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/** **************************************************************************************** **************************************************************************************** *** Bukkit TemplateGenerator *** Contents: *** TemplateChunkGenerator.java *** OBCTemplateChunkGenerator.java *** Usage docs *** *** @author Kane York (riking) *** @date 4 June 2013 *** @license This code is released into the public domain in the hope that it may be *** useful. No restrictions are placed upon copying or reuse, even commercially. *** This code is provided as-is, without any warranty. If it doesn't work, it *** (may not be) my fault, but I'm not liable for any losses you incur from trying *** to get it to work or from malfunctions. *** *** The documentation you see below may be outdated, see http://jd.bukkit.org/ for *** up-to-date usage information. *** *** Also, no additional support will be provided for the OBC version. Figure it out *** yourself once you get the pure-bukkit version going. **************************************************************************************** *** TemplateGenerator.java ***************************************************************************************/ import java.util.Random; import org.bukkit.generator.ChunkGenerator; import org.bukkit.ChunkSnapshot; import org.bukkit.World; public class TemplateChunkGenerator extends ChunkGenerator { protected World world; public TemplateChunkGenerator(World templateWorld) { this.world = templateWorld; } /* void setBlock(short[][] result, int x, int y, int z, short blkid) { if (result[y >> 4] == null) { result[y >> 4] = new short[4096]; } result[y >> 4][((y & 0xF) << 8) | (z << 4) | x] = blkid; } */ @Override public short[][] generateExtBlockSections(World contextWorld, Random worldRandom, int cx, int cz, BiomeGrid biomes) { ChunkSnapshot templateChunk = world.getChunkAt(cx, cz).getChunkSnapshot(); // Pure-bukkit impl - can be optimized via NMS // Load block IDs short[][] result = new short[256 / 16][]; for (int y = 0; y < 256; y += 16) { short[] locres = new short[4096]; for (int py = y; py < y + 16; py++) { for (int px = 0; px < 16; px++) { for (int pz = 0; pz < 16; pz++) { locres[((py & 0xF) << 8) | (pz << 4) | px] = (short) templateChunk.getBlockTypeId(px, py, pz); } } } result[y >> 4] = locres; } loadBiomesIntoGrid(biomes, templateChunk); return result; } public void loadBiomesIntoGrid(BiomeGrid biomes, ChunkSnapshot template) { for (int px = 0; px < 16; px++) { for (int pz = 0; pz < 16; pz++) { biomes.setBiome(px, pz, template.getBiome(px, pz)); } } } } /*************************************************************************************** *** OBCTemplateGenerator.java ***************************************************************************************/ import java.lang.reflect.Field; import java.util.Random; import org.bukkit.ChunkSnapshot; import org.bukkit.World; import org.bukkit.craftbukkit.CraftChunkSnapshot; // THIS MUST BE CHANGED TO THE CORRECT VERSIONED PACKAGE public class OBCTemplateChunkGenerator extends TemplateChunkGenerator { public OBCTemplateChunkGenerator(World templateWorld) { super(templateWorld); } /** * @throws NoClassDefFoundError on wrong version of craftbukkit */ @Override public short[][] generateExtBlockSections(World contextWorld, Random worldRandom, int cx, int cz, BiomeGrid biomes) throws RuntimeException { ChunkSnapshot tmp = world.getChunkAt(cx, cz).getChunkSnapshot(); // let's do this first, shall we? loadBiomesIntoGrid(biomes, tmp); try { CraftChunkSnapshot templateChunk = (CraftChunkSnapshot)tmp; Field blockids = CraftChunkSnapshot.class.getDeclaredField("blockids"); blockids.setAccessible(true); short[][] result = (short[][]) blockids.get(templateChunk); return result; } catch (Throwable e) { System.err.println("[WARNING] Suppressing" + e.toString() + ", falling back on pure-bukkit"); return super.generateExtBlockSections(contextWorld, worldRandom, cx, cz, biomes); } } } /*************************************************************************************** *** Usage Notes ***************************************************************************************/ /** * The TemplateGenerator loads chunks from an alternate world to a 'main' * world that can be modified and reset as needed. * <p> * How to use: * <p> * The first method we want to look at is * {@link org.bukkit.Server#createWorld(org.bukkit.WorldCreator)}. This takes * a WorldCreator, what's that? Well, the constructor is WorldCreator(String * name). * <p> * The general use-case for this is a unchanging template populating a * revertable main world. So, we don't want any of the random parts of * Minecraft worldgen. * <p> * Let's say that your template world is named "gameTemplate", and the game * world (the one that players join) will be named "gameWorld". So first: * * <pre> * World templateWorld = getServer().createWorld(new WorldCreator("gameTemplate")); * </pre> * * Now that we have the template world loaded, we want to setup the playing * world. We need to set the generator, and some other options to make sure * that Minecraft doesn't mess us up and add stuff to our beautiful template: * * <pre> * WorldCreator gameCreator = new WorldCreator("gameWorld") * .generateStructures(false) // no mineshafts * .type(WorldType.FLAT) // no ores * .generator(new TemplateGenerator(templateWorld)); * </pre> * * Now, you need to be aware of this caveat: No block data, entities (like * paintings and item frames), or tile entities (like chests, signs, furnaces, * pistons, beacons, player skulls, or anything else with a BlockState) is * loaded from the template world. * <p> * The first step in fixing this is the TemplateBlockPopulator. * // TODO expand, create the TemplateBlockPopulator * <p> * And we're almost done setting up! Now we just need to: * * <pre> * World gameWorld = getServer().createWorld(gameCreator); * </pre> * * We can now teleport players into the gameWorld and let them play away. * When the game is done and it's time to clean up, use * {@link World#regenerateChunk(int, int)} and the Game world will revert back * to the Template world. It's as simple as that! * * <p> * * If you want to use the OBCTemplateGenerator, which should be faster, do this: * <pre> * WorldCreator gameCreator = ...; // same as above * try { * gameCreator.generator(new OBCTemplateGenerator(templateWorld)); * } catch (Throwable t) { * // ignore - we can't use it right now * } */
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