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Add hooks to allow modification of structures spawn lists (#7344)
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/*
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* Minecraft Forge
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* Copyright (c) 2016-2020.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation version 2.1
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* of the License.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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package net.minecraftforge.common.extensions;
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import java.util.Collections;
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import java.util.List;
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import net.minecraft.entity.EntityClassification;
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import net.minecraft.world.biome.MobSpawnInfo;
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import net.minecraft.world.gen.feature.structure.Structure;
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public interface IForgeStructure
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{
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default Structure<?> getStructure()
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{
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return (Structure<?>) this;
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}
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/**
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* Gets the default list of {@link EntityClassification#MONSTER} spawns for this structure.
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*
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* @apiNote Implement this over {@link Structure#getSpawnList()}
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*/
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default List<MobSpawnInfo.Spawners> getDefaultSpawnList()
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{
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return Collections.emptyList();
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}
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/**
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* Gets the default list of {@link EntityClassification#CREATURE} spawns for this structure.
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*
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* @apiNote Implement this over {@link Structure#getCreatureSpawnList()}
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*/
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default List<MobSpawnInfo.Spawners> getDefaultCreatureSpawnList()
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{
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return Collections.emptyList();
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}
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/**
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* Gets the default for if entity spawns are restricted to being inside of the pieces making up the structure or if being in the bounds of the overall structure
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* is good enough.
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* @return {@code true} if the location to check spawns for has to be inside of the pieces making up the structure, {@code false} otherwise.
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*/
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default boolean getDefaultRestrictsSpawnsToInside()
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{
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//The Pillager Outpost and Ocean Monument check the full structure by default instead of limiting themselves to being within the structure's bounds
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return getStructure() != Structure.field_236366_b_ && getStructure() != Structure.field_236376_l_;
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}
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/**
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* Helper method to get the list of entity spawns for this structure for the given classification.
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* @param classification The classification of entities.
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* @apiNote This method is marked as final in {@link Structure} so as to not be overridden by modders and breaking support for
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* {@link net.minecraftforge.event.world.StructureSpawnListGatherEvent}.
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*/
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List<MobSpawnInfo.Spawners> getSpawnList(EntityClassification classification);
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}
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@@ -0,0 +1,134 @@
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/*
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* Minecraft Forge
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* Copyright (c) 2016-2020.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation version 2.1
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* of the License.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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package net.minecraftforge.common.world;
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import com.google.common.collect.ImmutableList;
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import com.google.common.collect.ImmutableMap;
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import java.util.Collections;
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import java.util.LinkedHashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Map.Entry;
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import javax.annotation.Nullable;
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import net.minecraft.entity.EntityClassification;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.biome.MobSpawnInfo;
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import net.minecraft.world.gen.feature.structure.Structure;
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import net.minecraft.world.gen.feature.structure.StructureManager;
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import net.minecraftforge.common.MinecraftForge;
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import net.minecraftforge.event.world.StructureSpawnListGatherEvent;
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import net.minecraftforge.registries.ForgeRegistries;
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/**
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* Class to help manage entity spawns inside of structures
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*/
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public class StructureSpawnManager
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{
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private static Map<Structure<?>, StructureSpawnInfo> structuresWithSpawns = Collections.emptyMap();
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/**
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* Gathers potential entity spawns for all the different registered structures.
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* @apiNote Internal
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*/
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public static void gatherEntitySpawns()
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{
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//We use a linked hash map to ensure that we check the structures in an order that if there are multiple structures a position satisfies
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// then we have the same behavior as vanilla as vanilla checks, swamp huts, pillager outposts, ocean monuments, and nether fortresses in
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// that order.
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Map<Structure<?>, StructureSpawnInfo> structuresWithSpawns = new LinkedHashMap<>();
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gatherEntitySpawns(structuresWithSpawns, Structure.field_236374_j_);
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gatherEntitySpawns(structuresWithSpawns, Structure.field_236366_b_);
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gatherEntitySpawns(structuresWithSpawns, Structure.field_236376_l_);
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gatherEntitySpawns(structuresWithSpawns, Structure.field_236378_n_);
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for (Structure<?> structure : ForgeRegistries.STRUCTURE_FEATURES.getValues())
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{
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if (structure != Structure.field_236374_j_ && structure != Structure.field_236366_b_ && structure != Structure.field_236376_l_ &&
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structure != Structure.field_236378_n_)
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{
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//If we didn't already gather the spawns already to ensure we do vanilla ones already
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// gather the spawns for this structure
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gatherEntitySpawns(structuresWithSpawns, structure);
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}
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}
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StructureSpawnManager.structuresWithSpawns = structuresWithSpawns;
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}
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private static void gatherEntitySpawns(Map<Structure<?>, StructureSpawnInfo> structuresWithSpawns, Structure<?> structure)
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{
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StructureSpawnListGatherEvent event = new StructureSpawnListGatherEvent(structure);
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MinecraftForge.EVENT_BUS.post(event);
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ImmutableMap.Builder<net.minecraft.entity.EntityClassification, List<MobSpawnInfo.Spawners>> builder = ImmutableMap.builder();
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event.getEntitySpawns().forEach((classification, spawns) -> {
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if (!spawns.isEmpty())
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builder.put(classification, ImmutableList.copyOf(spawns));
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});
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Map<EntityClassification, List<MobSpawnInfo.Spawners>> entitySpawns = builder.build();
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if (!entitySpawns.isEmpty())
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structuresWithSpawns.put(structure, new StructureSpawnInfo(entitySpawns, event.isInsideOnly()));
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}
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/**
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* Looks up if a given position is within a structure and returns any entity spawns that structure has for the given classification, or null if
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* none are found.
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* @param structureManager Structure Manager, used to check if a position is within a structure.
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* @param classification Entity classification
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* @param pos Position to get entity spawns of
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*/
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@Nullable
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public static List<MobSpawnInfo.Spawners> getStructureSpawns(StructureManager structureManager, EntityClassification classification, BlockPos pos)
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{
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for (Entry<Structure<?>, StructureSpawnInfo> entry : structuresWithSpawns.entrySet())
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{
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Structure<?> structure = entry.getKey();
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StructureSpawnInfo spawnInfo = entry.getValue();
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//Note: We check if the structure has spawns for a type first before looking at the world as it should be a cheaper check
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if (spawnInfo.spawns.containsKey(classification) && structureManager.func_235010_a_(pos, spawnInfo.insideOnly, structure).isValid())
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return spawnInfo.spawns.get(classification);
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}
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return null;
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}
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/**
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* Gets the entity spawn lists for entities of a given classification for a given structure.
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* @param structure The Structure
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* @param classification The classification to lookup
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*/
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public static List<MobSpawnInfo.Spawners> getSpawnList(Structure<?> structure, EntityClassification classification)
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{
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if (structuresWithSpawns.containsKey(structure))
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return structuresWithSpawns.get(structure).spawns.getOrDefault(classification, Collections.emptyList());
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return Collections.emptyList();
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}
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/**
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* Helper class to keep track of spawns and if the spawns should be restricted to inside the structure pieces.
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*/
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private static class StructureSpawnInfo
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{
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private final Map<EntityClassification, List<MobSpawnInfo.Spawners>> spawns;
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private final boolean insideOnly;
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private StructureSpawnInfo(Map<EntityClassification, List<MobSpawnInfo.Spawners>> spawns, boolean insideOnly)
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{
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this.spawns = spawns;
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this.insideOnly = insideOnly;
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}
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}
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}
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@@ -0,0 +1,150 @@
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/*
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* Minecraft Forge
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* Copyright (c) 2016-2020.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation version 2.1
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* of the License.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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package net.minecraftforge.event.world;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import net.minecraft.entity.EntityClassification;
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import net.minecraft.world.biome.MobSpawnInfo;
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import net.minecraft.world.gen.feature.structure.Structure;
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import net.minecraftforge.eventbus.api.Event;
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import net.minecraftforge.eventbus.api.EventPriority;
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/**
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* This event fires when a Structure is gathering what mobs/creatures can spawn in it.
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*
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* In order to maintain the most compatibility possible with other mods' modifications to a structure,
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* the event should be assigned a {@link net.minecraftforge.eventbus.api.EventPriority} as follows:
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*
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* - Additions : {@link EventPriority#HIGH}
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* - Removals : {@link EventPriority#NORMAL}
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* - Any other modification : {@link EventPriority#LOW}
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*
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* Be aware that another mod could have done an operation beforehand, so an expected value out of a vanilla structure might not
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* always be the same, depending on other mods.
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*/
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public class StructureSpawnListGatherEvent extends Event
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{
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private final Structure<?> structure;
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private final Map<EntityClassification, List<MobSpawnInfo.Spawners>> entitySpawns = new HashMap<>();
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private final Map<EntityClassification, List<MobSpawnInfo.Spawners>> entitySpawnsUnmodifiableLists = new HashMap<>();
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private final Map<EntityClassification, List<MobSpawnInfo.Spawners>> entitySpawnsUnmodifiable = Collections.unmodifiableMap(entitySpawnsUnmodifiableLists);
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private boolean insideOnly;
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public StructureSpawnListGatherEvent(Structure<?> structure)
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{
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this.structure = structure;
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this.insideOnly = this.structure.getDefaultRestrictsSpawnsToInside();
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addEntitySpawns(EntityClassification.MONSTER, this.structure.getDefaultSpawnList());
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addEntitySpawns(EntityClassification.CREATURE, this.structure.getDefaultCreatureSpawnList());
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}
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/**
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* @return Structure to add or remove spawns to/from.
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*/
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public Structure<?> getStructure()
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{
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return structure;
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}
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/**
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* Change if entity spawn location checks are done against the entire bounds of the structure or only the inside the pieces of the structure.
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* @param insideOnly {@code true} to restrict the spawn checks to inside the pieces of the structure, {@code false} to allow spawns outside
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*/
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public void setInsideOnly(boolean insideOnly)
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{
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this.insideOnly = insideOnly;
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}
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/**
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* Checks if spawns for the structure are restricted to being inside the individual pieces of the structure.
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*/
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public boolean isInsideOnly()
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{
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return insideOnly;
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}
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/**
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* Gets an unmodifiable view of the the list representing the entity spawns for the given classification.
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* @param classification Entity Classification
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* @return The list of spawns for the given classification.
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*/
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public List<MobSpawnInfo.Spawners> getEntitySpawns(EntityClassification classification)
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{
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return this.entitySpawnsUnmodifiableLists.getOrDefault(classification, Collections.emptyList());
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}
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/**
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* Gets the internal spawn list for a given entity classification, or adds one if needed. (This includes adding it to the unmodifiable view)
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*/
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private List<MobSpawnInfo.Spawners> getOrCreateEntitySpawns(EntityClassification classification)
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{
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return this.entitySpawns.computeIfAbsent(classification, c -> {
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List<MobSpawnInfo.Spawners> spawners = new ArrayList<>();
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//If the classification isn't in entitySpawns yet, also add an unmodifiable view of the list to
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// the unmodifiable list spawn map
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this.entitySpawnsUnmodifiableLists.put(c, Collections.unmodifiableList(spawners));
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return spawners;
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});
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}
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/**
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* Adds a spawn to the list of spawns for the given classification.
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* @param classification Entity Classification
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* @param spawner Spawner
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*/
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public void addEntitySpawn(EntityClassification classification, MobSpawnInfo.Spawners spawner)
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{
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getOrCreateEntitySpawns(classification).add(spawner);
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}
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/**
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* Adds spawns to the list of spawns for the given classification.
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* @param classification Entity Classification
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* @param spawners Spawners to add
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*/
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public void addEntitySpawns(EntityClassification classification, List<MobSpawnInfo.Spawners> spawners)
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{
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getOrCreateEntitySpawns(classification).addAll(spawners);
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}
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/**
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* Removes a spawn from the list of spawns for the given classification.
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* @param classification Entity Classification
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* @param spawner Spawner
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*/
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public void removeEntitySpawn(EntityClassification classification, MobSpawnInfo.Spawners spawner)
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{
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if (this.entitySpawns.containsKey(classification))
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this.entitySpawns.get(classification).remove(spawner);
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}
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/**
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* Gets an unmodifiable view of the map of spawns based on entity classification that is used to fill in the various spawn lists for the structure.
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*/
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public Map<EntityClassification, List<MobSpawnInfo.Spawners>> getEntitySpawns()
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{
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return entitySpawnsUnmodifiable;
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}
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}
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