() { return HEIGHT_DELTA; } @Override protected int getFeatureDistance(ChunkGenerator<?> generator) { return STRUCTURE_DISTANCE; } @Override protected int getFeatureSeparation(ChunkGenerator<?> generator) { return STRUCTURE_SEPARATION; } @Override protected double getSpawnChance() { return SPAWN_CHANCE; } @Override public @Nonnull IStartFactory getStartFactory() { return Start::new; } public static class Start extends MarginedStructureStart { public Start(Structure<?> structure, int chunkX, int chunkZ, MutableBoundingBox bounds, int reference, long seed) { super(structure, chunkX, chunkZ, bounds, reference, seed); } @Override public void init(@Nonnull ChunkGenerator<?> chunkGenerator, @Nonnull TemplateManager templateManager, int chunkX, int chunkZ, @Nonnull Biome biome) { Rotation rotation = Rotation.values()[this.rand.nextInt(Rotation.values().length)]; BlockPos position = getSurfaceStructurePosition(chunkGenerator, 3, rotation, chunkX, chunkZ); TestStructurePieces.create(chunkGenerator, templateManager, position, this.components, this.rand); this.recalculateStructureSize(); } public BlockPos getSurfaceStructurePosition(@Nonnull ChunkGenerator generator, int size, Rotation rotation, int chunkX, int chunkZ) { int xOffset = size * 16; int zOffset = size * 16; int x = (chunkX << 4); int z = (chunkZ << 4); BlockPos adjustedPos = new BlockPos(x, 0, z); return adjustedPos; } } } AbstractStruture public abstract class AbstractStructure extends ScatteredStructure<NoFeatureConfig> { private static final Logger LOGGER = LogManager.getLogger(); private final String name; private final int size; private final int heightdelta; public AbstractStructure(Function<Dynamic<?>, ? extends NoFeatureConfig> configFactoryIn, String name, int size, int heightdelta) { super(configFactoryIn); this.name = name; this.size = size; this.heightdelta = heightdelta; } protected abstract double getSpawnChance(); @Override public int getSize() { return this.size; } public int getHeightDelta() { return this.heightdelta; } @Override protected int getBiomeFeatureDistance(ChunkGenerator<?> chunkGenerator) { return getFeatureDistance(chunkGenerator); } protected abstract int getFeatureDistance(ChunkGenerator<?> chunkGenerator); @Override protected int getBiomeFeatureSeparation(ChunkGenerator<?> chunkGenerator) { return getFeatureSeparation(chunkGenerator); } protected abstract int getFeatureSeparation(ChunkGenerator<?> chunkGenerator); @Override @Nonnull public String getStructureName() { return new ResourceLocation(CE.MODID, name).toString(); } @Override public boolean canBeGenerated(BiomeManager biomeManager, @Nonnull ChunkGenerator<?> chunkGenerator, @Nonnull Random randIn, int chunkX, int chunkZ, @Nonnull Biome biomeIn) { /* original ChunkPos chunkpos = this.getStartPositionForPosition(generatorIn, randIn, chunkX, chunkZ, 0, 0); return chunkX == chunkpos.x && chunkZ == chunkpos.z && generatorIn.hasStructure(biomeIn, this); */ ChunkPos chunkpos = getStartPositionForPosition(chunkGenerator, randIn, chunkX, chunkZ, 0, 0); if (chunkX == chunkpos.x && chunkZ == chunkpos.z) { // Is the surface where we want to generate flat enough if (surfaceCheck(chunkGenerator, chunkX, chunkZ)) { for (int x = chunkX - getSize(); x <= chunkX + getSize(); x++) { for (int z = chunkZ - getSize(); z <= chunkZ + getSize(); z++) { if (!chunkGenerator.hasStructure(biomeIn, this)) { return false; } } } // Check how far from villages we are for (int x2 = chunkX - 5; x2 <= chunkX + 5; ++x2) { for (int z2 = chunkZ - 5; z2 <= chunkZ + 5; ++z2) { BlockPos position = new BlockPos((x2 << 4) + 9, 0, (z2 << 4) + 9); if (Feature.VILLAGE.canBeGenerated(biomeManager, chunkGenerator, randIn, x2, z2, biomeManager.getBiome(position))) { return false; } } } // Apply spawn chance int x3 = chunkX >> 4; int z3 = chunkZ >> 4; randIn.setSeed((long) (x3 ^ z3 << 4) ^ chunkGenerator.getSeed()); randIn.nextInt(); Double randVal = randIn.nextDouble(); boolean chanceCheck = randVal < getSpawnChance(); return chanceCheck; } } return false; } @Override @Nonnull protected ChunkPos getStartPositionForPosition(ChunkGenerator<?> chunkGenerator, Random random, int x, int z, int spacingOffsetsX, int spacingOffsetsZ) { int featureDistance = this.getBiomeFeatureDistance(chunkGenerator); int featureSeparation = this.getBiomeFeatureSeparation(chunkGenerator); int xPos = x + featureDistance * spacingOffsetsX; int zPos = z + featureDistance * spacingOffsetsZ; int i1 = xPos < 0 ? xPos - featureDistance + 1 : xPos; int j1 = zPos < 0 ? zPos - featureDistance + 1 : zPos; int validChunkX = i1 / featureDistance; int validChunkZ = j1 / featureDistance; ((SharedSeedRandom) random).setLargeFeatureSeedWithSalt(chunkGenerator.getSeed(), validChunkX, validChunkZ, getSeedModifier()); validChunkX = validChunkX * featureDistance; validChunkZ = validChunkZ * featureDistance; validChunkX = validChunkX + random.nextInt(featureDistance - featureSeparation); validChunkZ = validChunkZ + random.nextInt(featureDistance - featureSeparation); return new ChunkPos(validChunkX, validChunkZ); } protected boolean surfaceCheck(@Nonnull ChunkGenerator<?> chunkGenerator, int chunkX, int chunkZ) { int offset = getSize() * 16; int xStart = (chunkX << 4); int zStart = (chunkZ << 4); int c1 = chunkGenerator.func_222531_c(xStart, zStart, Heightmap.Type.WORLD_SURFACE_WG); int c2 = chunkGenerator.func_222531_c(xStart, zStart + offset, Heightmap.Type.WORLD_SURFACE_WG); int c3 = chunkGenerator.func_222531_c(xStart + offset, zStart, Heightmap.Type.WORLD_SURFACE_WG); int c4 = chunkGenerator.func_222531_c(xStart + offset, zStart + offset, Heightmap.Type.WORLD_SURFACE_WG); int lowerHeight = Math.min(Math.min(c1, c2), Math.min(c3, c4)); int upperHeight = Math.max(Math.max(c1, c2), Math.max(c3, c4)); //LOGGER.info("Area Height Range: " + lowerHeight + " to " + upperHeight); boolean isFlat = Math.abs(upperHeight - lowerHeight) <= getHeightDelta(); return isFlat; } } TestStructurePiece public class TestStructurePieces { private static final Logger LOGGER = LogManager.getLogger(); private static String pathIn = "test_structure"; private static String pieceLocation = "test/test_structure"; private static IStructurePieceType pieceStructureIn = CeStructurePieces.TEST_STRUCTURE; private static IWorld iWorldIn; private static int size = 3; public static void register() { JigsawManager.REGISTRY.register(new JigsawPattern( new ResourceLocation( CE.MODID, pathIn ), new ResourceLocation("empty"), ImmutableList.of( Pair.of(new SingleJigsawPiece(CE.MODID + ":" + pieceLocation), 1) ), JigsawPattern.PlacementBehaviour.RIGID) ); } public static void create(ChunkGenerator<?> generator, TemplateManager templateManager, BlockPos position, List<StructurePiece> pieces, SharedSeedRandom random) { // Set the world from chunk generator (not sure how else to get world from here) iWorldIn = ObfuscationReflectionHelper.getPrivateValue(ChunkGenerator.class, generator, "field_222540_a"); LOGGER.info("Adding Pieces: " + position); JigsawManager.addPieces(new ResourceLocation(CE.MODID, pathIn), 7, Piece::new, generator, templateManager, position, pieces, random); } public static class Piece extends AbstractVillagePiece { public Piece(TemplateManager templateManager, JigsawPiece jigsawPiece, BlockPos position, int groundLevelDelta, Rotation rotation, MutableBoundingBox bounds) { super(pieceStructureIn, templateManager, jigsawPiece, position, groundLevelDelta, rotation, bounds); // Fill underside int yStart = 100; int xPos = position.getX(); int zPos = position.getZ(); int xPosMax = xPos + bounds.getXSize(); int zPosMax = zPos + bounds.getZSize(); // Tried various ways of getting yStart here, the bounding box returns 0, I fixed to 100 for testing for(int x = xPos; x < xPosMax; ++x) { for(int z = zPos; z < zPosMax; ++z) { //int k = -5; this.replaceAirAndLiquidDownwards(iWorldIn, Blocks.SANDSTONE.getDefaultState(), x, yStart, z, bounds); } } } public Piece(TemplateManager templateManager, CompoundNBT compoundNBT) { super(templateManager, compoundNBT, pieceStructureIn); } /** * Replaces air and liquid from given position downwards. Stops when hitting anything else than air or liquid */ protected void replaceAirAndLiquidDownwards(IWorld worldIn, BlockState blockstateIn, int x, int y, int z, MutableBoundingBox boundingboxIn) { int i = this.getXWithOffset(x, z); int j = this.getYWithOffset(y); int k = this.getZWithOffset(x, z); // If I output data to console here, I get 4 blocks inside the bounding box (the structure is 7 high), and everything is air. It appears like the blocks arent set yet??? if (boundingboxIn.isVecInside(new BlockPos(i, j, k))) { while((worldIn.isAirBlock(new BlockPos(i, j, k)) || worldIn.getBlockState(new BlockPos(i, j, k)).getMaterial().isLiquid()) && j > 1) { worldIn.setBlockState(new BlockPos(i, j, k), blockstateIn, 2); --j; } } } } } }
July 24, 20205 yr Author Figured this out and I thought I'd update this in case anyone else is trying to figure structure generation stuff out. public class TestStructurePieces { private static final Logger LOGGER = LogManager.getLogger(); private static String pathIn = "test_structure"; private static String pieceLocation = "test/test_structure"; private static IStructurePieceType pieceStructureIn = CeStructurePieces.TEST_STRUCTURE; public static void register() { JigsawManager.REGISTRY.register(new JigsawPattern( new ResourceLocation( Ce.MODID, pathIn ), new ResourceLocation("empty"), ImmutableList.of( Pair.of(new SingleJigsawPiece(Ce.MODID + ":" + pieceLocation), 1) ), JigsawPattern.PlacementBehaviour.RIGID) ); } public static void create(ChunkGenerator<?> generator, TemplateManager templateManager, BlockPos position, List<StructurePiece> pieces, SharedSeedRandom random) { JigsawManager.addPieces(new ResourceLocation(Ce.MODID, pathIn), 7, Piece::new, generator, templateManager, position, pieces, random); } public static class Piece extends AbstractVillagePiece { private TemplateManager templateManager; public Piece(TemplateManager templateManager, JigsawPiece jigsawPiece, BlockPos position, int groundLevelDelta, Rotation rotation, MutableBoundingBox bounds) { super(pieceStructureIn, templateManager, jigsawPiece, position, groundLevelDelta, rotation, bounds); this.templateManager = templateManager; } public Piece(TemplateManager templateManager, CompoundNBT compoundNBT) { super(templateManager, compoundNBT, pieceStructureIn); this.templateManager = templateManager; } @Override public boolean create(IWorld worldIn, ChunkGenerator<?> chunkGeneratorIn, Random randomIn, MutableBoundingBox mutableBoundingBoxIn, ChunkPos chunkPosIn) { BlockPos position = this.getPos(); // Foundation Fill Process for(int x = this.boundingBox.minX; x < this.boundingBox.maxX; ++x) { for(int z = this.boundingBox.minZ; z < this.boundingBox.maxZ; ++z) { this.replaceAirAndLiquidDownwards(worldIn, Blocks.SANDSTONE.getDefaultState(), x, position.getY() - 1, z, mutableBoundingBoxIn); } } return this.jigsawPiece.place(this.templateManager, worldIn, chunkGeneratorIn, this.pos, this.rotation, mutableBoundingBoxIn, randomIn); } protected void replaceAirAndLiquidDownwards(IWorld worldIn, BlockState blockstateIn, int x, int y, int z, MutableBoundingBox boundingboxIn) { int j = y; if (boundingboxIn.isVecInside(new BlockPos(x, j, z))) { while((worldIn.isAirBlock(new BlockPos(x, j, z)) || worldIn.getBlockState(new BlockPos(x, j, z)).getMaterial().isLiquid()) && j > 1) { worldIn.setBlockState(new BlockPos(x, j, z), blockstateIn, 2); --j; } } } } }
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