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926 lines
38 KiB
C++
926 lines
38 KiB
C++
#include "../../Platform/stdafx.h"
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#include "../../Headers/net.minecraft.world.entity.item.h"
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#include "../../Headers/net.minecraft.world.level.levelgen.structure.h"
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#include "../../Headers/net.minecraft.world.level.h"
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#include "../../Headers/net.minecraft.world.level.tile.h"
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#include "../../Headers/net.minecraft.world.level.tile.entity.h"
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#include "../../Headers/net.minecraft.world.item.h"
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#include "../../Util/JavaMath.h"
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#include "../../Util/WeighedTreasure.h"
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#include "MineShaftPieces.h"
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WeighedTreasureArray MineShaftPieces::smallTreasureItems;
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;
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void MineShaftPieces::staticCtor() {
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smallTreasureItems = WeighedTreasureArray(13);
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smallTreasureItems[0] =
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new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 10);
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smallTreasureItems[1] = new WeighedTreasure(Item::goldIngot_Id, 0, 1, 3, 5);
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smallTreasureItems[2] = new WeighedTreasure(Item::redStone_Id, 0, 4, 9, 5);
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smallTreasureItems[3] =
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new WeighedTreasure(Item::dye_powder_Id, DyePowderItem::BLUE, 4, 9, 5);
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smallTreasureItems[4] = new WeighedTreasure(Item::diamond_Id, 0, 1, 2, 3);
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smallTreasureItems[5] =
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new WeighedTreasure(Item::coal_Id, CoalItem::STONE_COAL, 3, 8, 10);
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smallTreasureItems[6] = new WeighedTreasure(Item::bread_Id, 0, 1, 3, 15);
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smallTreasureItems[7] =
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new WeighedTreasure(Item::pickAxe_iron_Id, 0, 1, 1, 1);
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smallTreasureItems[8] = new WeighedTreasure(Tile::rail_Id, 0, 4, 8, 1);
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smallTreasureItems[9] =
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new WeighedTreasure(Item::seeds_melon_Id, 0, 2, 4, 10);
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smallTreasureItems[10] =
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new WeighedTreasure(Item::seeds_pumpkin_Id, 0, 2, 4, 10);
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// very rare for shafts ...
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smallTreasureItems[11] = new WeighedTreasure(Item::saddle_Id, 0, 1, 1, 3);
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smallTreasureItems[12] =
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new WeighedTreasure(Item::horseArmorMetal_Id, 0, 1, 1, 1);
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}
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void MineShaftPieces::loadStatic() {
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StructureFeatureIO::setPieceId(eStructurePiece_MineShaftCorridor,
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MineShaftCorridor::Create, L"MSCorridor");
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StructureFeatureIO::setPieceId(eStructurePiece_MineShaftCrossing,
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MineShaftCrossing::Create, L"MSCrossing");
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StructureFeatureIO::setPieceId(eStructurePiece_MineShaftRoom,
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MineShaftRoom::Create, L"MSRoom");
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StructureFeatureIO::setPieceId(eStructurePiece_MineShaftStairs,
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MineShaftStairs::Create, L"MSStairs");
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}
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StructurePiece* MineShaftPieces::createRandomShaftPiece(
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std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
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int footZ, int direction, int genDepth) {
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int randomSelection = random->nextInt(100);
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if (randomSelection >= 80) {
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BoundingBox* crossingBox = MineShaftCrossing::findCrossing(
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pieces, random, footX, footY, footZ, direction);
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if (crossingBox != NULL) {
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return new MineShaftCrossing(genDepth, random, crossingBox,
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direction);
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}
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} else if (randomSelection >= 70) {
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BoundingBox* stairsBox = MineShaftStairs::findStairs(
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pieces, random, footX, footY, footZ, direction);
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if (stairsBox != NULL) {
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return new MineShaftPieces::MineShaftStairs(genDepth, random,
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stairsBox, direction);
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}
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} else {
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BoundingBox* corridorBox = MineShaftCorridor::findCorridorSize(
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pieces, random, footX, footY, footZ, direction);
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if (corridorBox != NULL) {
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return new MineShaftCorridor(genDepth, random, corridorBox,
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direction);
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}
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}
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return NULL;
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}
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StructurePiece* MineShaftPieces::generateAndAddPiece(
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StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
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Random* random, int footX, int footY, int footZ, int direction, int depth) {
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if (depth > MAX_DEPTH) {
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return NULL;
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}
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if (abs(footX - startPiece->getBoundingBox()->x0) > 5 * 16 ||
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abs(footZ - startPiece->getBoundingBox()->z0) > 5 * 16) {
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return NULL;
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}
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StructurePiece* newPiece = createRandomShaftPiece(
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pieces, random, footX, footY, footZ, direction, depth + 1);
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if (newPiece != NULL) {
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MemSect(50);
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pieces->push_back(newPiece);
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MemSect(0);
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newPiece->addChildren(startPiece, pieces, random);
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}
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return newPiece;
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}
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MineShaftPieces::MineShaftRoom::MineShaftRoom() {
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// for reflection
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}
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MineShaftPieces::MineShaftRoom::MineShaftRoom(int genDepth, Random* random,
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int west, int north)
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: StructurePiece(genDepth) {
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boundingBox = new BoundingBox(
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west, 50, north, west + 7 + random->nextInt(6), 54 + random->nextInt(6),
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north + 7 + random->nextInt(6));
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}
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MineShaftPieces::MineShaftRoom::~MineShaftRoom() {
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for (AUTO_VAR(it, childEntranceBoxes.begin());
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it != childEntranceBoxes.end(); ++it) {
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delete (*it);
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}
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}
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void MineShaftPieces::MineShaftRoom::addChildren(
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StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
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Random* random) {
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int depth = getGenDepth();
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int pos;
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int heightSpace = boundingBox->getYSpan() - DEFAULT_SHAFT_HEIGHT - 1;
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if (heightSpace <= 0) {
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heightSpace = 1;
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}
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// northern exits
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pos = 0;
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while (pos < boundingBox->getXSpan()) {
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pos += random->nextInt(boundingBox->getXSpan());
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if ((pos + DEFAULT_SHAFT_WIDTH) > boundingBox->getXSpan()) {
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break;
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}
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StructurePiece* child = generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 + pos,
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boundingBox->y0 + random->nextInt(heightSpace) + 1,
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boundingBox->z0 - 1, Direction::NORTH, depth);
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if (child != NULL) {
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BoundingBox* childBox = child->getBoundingBox();
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childEntranceBoxes.push_back(new BoundingBox(
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childBox->x0, childBox->y0, boundingBox->z0, childBox->x1,
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childBox->y1, boundingBox->z0 + 1));
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}
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pos += DEFAULT_SHAFT_WIDTH + 1;
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}
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// southern exits
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pos = 0;
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while (pos < boundingBox->getXSpan()) {
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pos += random->nextInt(boundingBox->getXSpan());
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if ((pos + DEFAULT_SHAFT_WIDTH) > boundingBox->getXSpan()) {
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break;
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}
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StructurePiece* child = generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 + pos,
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boundingBox->y0 + random->nextInt(heightSpace) + 1,
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boundingBox->z1 + 1, Direction::SOUTH, depth);
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if (child != NULL) {
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BoundingBox* childBox = child->getBoundingBox();
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childEntranceBoxes.push_back(
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new BoundingBox(childBox->x0, childBox->y0, boundingBox->z1 - 1,
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childBox->x1, childBox->y1, boundingBox->z1));
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}
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pos += DEFAULT_SHAFT_WIDTH + 1;
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}
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// western exits
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pos = 0;
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while (pos < boundingBox->getZSpan()) {
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pos += random->nextInt(boundingBox->getZSpan());
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if ((pos + DEFAULT_SHAFT_WIDTH) > boundingBox->getZSpan()) {
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break;
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}
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StructurePiece* child = generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 - 1,
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boundingBox->y0 + random->nextInt(heightSpace) + 1,
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boundingBox->z0 + pos, Direction::WEST, depth);
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if (child != NULL) {
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BoundingBox* childBox = child->getBoundingBox();
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childEntranceBoxes.push_back(new BoundingBox(
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boundingBox->x0, childBox->y0, childBox->z0,
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boundingBox->x0 + 1, childBox->y1, childBox->z1));
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}
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pos += DEFAULT_SHAFT_WIDTH + 1;
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}
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// eastern exits
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pos = 0;
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while (pos < boundingBox->getZSpan()) {
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pos += random->nextInt(boundingBox->getZSpan());
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if ((pos + DEFAULT_SHAFT_WIDTH) > boundingBox->getZSpan()) {
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break;
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}
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StructurePiece* child = generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x1 + 1,
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boundingBox->y0 + random->nextInt(heightSpace) + 1,
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boundingBox->z0 + pos, Direction::EAST, depth);
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if (child != NULL) {
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BoundingBox* childBox = child->getBoundingBox();
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childEntranceBoxes.push_back(
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new BoundingBox(boundingBox->x1 - 1, childBox->y0, childBox->z0,
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boundingBox->x1, childBox->y1, childBox->z1));
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}
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pos += DEFAULT_SHAFT_WIDTH + 1;
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}
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}
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bool MineShaftPieces::MineShaftRoom::postProcess(Level* level, Random* random,
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BoundingBox* chunkBB) {
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if (edgesLiquid(level, chunkBB)) {
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return false;
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}
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// floor
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generateBox(level, chunkBB, boundingBox->x0, boundingBox->y0,
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boundingBox->z0, boundingBox->x1, boundingBox->y0,
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boundingBox->z1, Tile::dirt_Id, 0, true);
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// room air
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generateBox(level, chunkBB, boundingBox->x0, boundingBox->y0 + 1,
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boundingBox->z0, boundingBox->x1,
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std::min(boundingBox->y0 + 3, boundingBox->y1), boundingBox->z1,
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0, 0, false);
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for (AUTO_VAR(it, childEntranceBoxes.begin());
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it != childEntranceBoxes.end(); ++it) {
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BoundingBox* entranceBox = *it;
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generateBox(level, chunkBB, entranceBox->x0,
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entranceBox->y1 - (DEFAULT_SHAFT_HEIGHT - 1),
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entranceBox->z0, entranceBox->x1, entranceBox->y1,
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entranceBox->z1, 0, 0, false);
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}
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generateUpperHalfSphere(
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level, chunkBB, boundingBox->x0, boundingBox->y0 + 4, boundingBox->z0,
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boundingBox->x1, boundingBox->y1, boundingBox->z1, 0, false);
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return true;
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}
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void MineShaftPieces::MineShaftRoom::addAdditonalSaveData(CompoundTag* tag) {
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ListTag<IntArrayTag>* entrances = new ListTag<IntArrayTag>(L"Entrances");
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for (AUTO_VAR(it, childEntranceBoxes.begin());
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it != childEntranceBoxes.end(); ++it) {
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BoundingBox* bb = *it;
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entrances->add(bb->createTag(L""));
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}
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tag->put(L"Entrances", entrances);
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}
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void MineShaftPieces::MineShaftRoom::readAdditonalSaveData(CompoundTag* tag) {
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ListTag<IntArrayTag>* entrances =
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(ListTag<IntArrayTag>*)tag->getList(L"Entrances");
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for (int i = 0; i < entrances->size(); i++) {
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childEntranceBoxes.push_back(new BoundingBox(entrances->get(i)->data));
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}
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}
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MineShaftPieces::MineShaftCorridor::MineShaftCorridor() {
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// for reflection
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}
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void MineShaftPieces::MineShaftCorridor::addAdditonalSaveData(
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CompoundTag* tag) {
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tag->putBoolean(L"hr", hasRails);
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tag->putBoolean(L"sc", spiderCorridor);
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tag->putBoolean(L"hps", hasPlacedSpider);
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tag->putInt(L"Num", numSections);
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}
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void MineShaftPieces::MineShaftCorridor::readAdditonalSaveData(
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CompoundTag* tag) {
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hasRails = tag->getBoolean(L"hr");
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spiderCorridor = tag->getBoolean(L"sc");
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hasPlacedSpider = tag->getBoolean(L"hps");
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numSections = tag->getInt(L"Num");
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}
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MineShaftPieces::MineShaftCorridor::MineShaftCorridor(int genDepth,
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Random* random,
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BoundingBox* corridorBox,
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int direction)
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: StructurePiece(genDepth) {
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orientation = direction;
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boundingBox = corridorBox;
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hasRails = random->nextInt(3) == 0;
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hasPlacedSpider = false;
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spiderCorridor = !hasRails && random->nextInt(23) == 0;
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// debug
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// spiderCorridor = !hasRails ;//&& random->nextInt(23) == 0;
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if (orientation == Direction::NORTH || orientation == Direction::SOUTH) {
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numSections = corridorBox->getZSpan() / DEFAULT_SHAFT_LENGTH;
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} else {
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numSections = corridorBox->getXSpan() / DEFAULT_SHAFT_LENGTH;
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}
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}
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BoundingBox* MineShaftPieces::MineShaftCorridor::findCorridorSize(
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std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
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int footZ, int direction) {
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BoundingBox* box = new BoundingBox(
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footX, footY, footZ, footX, footY + (DEFAULT_SHAFT_HEIGHT - 1), footZ);
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int corridorLength = random->nextInt(3) + 2;
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while (corridorLength > 0) {
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int blockLength = corridorLength * DEFAULT_SHAFT_LENGTH;
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switch (direction) {
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case Direction::NORTH:
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box->x1 = footX + (DEFAULT_SHAFT_WIDTH - 1);
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box->z0 = footZ - (blockLength - 1);
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break;
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case Direction::SOUTH:
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box->x1 = footX + (DEFAULT_SHAFT_WIDTH - 1);
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box->z1 = footZ + (blockLength - 1);
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break;
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case Direction::WEST:
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box->x0 = footX - (blockLength - 1);
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box->z1 = footZ + (DEFAULT_SHAFT_WIDTH - 1);
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break;
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case Direction::EAST:
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box->x1 = footX + (blockLength - 1);
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box->z1 = footZ + (DEFAULT_SHAFT_WIDTH - 1);
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break;
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}
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if (StructurePiece::findCollisionPiece(pieces, box) != NULL) {
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corridorLength--;
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} else {
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break;
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}
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}
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if (corridorLength > 0) {
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return box;
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}
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delete box;
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// unable to place corridor here
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return NULL;
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}
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void MineShaftPieces::MineShaftCorridor::addChildren(
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StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
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Random* random) {
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int depth = getGenDepth();
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int endSelection = random->nextInt(4);
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switch (orientation) {
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case Direction::NORTH:
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if (endSelection <= 1) {
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generateAndAddPiece(startPiece, pieces, random, boundingBox->x0,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z0 - 1, orientation, depth);
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} else if (endSelection == 2) {
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generateAndAddPiece(startPiece, pieces, random,
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boundingBox->x0 - 1,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z0, Direction::WEST, depth);
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} else {
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generateAndAddPiece(startPiece, pieces, random,
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boundingBox->x1 + 1,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z0, Direction::EAST, depth);
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}
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break;
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case Direction::SOUTH:
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if (endSelection <= 1) {
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generateAndAddPiece(startPiece, pieces, random, boundingBox->x0,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z1 + 1, orientation, depth);
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} else if (endSelection == 2) {
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generateAndAddPiece(startPiece, pieces, random,
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boundingBox->x0 - 1,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z1 - DEFAULT_SHAFT_WIDTH,
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Direction::WEST, depth);
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} else {
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generateAndAddPiece(startPiece, pieces, random,
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boundingBox->x1 + 1,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z1 - DEFAULT_SHAFT_WIDTH,
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Direction::EAST, depth);
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}
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break;
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case Direction::WEST:
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if (endSelection <= 1) {
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generateAndAddPiece(startPiece, pieces, random,
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boundingBox->x0 - 1,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z0, orientation, depth);
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} else if (endSelection == 2) {
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generateAndAddPiece(startPiece, pieces, random, boundingBox->x0,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z0 - 1, Direction::NORTH,
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depth);
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} else {
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generateAndAddPiece(startPiece, pieces, random, boundingBox->x0,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z1 + 1, Direction::SOUTH,
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depth);
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}
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break;
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case Direction::EAST:
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if (endSelection <= 1) {
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generateAndAddPiece(startPiece, pieces, random,
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boundingBox->x1 + 1,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z0, orientation, depth);
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} else if (endSelection == 2) {
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generateAndAddPiece(startPiece, pieces, random,
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boundingBox->x1 - DEFAULT_SHAFT_WIDTH,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z0 - 1, Direction::NORTH,
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depth);
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} else {
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generateAndAddPiece(startPiece, pieces, random,
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boundingBox->x1 - DEFAULT_SHAFT_WIDTH,
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boundingBox->y0 - 1 + random->nextInt(3),
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boundingBox->z1 + 1, Direction::SOUTH,
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depth);
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}
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break;
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}
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// generate cross sections using higher depth
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if (depth < MAX_DEPTH) {
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if (orientation == Direction::NORTH ||
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orientation == Direction::SOUTH) {
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for (int z = boundingBox->z0 + 3;
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(z + DEFAULT_SHAFT_WIDTH) <= boundingBox->z1;
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z += DEFAULT_SHAFT_LENGTH) {
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int selection = random->nextInt(5);
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if (selection == 0) {
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generateAndAddPiece(startPiece, pieces, random,
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boundingBox->x0 - 1, boundingBox->y0, z,
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|
Direction::WEST, depth + 1);
|
|
} else if (selection == 1) {
|
|
generateAndAddPiece(startPiece, pieces, random,
|
|
boundingBox->x1 + 1, boundingBox->y0, z,
|
|
Direction::EAST, depth + 1);
|
|
}
|
|
}
|
|
} else {
|
|
for (int x = boundingBox->x0 + 3;
|
|
(x + DEFAULT_SHAFT_WIDTH) <= boundingBox->x1;
|
|
x += DEFAULT_SHAFT_LENGTH) {
|
|
int selection = random->nextInt(5);
|
|
if (selection == 0) {
|
|
generateAndAddPiece(startPiece, pieces, random, x,
|
|
boundingBox->y0, boundingBox->z0 - 1,
|
|
Direction::NORTH, depth + 1);
|
|
} else if (selection == 1) {
|
|
generateAndAddPiece(startPiece, pieces, random, x,
|
|
boundingBox->y0, boundingBox->z1 + 1,
|
|
Direction::SOUTH, depth + 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool MineShaftPieces::MineShaftCorridor::createChest(
|
|
Level* level, BoundingBox* chunkBB, Random* random, int x, int y, int z,
|
|
WeighedTreasureArray treasure, int numRolls) {
|
|
int worldX = getWorldX(x, z);
|
|
int worldY = getWorldY(y);
|
|
int worldZ = getWorldZ(x, z);
|
|
|
|
if (chunkBB->isInside(worldX, worldY, worldZ)) {
|
|
if (level->getTile(worldX, worldY, worldZ) == 0) {
|
|
level->setTileAndData(
|
|
worldX, worldY, worldZ, Tile::rail_Id,
|
|
getOrientationData(Tile::rail_Id, random->nextBoolean()
|
|
? RailTile::DIR_FLAT_X
|
|
: RailTile::DIR_FLAT_Z),
|
|
Tile::UPDATE_CLIENTS);
|
|
std::shared_ptr<MinecartChest> chest =
|
|
std::shared_ptr<MinecartChest>(new MinecartChest(
|
|
level, worldX + 0.5f, worldY + 0.5f, worldZ + 0.5f));
|
|
WeighedTreasure::addChestItems(random, treasure, chest, numRolls);
|
|
level->addEntity(chest);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MineShaftPieces::MineShaftCorridor::postProcess(Level* level,
|
|
Random* random,
|
|
BoundingBox* chunkBB) {
|
|
if (edgesLiquid(level, chunkBB)) {
|
|
return false;
|
|
}
|
|
|
|
const int x0 = 0;
|
|
const int x1 = DEFAULT_SHAFT_WIDTH - 1;
|
|
const int y0 = 0;
|
|
const int y1 = DEFAULT_SHAFT_HEIGHT - 1;
|
|
const int length = (numSections * DEFAULT_SHAFT_LENGTH) - 1;
|
|
|
|
// corridor air
|
|
generateBox(level, chunkBB, x0, 0, y0, x1, y1 - 1, length, 0, 0, false);
|
|
generateMaybeBox(level, chunkBB, random, .8f, x0, y1, y0, x1, y1, length, 0,
|
|
0, false);
|
|
|
|
if (spiderCorridor) {
|
|
generateMaybeBox(level, chunkBB, random, .6f, x0, 0, y0, x1, y1 - 1,
|
|
length, Tile::web_Id, 0, false);
|
|
}
|
|
|
|
// place a support in every section
|
|
for (int section = 0; section < numSections; section++) {
|
|
int z = 2 + section * DEFAULT_SHAFT_LENGTH;
|
|
|
|
// 4J-PB - Bringing forward the changes in 1.2.3
|
|
generateBox(level, chunkBB, x0, y0, z, x0, y1 - 1, z, Tile::fence_Id, 0,
|
|
false);
|
|
generateBox(level, chunkBB, x1, y0, z, x1, y1 - 1, z, Tile::fence_Id, 0,
|
|
false);
|
|
if (random->nextInt(4) == 0) {
|
|
generateBox(level, chunkBB, x0, y1, z, x0, y1, z, Tile::wood_Id, 0,
|
|
false);
|
|
generateBox(level, chunkBB, x1, y1, z, x1, y1, z, Tile::wood_Id, 0,
|
|
false);
|
|
} else {
|
|
generateBox(level, chunkBB, x0, y1, z, x1, y1, z, Tile::wood_Id, 0,
|
|
false);
|
|
}
|
|
maybeGenerateBlock(level, chunkBB, random, .1f, x0, y1, z - 1,
|
|
Tile::web_Id, 0);
|
|
maybeGenerateBlock(level, chunkBB, random, .1f, x1, y1, z - 1,
|
|
Tile::web_Id, 0);
|
|
maybeGenerateBlock(level, chunkBB, random, .1f, x0, y1, z + 1,
|
|
Tile::web_Id, 0);
|
|
maybeGenerateBlock(level, chunkBB, random, .1f, x1, y1, z + 1,
|
|
Tile::web_Id, 0);
|
|
maybeGenerateBlock(level, chunkBB, random, .05f, x0, y1, z - 2,
|
|
Tile::web_Id, 0);
|
|
maybeGenerateBlock(level, chunkBB, random, .05f, x1, y1, z - 2,
|
|
Tile::web_Id, 0);
|
|
maybeGenerateBlock(level, chunkBB, random, .05f, x0, y1, z + 2,
|
|
Tile::web_Id, 0);
|
|
maybeGenerateBlock(level, chunkBB, random, .05f, x1, y1, z + 2,
|
|
Tile::web_Id, 0);
|
|
|
|
maybeGenerateBlock(level, chunkBB, random, .05f, x0 + 1, y1, z - 1,
|
|
Tile::torch_Id, 0);
|
|
maybeGenerateBlock(level, chunkBB, random, .05f, x0 + 1, y1, z + 1,
|
|
Tile::torch_Id, 0);
|
|
|
|
if (random->nextInt(100) == 0) {
|
|
createChest(
|
|
level, chunkBB, random, x1, y0, z - 1,
|
|
WeighedTreasure::addToTreasure(
|
|
smallTreasureItems,
|
|
Item::enchantedBook->createForRandomTreasure(random)),
|
|
3 + random->nextInt(4));
|
|
}
|
|
if (random->nextInt(100) == 0) {
|
|
createChest(
|
|
level, chunkBB, random, x0, y0, z + 1,
|
|
WeighedTreasure::addToTreasure(
|
|
smallTreasureItems,
|
|
Item::enchantedBook->createForRandomTreasure(random)),
|
|
3 + random->nextInt(4));
|
|
}
|
|
|
|
if (spiderCorridor && !hasPlacedSpider) {
|
|
int y = getWorldY(y0), newZ = z - 1 + random->nextInt(3);
|
|
int x = getWorldX(x0 + 1, newZ);
|
|
newZ = getWorldZ(x0 + 1, newZ);
|
|
if (chunkBB->isInside(x, y, newZ)) {
|
|
hasPlacedSpider = true;
|
|
level->setTileAndData(x, y, newZ, Tile::mobSpawner_Id, 0,
|
|
Tile::UPDATE_CLIENTS);
|
|
std::shared_ptr<MobSpawnerTileEntity> entity =
|
|
std::dynamic_pointer_cast<MobSpawnerTileEntity>(
|
|
level->getTileEntity(x, y, newZ));
|
|
if (entity != NULL)
|
|
entity->getSpawner()->setEntityId(L"CaveSpider");
|
|
}
|
|
}
|
|
}
|
|
|
|
// prevent air floating
|
|
for (int x = x0; x <= x1; x++) {
|
|
for (int z = 0; z <= length; z++) {
|
|
int block = getBlock(level, x, -1, z, chunkBB);
|
|
if (block == 0) {
|
|
placeBlock(level, Tile::wood_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hasRails) {
|
|
for (int z = 0; z <= length; z++) {
|
|
int floor = getBlock(level, x0 + 1, y0 - 1, z, chunkBB);
|
|
if (floor > 0 && Tile::solid[floor]) {
|
|
maybeGenerateBlock(
|
|
level, chunkBB, random, .7f, x0 + 1, y0, z, Tile::rail_Id,
|
|
getOrientationData(Tile::rail_Id,
|
|
BaseRailTile::DIR_FLAT_Z));
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
MineShaftPieces::MineShaftCrossing::MineShaftCrossing() {
|
|
// for reflection
|
|
}
|
|
|
|
void MineShaftPieces::MineShaftCrossing::addAdditonalSaveData(
|
|
CompoundTag* tag) {
|
|
tag->putBoolean(L"tf", isTwoFloored);
|
|
tag->putInt(L"D", direction);
|
|
}
|
|
|
|
void MineShaftPieces::MineShaftCrossing::readAdditonalSaveData(
|
|
CompoundTag* tag) {
|
|
isTwoFloored = tag->getBoolean(L"tf");
|
|
direction = tag->getInt(L"D");
|
|
}
|
|
|
|
MineShaftPieces::MineShaftCrossing::MineShaftCrossing(int genDepth,
|
|
Random* random,
|
|
BoundingBox* crossingBox,
|
|
int direction)
|
|
: StructurePiece(genDepth),
|
|
direction(direction),
|
|
isTwoFloored(crossingBox->getYSpan() > DEFAULT_SHAFT_HEIGHT) {
|
|
boundingBox = crossingBox;
|
|
}
|
|
|
|
BoundingBox* MineShaftPieces::MineShaftCrossing::findCrossing(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction) {
|
|
BoundingBox* box = new BoundingBox(
|
|
footX, footY, footZ, footX, footY + (DEFAULT_SHAFT_HEIGHT - 1), footZ);
|
|
|
|
if (random->nextInt(4) == 0) {
|
|
box->y1 += DEFAULT_SHAFT_HEIGHT + 1; // two-floored
|
|
}
|
|
|
|
switch (direction) {
|
|
case Direction::NORTH:
|
|
box->x0 = footX - 1;
|
|
box->x1 = footX + DEFAULT_SHAFT_WIDTH;
|
|
box->z0 = footZ - (DEFAULT_SHAFT_WIDTH + 1);
|
|
break;
|
|
case Direction::SOUTH:
|
|
box->x0 = footX - 1;
|
|
box->x1 = footX + DEFAULT_SHAFT_WIDTH;
|
|
box->z1 = footZ + (DEFAULT_SHAFT_WIDTH + 1);
|
|
break;
|
|
case Direction::WEST:
|
|
box->x0 = footX - (DEFAULT_SHAFT_WIDTH + 1);
|
|
box->z0 = footZ - 1;
|
|
box->z1 = footZ + DEFAULT_SHAFT_WIDTH;
|
|
break;
|
|
case Direction::EAST:
|
|
box->x1 = footX + (DEFAULT_SHAFT_WIDTH + 1);
|
|
box->z0 = footZ - 1;
|
|
box->z1 = footZ + DEFAULT_SHAFT_WIDTH;
|
|
break;
|
|
}
|
|
|
|
if (StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return box;
|
|
}
|
|
|
|
void MineShaftPieces::MineShaftCrossing::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
int depth = getGenDepth();
|
|
// crossings are coming from a direction and will generate children
|
|
// in the
|
|
// remaining three directions
|
|
switch (direction) {
|
|
case Direction::NORTH:
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1,
|
|
boundingBox->y0, boundingBox->z0 - 1,
|
|
Direction::NORTH, depth);
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1,
|
|
boundingBox->y0, boundingBox->z0 + 1,
|
|
Direction::WEST, depth);
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1,
|
|
boundingBox->y0, boundingBox->z0 + 1,
|
|
Direction::EAST, depth);
|
|
break;
|
|
case Direction::SOUTH:
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1,
|
|
boundingBox->y0, boundingBox->z1 + 1,
|
|
Direction::SOUTH, depth);
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1,
|
|
boundingBox->y0, boundingBox->z0 + 1,
|
|
Direction::WEST, depth);
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1,
|
|
boundingBox->y0, boundingBox->z0 + 1,
|
|
Direction::EAST, depth);
|
|
break;
|
|
case Direction::WEST:
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1,
|
|
boundingBox->y0, boundingBox->z0 - 1,
|
|
Direction::NORTH, depth);
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1,
|
|
boundingBox->y0, boundingBox->z1 + 1,
|
|
Direction::SOUTH, depth);
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1,
|
|
boundingBox->y0, boundingBox->z0 + 1,
|
|
Direction::WEST, depth);
|
|
break;
|
|
case Direction::EAST:
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1,
|
|
boundingBox->y0, boundingBox->z0 - 1,
|
|
Direction::NORTH, depth);
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1,
|
|
boundingBox->y0, boundingBox->z1 + 1,
|
|
Direction::SOUTH, depth);
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1,
|
|
boundingBox->y0, boundingBox->z0 + 1,
|
|
Direction::EAST, depth);
|
|
break;
|
|
}
|
|
|
|
if (isTwoFloored) {
|
|
if (random->nextBoolean())
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1,
|
|
boundingBox->y0 + DEFAULT_SHAFT_HEIGHT + 1,
|
|
boundingBox->z0 - 1, Direction::NORTH, depth);
|
|
if (random->nextBoolean())
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1,
|
|
boundingBox->y0 + DEFAULT_SHAFT_HEIGHT + 1,
|
|
boundingBox->z0 + 1, Direction::WEST, depth);
|
|
if (random->nextBoolean())
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1,
|
|
boundingBox->y0 + DEFAULT_SHAFT_HEIGHT + 1,
|
|
boundingBox->z0 + 1, Direction::EAST, depth);
|
|
if (random->nextBoolean())
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1,
|
|
boundingBox->y0 + DEFAULT_SHAFT_HEIGHT + 1,
|
|
boundingBox->z1 + 1, Direction::SOUTH, depth);
|
|
}
|
|
}
|
|
|
|
bool MineShaftPieces::MineShaftCrossing::postProcess(Level* level,
|
|
Random* random,
|
|
BoundingBox* chunkBB) {
|
|
if (edgesLiquid(level, chunkBB)) {
|
|
return false;
|
|
}
|
|
|
|
// corridor air
|
|
if (isTwoFloored) {
|
|
generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y0,
|
|
boundingBox->z0, boundingBox->x1 - 1,
|
|
boundingBox->y0 + DEFAULT_SHAFT_HEIGHT - 1, boundingBox->z1,
|
|
0, 0, false);
|
|
generateBox(level, chunkBB, boundingBox->x0, boundingBox->y0,
|
|
boundingBox->z0 + 1, boundingBox->x1,
|
|
boundingBox->y0 + DEFAULT_SHAFT_HEIGHT - 1,
|
|
boundingBox->z1 - 1, 0, 0, false);
|
|
generateBox(level, chunkBB, boundingBox->x0 + 1,
|
|
boundingBox->y1 - (DEFAULT_SHAFT_HEIGHT - 1),
|
|
boundingBox->z0, boundingBox->x1 - 1, boundingBox->y1,
|
|
boundingBox->z1, 0, 0, false);
|
|
generateBox(level, chunkBB, boundingBox->x0,
|
|
boundingBox->y1 - (DEFAULT_SHAFT_HEIGHT - 1),
|
|
boundingBox->z0 + 1, boundingBox->x1, boundingBox->y1,
|
|
boundingBox->z1 - 1, 0, 0, false);
|
|
generateBox(level, chunkBB, boundingBox->x0 + 1,
|
|
boundingBox->y0 + DEFAULT_SHAFT_HEIGHT, boundingBox->z0 + 1,
|
|
boundingBox->x1 - 1, boundingBox->y0 + DEFAULT_SHAFT_HEIGHT,
|
|
boundingBox->z1 - 1, 0, 0, false);
|
|
} else {
|
|
generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y0,
|
|
boundingBox->z0, boundingBox->x1 - 1, boundingBox->y1,
|
|
boundingBox->z1, 0, 0, false);
|
|
generateBox(level, chunkBB, boundingBox->x0, boundingBox->y0,
|
|
boundingBox->z0 + 1, boundingBox->x1, boundingBox->y1,
|
|
boundingBox->z1 - 1, 0, 0, false);
|
|
}
|
|
|
|
// support pillars
|
|
generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y0,
|
|
boundingBox->z0 + 1, boundingBox->x0 + 1, boundingBox->y1,
|
|
boundingBox->z0 + 1, Tile::wood_Id, 0, false);
|
|
generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y0,
|
|
boundingBox->z1 - 1, boundingBox->x0 + 1, boundingBox->y1,
|
|
boundingBox->z1 - 1, Tile::wood_Id, 0, false);
|
|
generateBox(level, chunkBB, boundingBox->x1 - 1, boundingBox->y0,
|
|
boundingBox->z0 + 1, boundingBox->x1 - 1, boundingBox->y1,
|
|
boundingBox->z0 + 1, Tile::wood_Id, 0, false);
|
|
generateBox(level, chunkBB, boundingBox->x1 - 1, boundingBox->y0,
|
|
boundingBox->z1 - 1, boundingBox->x1 - 1, boundingBox->y1,
|
|
boundingBox->z1 - 1, Tile::wood_Id, 0, false);
|
|
|
|
// prevent air floating
|
|
// note: use world coordinates because the corridor hasn't defined
|
|
// orientation
|
|
for (int x = boundingBox->x0; x <= boundingBox->x1; x++) {
|
|
for (int z = boundingBox->z0; z <= boundingBox->z1; z++) {
|
|
int block = getBlock(level, x, boundingBox->y0 - 1, z, chunkBB);
|
|
if (block == 0) {
|
|
placeBlock(level, Tile::wood_Id, 0, x, boundingBox->y0 - 1, z,
|
|
chunkBB);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
MineShaftPieces::MineShaftStairs::MineShaftStairs() {
|
|
// for reflection
|
|
}
|
|
|
|
MineShaftPieces::MineShaftStairs::MineShaftStairs(int genDepth, Random* random,
|
|
BoundingBox* stairsBox,
|
|
int direction)
|
|
: StructurePiece(genDepth) {
|
|
this->orientation = direction;
|
|
boundingBox = stairsBox;
|
|
}
|
|
|
|
void MineShaftPieces::MineShaftStairs::addAdditonalSaveData(CompoundTag* tag) {}
|
|
|
|
void MineShaftPieces::MineShaftStairs::readAdditonalSaveData(CompoundTag* tag) {
|
|
}
|
|
|
|
BoundingBox* MineShaftPieces::MineShaftStairs::findStairs(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction) {
|
|
// stairs are two steps in, 5x5 steps down, two steps out
|
|
|
|
BoundingBox* box =
|
|
new BoundingBox(footX, footY - 5, footZ, footX,
|
|
footY + (DEFAULT_SHAFT_HEIGHT - 1), footZ);
|
|
|
|
switch (direction) {
|
|
case Direction::NORTH:
|
|
box->x1 = footX + (DEFAULT_SHAFT_WIDTH - 1);
|
|
box->z0 = footZ - 8;
|
|
break;
|
|
case Direction::SOUTH:
|
|
box->x1 = footX + (DEFAULT_SHAFT_WIDTH - 1);
|
|
box->z1 = footZ + 8;
|
|
break;
|
|
case Direction::WEST:
|
|
box->x0 = footX - 8;
|
|
box->z1 = footZ + (DEFAULT_SHAFT_WIDTH - 1);
|
|
break;
|
|
case Direction::EAST:
|
|
box->x1 = footX + 8;
|
|
box->z1 = footZ + (DEFAULT_SHAFT_WIDTH - 1);
|
|
break;
|
|
}
|
|
|
|
if (StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return box;
|
|
}
|
|
|
|
void MineShaftPieces::MineShaftStairs::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
int depth = getGenDepth();
|
|
// crossings are coming from a direction and will generate children
|
|
// in the
|
|
// remaining three directions
|
|
switch (orientation) {
|
|
case Direction::NORTH:
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0,
|
|
boundingBox->y0, boundingBox->z0 - 1,
|
|
Direction::NORTH, depth);
|
|
break;
|
|
case Direction::SOUTH:
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0,
|
|
boundingBox->y0, boundingBox->z1 + 1,
|
|
Direction::SOUTH, depth);
|
|
break;
|
|
case Direction::WEST:
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1,
|
|
boundingBox->y0, boundingBox->z0,
|
|
Direction::WEST, depth);
|
|
break;
|
|
case Direction::EAST:
|
|
generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1,
|
|
boundingBox->y0, boundingBox->z0,
|
|
Direction::EAST, depth);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool MineShaftPieces::MineShaftStairs::postProcess(Level* level, Random* random,
|
|
BoundingBox* chunkBB) {
|
|
if (edgesLiquid(level, chunkBB)) {
|
|
return false;
|
|
}
|
|
|
|
// upper floor
|
|
generateBox(level, chunkBB, 0, 5, 0, (DEFAULT_SHAFT_WIDTH - 1),
|
|
5 + (DEFAULT_SHAFT_HEIGHT - 1), 1, 0, 0, false);
|
|
// lower floor
|
|
generateBox(level, chunkBB, 0, 0, 7, (DEFAULT_SHAFT_WIDTH - 1),
|
|
(DEFAULT_SHAFT_HEIGHT - 1), 8, 0, 0, false);
|
|
// stairs
|
|
for (int i = 0; i < 5; i++) {
|
|
generateBox(level, chunkBB, 0, 5 - i - ((i < 4) ? 1 : 0), 2 + i,
|
|
(DEFAULT_SHAFT_WIDTH - 1),
|
|
5 + (DEFAULT_SHAFT_HEIGHT - 1) - i, 2 + i, 0, 0, false);
|
|
}
|
|
|
|
return true;
|
|
} |