mirror of
https://github.com/4jcraft/4jcraft.git
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1974 lines
80 KiB
C++
1974 lines
80 KiB
C++
#include "../../Platform/stdafx.h"
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#include "../../Headers/net.minecraft.world.item.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.level.levelgen.h"
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#include "../../Headers/net.minecraft.world.level.storage.h"
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#include "../../Headers/net.minecraft.world.level.levelgen.structure.h"
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#include "../../Util/WeighedTreasure.h"
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#include "NetherBridgePieces.h"
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#include "../../Util/Direction.h"
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void NetherBridgePieces::loadStatic() {
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StructureFeatureIO::setPieceId(eStructurePiece_BridgeCrossing,
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BridgeCrossing::Create, L"NeBCr");
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StructureFeatureIO::setPieceId(eStructurePiece_BridgeEndFiller,
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BridgeEndFiller::Create, L"NeBEF");
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StructureFeatureIO::setPieceId(eStructurePiece_BridgeStraight,
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BridgeStraight::Create, L"NeBS");
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StructureFeatureIO::setPieceId(eStructurePiece_CastleCorridorStairsPiece,
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CastleCorridorStairsPiece::Create, L"NeCCS");
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StructureFeatureIO::setPieceId(eStructurePiece_CastleCorridorTBalconyPiece,
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CastleCorridorTBalconyPiece::Create,
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L"NeCTB");
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StructureFeatureIO::setPieceId(eStructurePiece_CastleEntrance,
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CastleEntrance::Create, L"NeCE");
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StructureFeatureIO::setPieceId(
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eStructurePiece_CastleSmallCorridorCrossingPiece,
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CastleSmallCorridorCrossingPiece::Create, L"NeSCSC");
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StructureFeatureIO::setPieceId(
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eStructurePiece_CastleSmallCorridorLeftTurnPiece,
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CastleSmallCorridorLeftTurnPiece::Create, L"NeSCLT");
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StructureFeatureIO::setPieceId(eStructurePiece_CastleSmallCorridorPiece,
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CastleSmallCorridorPiece::Create, L"NeSC");
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StructureFeatureIO::setPieceId(
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eStructurePiece_CastleSmallCorridorRightTurnPiece,
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CastleSmallCorridorRightTurnPiece::Create, L"NeSCRT");
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StructureFeatureIO::setPieceId(eStructurePiece_CastleStalkRoom,
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CastleStalkRoom::Create, L"NeCSR");
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StructureFeatureIO::setPieceId(eStructurePiece_MonsterThrone,
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MonsterThrone::Create, L"NeMT");
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StructureFeatureIO::setPieceId(eStructurePiece_RoomCrossing,
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RoomCrossing::Create, L"NeRC");
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StructureFeatureIO::setPieceId(eStructurePiece_StairsRoom,
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StairsRoom::Create, L"NeSR");
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StructureFeatureIO::setPieceId(eStructurePiece_NetherBridgeStartPiece,
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StartPiece::Create, L"NeStart");
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}
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NetherBridgePieces::PieceWeight::PieceWeight(EPieceClass pieceClass, int weight,
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int maxPlaceCount, bool allowInRow)
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: weight(weight) {
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this->placeCount = 0;
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this->pieceClass = pieceClass;
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this->maxPlaceCount = maxPlaceCount;
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this->allowInRow = allowInRow;
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}
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NetherBridgePieces::PieceWeight::PieceWeight(EPieceClass pieceClass, int weight,
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int maxPlaceCount)
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: weight(weight) {
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this->placeCount = 0;
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this->pieceClass = pieceClass;
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this->maxPlaceCount = maxPlaceCount;
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this->allowInRow = false;
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}
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bool NetherBridgePieces::PieceWeight::doPlace(int depth) {
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return maxPlaceCount == 0 || placeCount < maxPlaceCount;
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}
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bool NetherBridgePieces::PieceWeight::isValid() {
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return maxPlaceCount == 0 || placeCount < maxPlaceCount;
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}
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NetherBridgePieces::PieceWeight* NetherBridgePieces::bridgePieceWeights
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[NetherBridgePieces::BRIDGE_PIECEWEIGHTS_COUNT] = {
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new PieceWeight(EPieceClass_BridgeStraight, 30, 0, true),
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new PieceWeight(EPieceClass_BridgeCrossing, 10, 4),
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new PieceWeight(
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EPieceClass_MonsterThrone, 15,
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2), // 4J Stu - Increased weight to ensure that we have these (was
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// 5), required for Blazes and therefore required for brewing
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new PieceWeight(EPieceClass_CastleEntrance, 15,
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1), // 4J Stu - Increased weight to ensure that we have
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// these (was 5), required for CastleStalkRoom, and
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// therefore required for brewing
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new PieceWeight(EPieceClass_RoomCrossing, 10, 4),
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new PieceWeight(EPieceClass_StairsRoom, 10, 3),
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};
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NetherBridgePieces::PieceWeight* NetherBridgePieces::castlePieceWeights
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[NetherBridgePieces::CASTLE_PIECEWEIGHTS_COUNT] = {
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new PieceWeight(EPieceClass_CastleStalkRoom, 30,
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2), // 4J Stu - Increased weight to ensure that we have
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// these (was 5), required for Nether Wart, and
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// therefore required for brewing
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new PieceWeight(EPieceClass_CastleSmallCorridorPiece, 25, 0, true),
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new PieceWeight(EPieceClass_CastleSmallCorridorCrossingPiece, 15, 5),
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new PieceWeight(EPieceClass_CastleSmallCorridorRightTurnPiece, 5, 10),
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new PieceWeight(EPieceClass_CastleSmallCorridorLeftTurnPiece, 5, 10),
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new PieceWeight(EPieceClass_CastleCorridorStairsPiece, 10, 3, true),
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new PieceWeight(EPieceClass_CastleCorridorTBalconyPiece, 7, 2),
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};
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NetherBridgePieces::NetherBridgePiece*
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NetherBridgePieces::findAndCreateBridgePieceFactory(
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NetherBridgePieces::PieceWeight* piece, std::list<StructurePiece*>* pieces,
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Random* random, int footX, int footY, int footZ, int direction, int depth) {
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EPieceClass pieceClass = piece->pieceClass;
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NetherBridgePiece* structurePiece = NULL;
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if (pieceClass == EPieceClass_BridgeStraight) {
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structurePiece = BridgeStraight::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_BridgeCrossing) {
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structurePiece = BridgeCrossing::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_RoomCrossing) {
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structurePiece = RoomCrossing::createPiece(pieces, random, footX, footY,
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footZ, direction, depth);
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} else if (pieceClass == EPieceClass_StairsRoom) {
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structurePiece = StairsRoom::createPiece(pieces, random, footX, footY,
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footZ, direction, depth);
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} else if (pieceClass == EPieceClass_MonsterThrone) {
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structurePiece = MonsterThrone::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_CastleEntrance) {
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structurePiece = CastleEntrance::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_CastleSmallCorridorPiece) {
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structurePiece = CastleSmallCorridorPiece::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_CastleSmallCorridorRightTurnPiece) {
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structurePiece = CastleSmallCorridorRightTurnPiece::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_CastleSmallCorridorLeftTurnPiece) {
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structurePiece = CastleSmallCorridorLeftTurnPiece::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_CastleCorridorStairsPiece) {
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structurePiece = CastleCorridorStairsPiece::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_CastleCorridorTBalconyPiece) {
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structurePiece = CastleCorridorTBalconyPiece::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_CastleSmallCorridorCrossingPiece) {
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structurePiece = CastleSmallCorridorCrossingPiece::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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} else if (pieceClass == EPieceClass_CastleStalkRoom) {
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structurePiece = CastleStalkRoom::createPiece(
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pieces, random, footX, footY, footZ, direction, depth);
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}
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return structurePiece;
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}
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WeighedTreasure* NetherBridgePieces::NetherBridgePiece::fortressTreasureItems
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[FORTRESS_TREASURE_ITEMS_COUNT] = {
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new WeighedTreasure(Item::diamond_Id, 0, 1, 3, 5),
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new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 5),
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new WeighedTreasure(Item::goldIngot_Id, 0, 1, 3, 15),
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new WeighedTreasure(Item::sword_gold_Id, 0, 1, 1, 5),
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new WeighedTreasure(Item::chestplate_gold_Id, 0, 1, 1, 5),
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new WeighedTreasure(Item::flintAndSteel_Id, 0, 1, 1, 5),
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new WeighedTreasure(Item::netherwart_seeds_Id, 0, 3, 7, 5),
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new WeighedTreasure(Item::saddle_Id, 0, 1, 1, 10),
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new WeighedTreasure(Item::horseArmorGold_Id, 0, 1, 1, 8),
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new WeighedTreasure(Item::horseArmorMetal_Id, 0, 1, 1, 5),
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new WeighedTreasure(Item::horseArmorDiamond_Id, 0, 1, 1, 3),
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};
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NetherBridgePieces::NetherBridgePiece::NetherBridgePiece() {
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// for reflection
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}
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NetherBridgePieces::NetherBridgePiece::NetherBridgePiece(int genDepth)
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: StructurePiece(genDepth) {}
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void NetherBridgePieces::NetherBridgePiece::readAdditonalSaveData(
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CompoundTag* tag) {}
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void NetherBridgePieces::NetherBridgePiece::addAdditonalSaveData(
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CompoundTag* tag) {}
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int NetherBridgePieces::NetherBridgePiece::updatePieceWeight(
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std::list<PieceWeight*>* currentPieces) {
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bool hasAnyPieces = false;
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int totalWeight = 0;
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for (AUTO_VAR(it, currentPieces->begin()); it != currentPieces->end();
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it++) {
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PieceWeight* piece = *it;
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if (piece->maxPlaceCount > 0 &&
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piece->placeCount < piece->maxPlaceCount) {
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hasAnyPieces = true;
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}
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totalWeight += piece->weight;
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}
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return (hasAnyPieces ? totalWeight : -1);
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}
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NetherBridgePieces::NetherBridgePiece*
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NetherBridgePieces::NetherBridgePiece::generatePiece(
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StartPiece* startPiece,
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std::list<NetherBridgePieces::PieceWeight*>* currentPieces,
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std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
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int footZ, int direction, int depth) {
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int totalWeight = updatePieceWeight(currentPieces);
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boolean doStuff = totalWeight > 0 && depth <= MAX_DEPTH;
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int numAttempts = 0;
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while (numAttempts < 5 && doStuff) {
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numAttempts++;
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int weightSelection = random->nextInt(totalWeight);
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for (AUTO_VAR(it, currentPieces->begin()); it != currentPieces->end();
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it++) {
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PieceWeight* piece = *it;
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weightSelection -= piece->weight;
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if (weightSelection < 0) {
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if (!piece->doPlace(depth) ||
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(piece == startPiece->previousPiece &&
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!piece->allowInRow)) {
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break;
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}
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NetherBridgePiece* structurePiece =
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findAndCreateBridgePieceFactory(piece, pieces, random,
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footX, footY, footZ,
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direction, depth);
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if (structurePiece != NULL) {
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piece->placeCount++;
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startPiece->previousPiece = piece;
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if (!piece->isValid()) {
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currentPieces->remove(piece);
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}
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return structurePiece;
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}
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}
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}
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}
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{
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return BridgeEndFiller::createPiece(pieces, random, footX, footY, footZ,
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direction, depth);
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}
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}
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StructurePiece* NetherBridgePieces::NetherBridgePiece::generateAndAddPiece(
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StartPiece* startPiece, std::list<StructurePiece*>* pieces, Random* random,
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int footX, int footY, int footZ, int direction, int depth, bool isCastle) {
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if (abs(footX - startPiece->getBoundingBox()->x0) > 7 * 16 ||
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abs(footZ - startPiece->getBoundingBox()->z0) > 7 * 16) {
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return BridgeEndFiller::createPiece(pieces, random, footX, footY, footZ,
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direction, depth);
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}
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std::list<PieceWeight*>* availablePieces =
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&startPiece->availableBridgePieces;
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if (isCastle) {
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availablePieces = &startPiece->availableCastlePieces;
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}
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StructurePiece* newPiece =
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generatePiece(startPiece, availablePieces, pieces, random, footX, footY,
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footZ, direction, depth + 1);
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if (newPiece != NULL) {
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pieces->push_back(newPiece);
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startPiece->pendingChildren.push_back(newPiece);
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}
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return newPiece;
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}
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StructurePiece* NetherBridgePieces::NetherBridgePiece::generateChildForward(
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StartPiece* startPiece, std::list<StructurePiece*>* pieces, Random* random,
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int xOff, int yOff, bool isCastle) {
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switch (orientation) {
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case Direction::NORTH:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 + xOff,
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boundingBox->y0 + yOff, boundingBox->z0 - 1, orientation,
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getGenDepth(), isCastle);
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case Direction::SOUTH:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 + xOff,
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boundingBox->y0 + yOff, boundingBox->z1 + 1, orientation,
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getGenDepth(), isCastle);
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case Direction::WEST:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 - 1,
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boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation,
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getGenDepth(), isCastle);
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case Direction::EAST:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x1 + 1,
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boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation,
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getGenDepth(), isCastle);
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}
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return NULL;
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}
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StructurePiece* NetherBridgePieces::NetherBridgePiece::generateChildLeft(
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StartPiece* startPiece, std::list<StructurePiece*>* pieces, Random* random,
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int yOff, int zOff, bool isCastle) {
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switch (orientation) {
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case Direction::NORTH:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 - 1,
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boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST,
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getGenDepth(), isCastle);
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case Direction::SOUTH:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 - 1,
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boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST,
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getGenDepth(), isCastle);
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case Direction::WEST:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 + zOff,
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boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH,
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getGenDepth(), isCastle);
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case Direction::EAST:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 + zOff,
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boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH,
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getGenDepth(), isCastle);
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}
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return NULL;
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}
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StructurePiece* NetherBridgePieces::NetherBridgePiece::generateChildRight(
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StartPiece* startPiece, std::list<StructurePiece*>* pieces, Random* random,
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int yOff, int zOff, bool isCastle) {
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switch (orientation) {
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case Direction::NORTH:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x1 + 1,
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boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST,
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getGenDepth(), isCastle);
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case Direction::SOUTH:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x1 + 1,
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boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST,
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getGenDepth(), isCastle);
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case Direction::WEST:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 + zOff,
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boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH,
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getGenDepth(), isCastle);
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case Direction::EAST:
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return generateAndAddPiece(
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startPiece, pieces, random, boundingBox->x0 + zOff,
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boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH,
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getGenDepth(), isCastle);
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}
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return NULL;
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}
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bool NetherBridgePieces::NetherBridgePiece::isOkBox(BoundingBox* box,
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StartPiece* startPiece) {
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bool bIsOk = false;
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if (box != NULL) {
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if (box->y0 > LOWEST_Y_POSITION) bIsOk = true;
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int xzSize = (startPiece->m_level->getLevelData()->getXZSize() /
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startPiece->m_level->getLevelData()
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->getHellScale()); // HellRandomLevelSource::XZSIZE;
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int blockMin = -((xzSize << 4) / 2) + 1;
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int blockMax = ((xzSize << 4) / 2) - 1;
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if (box->x0 <= blockMin) bIsOk = false;
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if (box->z0 <= blockMin) bIsOk = false;
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if (box->x1 >= blockMax) bIsOk = false;
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if (box->z1 >= blockMax) bIsOk = false;
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}
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return bIsOk;
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}
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void NetherBridgePieces::NetherBridgePiece::generateLightPost(
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Level* level, Random* random, BoundingBox* chunkBB, int x, int y, int z,
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int xOff, int zOff) {
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int worldX = getWorldX(x, z);
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int worldY = getWorldY(y);
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int worldZ = getWorldZ(x, z);
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if (!chunkBB->isInside(worldX, worldY, worldZ)) {
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return;
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}
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if (level->isEmptyTile(worldX, worldY, worldZ) &&
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level->isEmptyTile(worldX, worldY + 1, worldZ) &&
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level->isEmptyTile(worldX, worldY + 2, worldZ) &&
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level->isEmptyTile(worldX, worldY + 3, worldZ)) {
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level->setTileAndData(worldX, worldY, worldZ, Tile::netherFence_Id, 0,
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Tile::UPDATE_CLIENTS);
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level->setTileAndData(worldX, worldY + 1, worldZ, Tile::netherFence_Id,
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0, Tile::UPDATE_CLIENTS);
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level->setTileAndData(worldX, worldY + 2, worldZ, Tile::netherFence_Id,
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0, Tile::UPDATE_CLIENTS);
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level->setTileAndData(worldX, worldY + 3, worldZ, Tile::netherFence_Id,
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0, Tile::UPDATE_CLIENTS);
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placeBlock(level, Tile::netherFence_Id, 0, x + xOff, y + 3, z + zOff,
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chunkBB);
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placeBlock(level, Tile::glowstone_Id, 0, x + xOff, y + 2, z + zOff,
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chunkBB);
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}
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}
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void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingRight(
|
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Level* level, Random* random, BoundingBox* chunkBB, int x, int y, int z) {
|
|
generateLightPost(level, random, chunkBB, x, y, z, 1, 0);
|
|
}
|
|
|
|
void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingLeft(
|
|
Level* level, Random* random, BoundingBox* chunkBB, int x, int y, int z) {
|
|
generateLightPost(level, random, chunkBB, x, y, z, -1, 0);
|
|
}
|
|
|
|
void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingUp(
|
|
Level* level, Random* random, BoundingBox* chunkBB, int x, int y, int z) {
|
|
generateLightPost(level, random, chunkBB, x, y, z, 0, 1);
|
|
}
|
|
|
|
void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingDown(
|
|
Level* level, Random* random, BoundingBox* chunkBB, int x, int y, int z) {
|
|
generateLightPost(level, random, chunkBB, x, y, z, 0, -1);
|
|
}
|
|
|
|
NetherBridgePieces::BridgeStraight::BridgeStraight() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::BridgeStraight::BridgeStraight(int genDepth, Random* random,
|
|
BoundingBox* stairsBox,
|
|
int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
}
|
|
|
|
void NetherBridgePieces::BridgeStraight::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildForward((StartPiece*)startPiece, pieces, random, 1, 3, false);
|
|
}
|
|
|
|
NetherBridgePieces::BridgeStraight*
|
|
NetherBridgePieces::BridgeStraight::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -1, -3, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new BridgeStraight(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::BridgeStraight::postProcess(Level* level,
|
|
Random* random,
|
|
BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 3, 0, width - 1, 4, depth - 1,
|
|
Tile::netherBrick_Id, Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 1, 5, 0, 3, 7, depth - 1, 0, 0, false);
|
|
|
|
// hand rails
|
|
generateBox(level, chunkBB, 0, 5, 0, 0, 5, depth - 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 4, 5, 0, 4, 5, depth - 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// supports
|
|
generateBox(level, chunkBB, 0, 2, 0, 4, 2, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 2, 13, 4, 2, 18, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 3, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 0, 15, 4, 1, 18, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
for (int x = 0; x <= 4; x++) {
|
|
for (int z = 0; z <= 2; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 18 - z,
|
|
chunkBB);
|
|
}
|
|
}
|
|
|
|
generateBox(level, chunkBB, 0, 1, 1, 0, 4, 1, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 0, 3, 4, 0, 4, 4, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 0, 3, 14, 0, 4, 14, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 0, 1, 17, 0, 4, 17, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 4, 1, 1, 4, 4, 1, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 4, 3, 4, 4, 4, 4, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 4, 3, 14, 4, 4, 14, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 4, 1, 17, 4, 4, 17, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::BridgeEndFiller::BridgeEndFiller() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::BridgeEndFiller::BridgeEndFiller(int genDepth,
|
|
Random* random,
|
|
BoundingBox* stairsBox,
|
|
int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
selfSeed = random->nextInt();
|
|
}
|
|
|
|
NetherBridgePieces::BridgeEndFiller*
|
|
NetherBridgePieces::BridgeEndFiller::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -1, -3, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new BridgeEndFiller(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::BridgeEndFiller::postProcess(Level* level,
|
|
Random* random,
|
|
BoundingBox* chunkBB) {
|
|
Random* selfRandom = new Random(selfSeed);
|
|
|
|
// floor
|
|
for (int x = 0; x <= 4; x++) {
|
|
for (int y = 3; y <= 4; y++) {
|
|
int z = selfRandom->nextInt(8);
|
|
generateBox(level, chunkBB, x, y, 0, x, y, z, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
}
|
|
}
|
|
|
|
// hand rails
|
|
{
|
|
int z = selfRandom->nextInt(8);
|
|
generateBox(level, chunkBB, 0, 5, 0, 0, 5, z, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
}
|
|
{
|
|
int z = selfRandom->nextInt(8);
|
|
generateBox(level, chunkBB, 4, 5, 0, 4, 5, z, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
}
|
|
|
|
// supports
|
|
for (int x = 0; x <= 4; x++) {
|
|
int z = selfRandom->nextInt(5);
|
|
generateBox(level, chunkBB, x, 2, 0, x, 2, z, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
}
|
|
for (int x = 0; x <= 4; x++) {
|
|
for (int y = 0; y <= 1; y++) {
|
|
int z = selfRandom->nextInt(3);
|
|
generateBox(level, chunkBB, x, y, 0, x, y, z, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
}
|
|
}
|
|
|
|
delete selfRandom;
|
|
|
|
return true;
|
|
}
|
|
|
|
void NetherBridgePieces::BridgeEndFiller::readAdditonalSaveData(
|
|
CompoundTag* tag) {
|
|
NetherBridgePiece::readAdditonalSaveData(tag);
|
|
|
|
selfSeed = tag->getInt(L"Seed");
|
|
}
|
|
|
|
void NetherBridgePieces::BridgeEndFiller::addAdditonalSaveData(
|
|
CompoundTag* tag) {
|
|
NetherBridgePiece::addAdditonalSaveData(tag);
|
|
|
|
tag->putInt(L"Seed", selfSeed);
|
|
}
|
|
|
|
NetherBridgePieces::BridgeCrossing::BridgeCrossing() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::BridgeCrossing::BridgeCrossing(int genDepth, Random* random,
|
|
BoundingBox* stairsBox,
|
|
int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
}
|
|
|
|
NetherBridgePieces::BridgeCrossing::BridgeCrossing(Random* random, int west,
|
|
int north)
|
|
: NetherBridgePiece(0) {
|
|
orientation = random->nextInt(4);
|
|
|
|
switch (orientation) {
|
|
case Direction::NORTH:
|
|
case Direction::SOUTH:
|
|
boundingBox = new BoundingBox(west, 64, north, west + width - 1,
|
|
64 + height - 1, north + depth - 1);
|
|
break;
|
|
default:
|
|
boundingBox = new BoundingBox(west, 64, north, west + depth - 1,
|
|
64 + height - 1, north + width - 1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void NetherBridgePieces::BridgeCrossing::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildForward((StartPiece*)startPiece, pieces, random, 8, 3, false);
|
|
generateChildLeft((StartPiece*)startPiece, pieces, random, 3, 8, false);
|
|
generateChildRight((StartPiece*)startPiece, pieces, random, 3, 8, false);
|
|
}
|
|
|
|
NetherBridgePieces::BridgeCrossing*
|
|
NetherBridgePieces::BridgeCrossing::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -8, -3, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new BridgeCrossing(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::BridgeCrossing::postProcess(Level* level,
|
|
Random* random,
|
|
BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 7, 3, 0, 11, 4, 18, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 3, 7, 18, 4, 11, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 8, 5, 0, 10, 7, 18, 0, 0, false);
|
|
generateBox(level, chunkBB, 0, 5, 8, 18, 7, 10, 0, 0, false);
|
|
// hand rails
|
|
generateBox(level, chunkBB, 7, 5, 0, 7, 5, 7, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 7, 5, 11, 7, 5, 18, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 11, 5, 0, 11, 5, 7, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 11, 5, 11, 11, 5, 18, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 5, 7, 7, 5, 7, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 11, 5, 7, 18, 5, 7, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 5, 11, 7, 5, 11, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 11, 5, 11, 18, 5, 11, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// supports
|
|
generateBox(level, chunkBB, 7, 2, 0, 11, 2, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 7, 2, 13, 11, 2, 18, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 7, 0, 0, 11, 1, 3, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 7, 0, 15, 11, 1, 18, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
for (int x = 7; x <= 11; x++) {
|
|
for (int z = 0; z <= 2; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 18 - z,
|
|
chunkBB);
|
|
}
|
|
}
|
|
|
|
generateBox(level, chunkBB, 0, 2, 7, 5, 2, 11, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 13, 2, 7, 18, 2, 11, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 0, 7, 3, 1, 11, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 15, 0, 7, 18, 1, 11, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
for (int x = 0; x <= 2; x++) {
|
|
for (int z = 7; z <= 11; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, 18 - x, -1, z,
|
|
chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::StartPiece::StartPiece() {
|
|
// for reflection
|
|
previousPiece = NULL;
|
|
}
|
|
|
|
NetherBridgePieces::StartPiece::StartPiece(Random* random, int west, int north,
|
|
Level* level)
|
|
: BridgeCrossing(random, west, north) {
|
|
previousPiece = NULL;
|
|
m_level = level;
|
|
|
|
for (int i = 0; i < BRIDGE_PIECEWEIGHTS_COUNT; i++) {
|
|
PieceWeight* piece = bridgePieceWeights[i];
|
|
piece->placeCount = 0;
|
|
availableBridgePieces.push_back(piece);
|
|
}
|
|
|
|
for (int i = 0; i < CASTLE_PIECEWEIGHTS_COUNT; i++) {
|
|
PieceWeight* piece = castlePieceWeights[i];
|
|
|
|
piece->placeCount = 0;
|
|
availableCastlePieces.push_back(piece);
|
|
}
|
|
}
|
|
|
|
void NetherBridgePieces::StartPiece::readAdditonalSaveData(CompoundTag* tag) {
|
|
BridgeCrossing::readAdditonalSaveData(tag);
|
|
}
|
|
|
|
void NetherBridgePieces::StartPiece::addAdditonalSaveData(CompoundTag* tag) {
|
|
BridgeCrossing::addAdditonalSaveData(tag);
|
|
}
|
|
|
|
NetherBridgePieces::RoomCrossing::RoomCrossing() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::RoomCrossing::RoomCrossing(int genDepth, Random* random,
|
|
BoundingBox* box, int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = box;
|
|
}
|
|
|
|
void NetherBridgePieces::RoomCrossing::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildForward((StartPiece*)startPiece, pieces, random, 2, 0, false);
|
|
generateChildLeft((StartPiece*)startPiece, pieces, random, 0, 2, false);
|
|
generateChildRight((StartPiece*)startPiece, pieces, random, 0, 2, false);
|
|
}
|
|
|
|
NetherBridgePieces::RoomCrossing* NetherBridgePieces::RoomCrossing::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new RoomCrossing(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::RoomCrossing::postProcess(Level* level, Random* random,
|
|
BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 0, 0, width - 1, 1, depth - 1,
|
|
Tile::netherBrick_Id, Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 0, 2, 0, 6, 7, 6, 0, 0, false);
|
|
|
|
// walls
|
|
generateBox(level, chunkBB, 0, 2, 0, 1, 6, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 2, 6, 1, 6, 6, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 5, 2, 0, 6, 6, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 5, 2, 6, 6, 6, 6, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 2, 0, 0, 6, 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 2, 5, 0, 6, 6, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 6, 2, 0, 6, 6, 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 6, 2, 5, 6, 6, 6, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// entries
|
|
generateBox(level, chunkBB, 2, 6, 0, 4, 6, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 5, 0, 4, 5, 0, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 2, 6, 6, 4, 6, 6, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 5, 6, 4, 5, 6, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 0, 6, 2, 0, 6, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 5, 2, 0, 5, 4, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 6, 6, 2, 6, 6, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 6, 5, 2, 6, 5, 4, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
for (int x = 0; x <= 6; x++) {
|
|
for (int z = 0; z <= 6; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::StairsRoom::StairsRoom() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::StairsRoom::StairsRoom(int genDepth, Random* random,
|
|
BoundingBox* box, int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = box;
|
|
}
|
|
|
|
void NetherBridgePieces::StairsRoom::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildRight((StartPiece*)startPiece, pieces, random, 6, 2, false);
|
|
}
|
|
|
|
NetherBridgePieces::StairsRoom* NetherBridgePieces::StairsRoom::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new StairsRoom(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::StairsRoom::postProcess(Level* level, Random* random,
|
|
BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 0, 0, width - 1, 1, depth - 1,
|
|
Tile::netherBrick_Id, Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 0, 2, 0, 6, 10, 6, 0, 0, false);
|
|
|
|
// walls
|
|
generateBox(level, chunkBB, 0, 2, 0, 1, 8, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 5, 2, 0, 6, 8, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 2, 1, 0, 8, 6, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 6, 2, 1, 6, 8, 6, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 2, 6, 5, 8, 6, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// wall decorations
|
|
generateBox(level, chunkBB, 0, 3, 2, 0, 5, 4, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 6, 3, 2, 6, 5, 2, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 6, 3, 4, 6, 5, 4, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
// stair
|
|
placeBlock(level, Tile::netherBrick_Id, 0, 5, 2, 5, chunkBB);
|
|
generateBox(level, chunkBB, 4, 2, 5, 4, 3, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 3, 2, 5, 3, 4, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 2, 5, 2, 5, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 2, 5, 1, 6, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// top floor
|
|
generateBox(level, chunkBB, 1, 7, 1, 5, 7, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 6, 8, 2, 6, 8, 4, 0, 0, false);
|
|
|
|
// entries
|
|
generateBox(level, chunkBB, 2, 6, 0, 4, 8, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 5, 0, 4, 5, 0, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
for (int x = 0; x <= 6; x++) {
|
|
for (int z = 0; z <= 6; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::MonsterThrone::MonsterThrone() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::MonsterThrone::MonsterThrone(int genDepth, Random* random,
|
|
BoundingBox* box,
|
|
int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = box;
|
|
hasPlacedMobSpawner = false;
|
|
}
|
|
|
|
NetherBridgePieces::MonsterThrone*
|
|
NetherBridgePieces::MonsterThrone::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new MonsterThrone(genDepth, random, box, direction);
|
|
}
|
|
|
|
void NetherBridgePieces::MonsterThrone::readAdditonalSaveData(
|
|
CompoundTag* tag) {
|
|
NetherBridgePiece::readAdditonalSaveData(tag);
|
|
|
|
hasPlacedMobSpawner = tag->getBoolean(L"Mob");
|
|
}
|
|
|
|
void NetherBridgePieces::MonsterThrone::addAdditonalSaveData(CompoundTag* tag) {
|
|
NetherBridgePiece::addAdditonalSaveData(tag);
|
|
|
|
tag->putBoolean(L"Mob", hasPlacedMobSpawner);
|
|
}
|
|
|
|
bool NetherBridgePieces::MonsterThrone::postProcess(Level* level,
|
|
Random* random,
|
|
BoundingBox* chunkBB) {
|
|
generateBox(level, chunkBB, 0, 2, 0, 6, 7, 7, 0, 0, false);
|
|
|
|
// floors
|
|
generateBox(level, chunkBB, 1, 0, 0, 5, 1, 7, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 2, 1, 5, 2, 7, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 3, 2, 5, 3, 7, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 4, 3, 5, 4, 7, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// rails
|
|
generateBox(level, chunkBB, 1, 2, 0, 1, 4, 2, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 5, 2, 0, 5, 4, 2, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 5, 2, 1, 5, 3, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 5, 5, 2, 5, 5, 3, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 5, 3, 0, 5, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 6, 5, 3, 6, 5, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 5, 8, 5, 5, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
placeBlock(level, Tile::netherFence_Id, 0, 1, 6, 3, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 5, 6, 3, chunkBB);
|
|
generateBox(level, chunkBB, 0, 6, 3, 0, 6, 8, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 6, 6, 3, 6, 6, 8, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 1, 6, 8, 5, 7, 8, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 2, 8, 8, 4, 8, 8, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
if (!hasPlacedMobSpawner) {
|
|
int y = getWorldY(5), x = getWorldX(3, 5), z = getWorldZ(3, 5);
|
|
if (chunkBB->isInside(x, y, z)) {
|
|
hasPlacedMobSpawner = true;
|
|
level->setTileAndData(x, y, z, Tile::mobSpawner_Id, 0,
|
|
Tile::UPDATE_CLIENTS);
|
|
std::shared_ptr<MobSpawnerTileEntity> entity =
|
|
std::dynamic_pointer_cast<MobSpawnerTileEntity>(
|
|
level->getTileEntity(x, y, z));
|
|
if (entity != NULL) entity->getSpawner()->setEntityId(L"Blaze");
|
|
}
|
|
}
|
|
|
|
for (int x = 0; x <= 6; x++) {
|
|
for (int z = 0; z <= 6; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::CastleEntrance::CastleEntrance() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::CastleEntrance::CastleEntrance(int genDepth, Random* random,
|
|
BoundingBox* stairsBox,
|
|
int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
}
|
|
|
|
void NetherBridgePieces::CastleEntrance::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildForward((StartPiece*)startPiece, pieces, random, 5, 3, true);
|
|
}
|
|
|
|
NetherBridgePieces::CastleEntrance*
|
|
NetherBridgePieces::CastleEntrance::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -5, -3, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new CastleEntrance(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::CastleEntrance::postProcess(Level* level,
|
|
Random* random,
|
|
BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 3, 0, 12, 4, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 0, 5, 0, 12, 13, 12, 0, 0, false);
|
|
|
|
// walls
|
|
generateBox(level, chunkBB, 0, 5, 0, 1, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 11, 5, 0, 12, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 5, 11, 4, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 8, 5, 11, 10, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 5, 9, 11, 7, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 5, 0, 4, 12, 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 8, 5, 0, 10, 12, 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 5, 9, 0, 7, 12, 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// roof
|
|
generateBox(level, chunkBB, 2, 11, 2, 10, 12, 10, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// entrance decoration
|
|
generateBox(level, chunkBB, 5, 8, 0, 7, 8, 0, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
// wall decorations
|
|
for (int i = 1; i <= 11; i += 2) {
|
|
generateBox(level, chunkBB, i, 10, 0, i, 11, 0, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, i, 10, 12, i, 11, 12, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 0, 10, i, 0, 11, i, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 12, 10, i, 12, 11, i, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 0, chunkBB);
|
|
placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 12, chunkBB);
|
|
placeBlock(level, Tile::netherBrick_Id, 0, 0, 13, i, chunkBB);
|
|
placeBlock(level, Tile::netherBrick_Id, 0, 12, 13, i, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 0, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 12, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, i + 1, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 12, 13, i + 1, chunkBB);
|
|
}
|
|
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 12, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 12, 13, 0, chunkBB);
|
|
|
|
// inside decorations
|
|
for (int z = 3; z <= 9; z += 2) {
|
|
generateBox(level, chunkBB, 1, 7, z, 1, 8, z, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 11, 7, z, 11, 8, z, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
}
|
|
|
|
// supports
|
|
generateBox(level, chunkBB, 4, 2, 0, 8, 2, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 2, 4, 12, 2, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
generateBox(level, chunkBB, 4, 0, 0, 8, 1, 3, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 4, 0, 9, 8, 1, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 0, 4, 3, 1, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 9, 0, 4, 12, 1, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
for (int x = 4; x <= 8; x++) {
|
|
for (int z = 0; z <= 2; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 12 - z,
|
|
chunkBB);
|
|
}
|
|
}
|
|
for (int x = 0; x <= 2; x++) {
|
|
for (int z = 4; z <= 8; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, 12 - x, -1, z,
|
|
chunkBB);
|
|
}
|
|
}
|
|
|
|
// lava well
|
|
generateBox(level, chunkBB, 5, 5, 5, 7, 5, 7, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 6, 1, 6, 6, 4, 6, 0, 0, false);
|
|
placeBlock(level, Tile::netherBrick_Id, 0, 6, 0, 6, chunkBB);
|
|
placeBlock(level, Tile::lava_Id, 0, 6, 5, 6, chunkBB);
|
|
// tick lava well
|
|
int x = getWorldX(6, 6);
|
|
int y = getWorldY(5);
|
|
int z = getWorldZ(6, 6);
|
|
if (chunkBB->isInside(x, y, z)) {
|
|
level->setInstaTick(true);
|
|
Tile::tiles[Tile::lava_Id]->tick(level, x, y, z, random);
|
|
level->setInstaTick(false);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::CastleStalkRoom::CastleStalkRoom() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::CastleStalkRoom::CastleStalkRoom(int genDepth,
|
|
Random* random,
|
|
BoundingBox* stairsBox,
|
|
int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
}
|
|
|
|
void NetherBridgePieces::CastleStalkRoom::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildForward((StartPiece*)startPiece, pieces, random, 5, 3, true);
|
|
generateChildForward((StartPiece*)startPiece, pieces, random, 5, 11, true);
|
|
}
|
|
|
|
NetherBridgePieces::CastleStalkRoom*
|
|
NetherBridgePieces::CastleStalkRoom::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -5, -3, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new CastleStalkRoom(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::CastleStalkRoom::postProcess(Level* level,
|
|
Random* random,
|
|
BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 3, 0, 12, 4, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 0, 5, 0, 12, 13, 12, 0, 0, false);
|
|
|
|
// walls
|
|
generateBox(level, chunkBB, 0, 5, 0, 1, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 11, 5, 0, 12, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 5, 11, 4, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 8, 5, 11, 10, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 5, 9, 11, 7, 12, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 5, 0, 4, 12, 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 8, 5, 0, 10, 12, 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 5, 9, 0, 7, 12, 1, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// roof
|
|
generateBox(level, chunkBB, 2, 11, 2, 10, 12, 10, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// wall decorations
|
|
for (int i = 1; i <= 11; i += 2) {
|
|
generateBox(level, chunkBB, i, 10, 0, i, 11, 0, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, i, 10, 12, i, 11, 12, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 0, 10, i, 0, 11, i, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 12, 10, i, 12, 11, i, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 0, chunkBB);
|
|
placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 12, chunkBB);
|
|
placeBlock(level, Tile::netherBrick_Id, 0, 0, 13, i, chunkBB);
|
|
placeBlock(level, Tile::netherBrick_Id, 0, 12, 13, i, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 0, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 12, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, i + 1, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 12, 13, i + 1, chunkBB);
|
|
}
|
|
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 12, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
|
|
placeBlock(level, Tile::netherFence_Id, 0, 12, 13, 0, chunkBB);
|
|
|
|
// inside decorations
|
|
for (int z = 3; z <= 9; z += 2) {
|
|
generateBox(level, chunkBB, 1, 7, z, 1, 8, z, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 11, 7, z, 11, 8, z, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
}
|
|
|
|
// inside stair
|
|
int stairOrientation = getOrientationData(Tile::stairs_netherBricks_Id, 3);
|
|
for (int i = 0; i <= 6; i++) {
|
|
int z = i + 4;
|
|
for (int x = 5; x <= 7; x++) {
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, stairOrientation, x,
|
|
5 + i, z, chunkBB);
|
|
}
|
|
if (z >= 5 && z <= 8) {
|
|
generateBox(level, chunkBB, 5, 5, z, 7, i + 4, z,
|
|
Tile::netherBrick_Id, Tile::netherBrick_Id, false);
|
|
} else if (z >= 9 && z <= 10) {
|
|
generateBox(level, chunkBB, 5, 8, z, 7, i + 4, z,
|
|
Tile::netherBrick_Id, Tile::netherBrick_Id, false);
|
|
}
|
|
if (i >= 1) {
|
|
generateBox(level, chunkBB, 5, 6 + i, z, 7, 9 + i, z, 0, 0, false);
|
|
}
|
|
}
|
|
for (int x = 5; x <= 7; x++) {
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, stairOrientation, x, 12,
|
|
11, chunkBB);
|
|
}
|
|
generateBox(level, chunkBB, 5, 6, 7, 5, 7, 7, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 7, 6, 7, 7, 7, 7, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 5, 13, 12, 7, 13, 12, 0, 0, false);
|
|
|
|
// farmland catwalks
|
|
generateBox(level, chunkBB, 2, 5, 2, 3, 5, 3, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 5, 9, 3, 5, 10, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 2, 5, 4, 2, 5, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 9, 5, 2, 10, 5, 3, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 9, 5, 9, 10, 5, 10, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 10, 5, 4, 10, 5, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
int eastOrientation = getOrientationData(Tile::stairs_netherBricks_Id, 0);
|
|
int westOrientation = getOrientationData(Tile::stairs_netherBricks_Id, 1);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 2,
|
|
chunkBB);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 3,
|
|
chunkBB);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 9,
|
|
chunkBB);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 10,
|
|
chunkBB);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 2,
|
|
chunkBB);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 3,
|
|
chunkBB);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 9,
|
|
chunkBB);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 10,
|
|
chunkBB);
|
|
|
|
// farmlands
|
|
generateBox(level, chunkBB, 3, 4, 4, 4, 4, 8, Tile::soulsand_Id,
|
|
Tile::soulsand_Id, false);
|
|
generateBox(level, chunkBB, 8, 4, 4, 9, 4, 8, Tile::soulsand_Id,
|
|
Tile::soulsand_Id, false);
|
|
generateBox(level, chunkBB, 3, 5, 4, 4, 5, 8, Tile::netherStalk_Id,
|
|
Tile::netherStalk_Id, false);
|
|
generateBox(level, chunkBB, 8, 5, 4, 9, 5, 8, Tile::netherStalk_Id,
|
|
Tile::netherStalk_Id, false);
|
|
|
|
// supports
|
|
generateBox(level, chunkBB, 4, 2, 0, 8, 2, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 2, 4, 12, 2, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
generateBox(level, chunkBB, 4, 0, 0, 8, 1, 3, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 4, 0, 9, 8, 1, 12, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 0, 4, 3, 1, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 9, 0, 4, 12, 1, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
for (int x = 4; x <= 8; x++) {
|
|
for (int z = 0; z <= 2; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 12 - z,
|
|
chunkBB);
|
|
}
|
|
}
|
|
for (int x = 0; x <= 2; x++) {
|
|
for (int z = 4; z <= 8; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, 12 - x, -1, z,
|
|
chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorPiece::CastleSmallCorridorPiece() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorPiece::CastleSmallCorridorPiece(
|
|
int genDepth, Random* random, BoundingBox* stairsBox, int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
}
|
|
|
|
void NetherBridgePieces::CastleSmallCorridorPiece::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildForward((StartPiece*)startPiece, pieces, random, 1, 0, true);
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorPiece*
|
|
NetherBridgePieces::CastleSmallCorridorPiece::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new CastleSmallCorridorPiece(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::CastleSmallCorridorPiece::postProcess(
|
|
Level* level, Random* random, BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
|
|
|
|
// walls
|
|
generateBox(level, chunkBB, 0, 2, 0, 0, 5, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 4, 2, 0, 4, 5, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 3, 1, 0, 4, 1, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 0, 3, 3, 0, 4, 3, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 4, 3, 1, 4, 4, 1, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 4, 3, 3, 4, 4, 3, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
// roof
|
|
generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// supports
|
|
for (int x = 0; x <= 4; x++) {
|
|
for (int z = 0; z <= 4; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorCrossingPiece::
|
|
CastleSmallCorridorCrossingPiece() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorCrossingPiece::
|
|
CastleSmallCorridorCrossingPiece(int genDepth, Random* random,
|
|
BoundingBox* stairsBox, int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
}
|
|
|
|
void NetherBridgePieces::CastleSmallCorridorCrossingPiece::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildForward((StartPiece*)startPiece, pieces, random, 1, 0, true);
|
|
generateChildLeft((StartPiece*)startPiece, pieces, random, 0, 1, true);
|
|
generateChildRight((StartPiece*)startPiece, pieces, random, 0, 1, true);
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorCrossingPiece*
|
|
NetherBridgePieces::CastleSmallCorridorCrossingPiece::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new CastleSmallCorridorCrossingPiece(genDepth, random, box,
|
|
direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::CastleSmallCorridorCrossingPiece::postProcess(
|
|
Level* level, Random* random, BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
|
|
|
|
// walls
|
|
generateBox(level, chunkBB, 0, 2, 0, 0, 5, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 4, 2, 0, 4, 5, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 2, 4, 0, 5, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 4, 2, 4, 4, 5, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// roof
|
|
generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// supports
|
|
for (int x = 0; x <= 4; x++) {
|
|
for (int z = 0; z <= 4; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorRightTurnPiece::
|
|
CastleSmallCorridorRightTurnPiece() {
|
|
// for reflection
|
|
isNeedingChest = false;
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorRightTurnPiece::
|
|
CastleSmallCorridorRightTurnPiece(int genDepth, Random* random,
|
|
BoundingBox* stairsBox, int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
isNeedingChest = random->nextInt(3) == 0;
|
|
}
|
|
|
|
void NetherBridgePieces::CastleSmallCorridorRightTurnPiece::
|
|
readAdditonalSaveData(CompoundTag* tag) {
|
|
NetherBridgePiece::readAdditonalSaveData(tag);
|
|
|
|
isNeedingChest = tag->getBoolean(L"Chest");
|
|
}
|
|
|
|
void NetherBridgePieces::CastleSmallCorridorRightTurnPiece::
|
|
addAdditonalSaveData(CompoundTag* tag) {
|
|
NetherBridgePiece::addAdditonalSaveData(tag);
|
|
|
|
tag->putBoolean(L"Chest", isNeedingChest);
|
|
}
|
|
|
|
void NetherBridgePieces::CastleSmallCorridorRightTurnPiece::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildRight((StartPiece*)startPiece, pieces, random, 0, 1, true);
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorRightTurnPiece*
|
|
NetherBridgePieces::CastleSmallCorridorRightTurnPiece::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new CastleSmallCorridorRightTurnPiece(genDepth, random, box,
|
|
direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::CastleSmallCorridorRightTurnPiece::postProcess(
|
|
Level* level, Random* random, BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
|
|
|
|
// walls
|
|
generateBox(level, chunkBB, 0, 2, 0, 0, 5, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 0, 3, 1, 0, 4, 1, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 0, 3, 3, 0, 4, 3, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
generateBox(level, chunkBB, 4, 2, 0, 4, 5, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
generateBox(level, chunkBB, 1, 2, 4, 4, 5, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 3, 4, 1, 4, 4, Tile::netherFence_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 3, 3, 4, 3, 4, 4, Tile::netherFence_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
if (isNeedingChest) {
|
|
int y = getWorldY(2);
|
|
int x = getWorldX(1, 3), z = getWorldZ(1, 3);
|
|
if (chunkBB->isInside(x, y, z)) {
|
|
isNeedingChest = false;
|
|
createChest(level, chunkBB, random, 1, 2, 3,
|
|
WeighedTreasureArray(fortressTreasureItems,
|
|
FORTRESS_TREASURE_ITEMS_COUNT),
|
|
2 + random->nextInt(4));
|
|
}
|
|
}
|
|
|
|
// roof
|
|
generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// supports
|
|
for (int x = 0; x <= 4; x++) {
|
|
for (int z = 0; z <= 4; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::
|
|
CastleSmallCorridorLeftTurnPiece() {
|
|
isNeedingChest = false;
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::
|
|
CastleSmallCorridorLeftTurnPiece(int genDepth, Random* random,
|
|
BoundingBox* stairsBox, int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
isNeedingChest = random->nextInt(3) == 0;
|
|
}
|
|
|
|
void NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::
|
|
readAdditonalSaveData(CompoundTag* tag) {
|
|
NetherBridgePiece::readAdditonalSaveData(tag);
|
|
|
|
isNeedingChest = tag->getBoolean(L"Chest");
|
|
}
|
|
|
|
void NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::addAdditonalSaveData(
|
|
CompoundTag* tag) {
|
|
NetherBridgePiece::addAdditonalSaveData(tag);
|
|
|
|
tag->putBoolean(L"Chest", isNeedingChest);
|
|
}
|
|
|
|
void NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildLeft((StartPiece*)startPiece, pieces, random, 0, 1, true);
|
|
}
|
|
|
|
NetherBridgePieces::CastleSmallCorridorLeftTurnPiece*
|
|
NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new CastleSmallCorridorLeftTurnPiece(genDepth, random, box,
|
|
direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::postProcess(
|
|
Level* level, Random* random, BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
|
|
|
|
// walls
|
|
generateBox(level, chunkBB, 4, 2, 0, 4, 5, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 4, 3, 1, 4, 4, 1, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 4, 3, 3, 4, 4, 3, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
generateBox(level, chunkBB, 0, 2, 0, 0, 5, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
generateBox(level, chunkBB, 0, 2, 4, 3, 5, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 3, 4, 1, 4, 4, Tile::netherFence_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 3, 3, 4, 3, 4, 4, Tile::netherFence_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
if (isNeedingChest) {
|
|
int y = getWorldY(2);
|
|
int x = getWorldX(3, 3), z = getWorldZ(3, 3);
|
|
if (chunkBB->isInside(x, y, z)) {
|
|
isNeedingChest = false;
|
|
createChest(level, chunkBB, random, 3, 2, 3,
|
|
WeighedTreasureArray(fortressTreasureItems,
|
|
FORTRESS_TREASURE_ITEMS_COUNT),
|
|
2 + random->nextInt(4));
|
|
}
|
|
}
|
|
|
|
// roof
|
|
generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// supports
|
|
for (int x = 0; x <= 4; x++) {
|
|
for (int z = 0; z <= 4; z++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::CastleCorridorStairsPiece::CastleCorridorStairsPiece() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::CastleCorridorStairsPiece::CastleCorridorStairsPiece(
|
|
int genDepth, Random* random, BoundingBox* stairsBox, int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
}
|
|
|
|
void NetherBridgePieces::CastleCorridorStairsPiece::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
generateChildForward((StartPiece*)startPiece, pieces, random, 1, 0, true);
|
|
}
|
|
|
|
NetherBridgePieces::CastleCorridorStairsPiece*
|
|
NetherBridgePieces::CastleCorridorStairsPiece::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -1, -7, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new CastleCorridorStairsPiece(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::CastleCorridorStairsPiece::postProcess(
|
|
Level* level, Random* random, BoundingBox* chunkBB) {
|
|
// generate stairs
|
|
int stairsData = getOrientationData(Tile::stairs_netherBricks_Id, 2);
|
|
for (int step = 0; step <= 9; step++) {
|
|
int floor = std::max(1, 7 - step);
|
|
int roof = std::min(std::max(floor + 5, 14 - step), 13);
|
|
int z = step;
|
|
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 0, z, 4, floor, z, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 1, floor + 1, z, 3, roof - 1, z, 0, 0,
|
|
false);
|
|
if (step <= 6) {
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, stairsData, 1,
|
|
floor + 1, z, chunkBB);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, stairsData, 2,
|
|
floor + 1, z, chunkBB);
|
|
placeBlock(level, Tile::stairs_netherBricks_Id, stairsData, 3,
|
|
floor + 1, z, chunkBB);
|
|
}
|
|
// roof
|
|
generateBox(level, chunkBB, 0, roof, z, 4, roof, z,
|
|
Tile::netherBrick_Id, Tile::netherBrick_Id, false);
|
|
// walls
|
|
generateBox(level, chunkBB, 0, floor + 1, z, 0, roof - 1, z,
|
|
Tile::netherBrick_Id, Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 4, floor + 1, z, 4, roof - 1, z,
|
|
Tile::netherBrick_Id, Tile::netherBrick_Id, false);
|
|
if ((step & 1) == 0) {
|
|
generateBox(level, chunkBB, 0, floor + 2, z, 0, floor + 3, z,
|
|
Tile::netherFence_Id, Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 4, floor + 2, z, 4, floor + 3, z,
|
|
Tile::netherFence_Id, Tile::netherFence_Id, false);
|
|
}
|
|
|
|
// supports
|
|
for (int x = 0; x <= 4; x++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
NetherBridgePieces::CastleCorridorTBalconyPiece::CastleCorridorTBalconyPiece() {
|
|
// for reflection
|
|
}
|
|
|
|
NetherBridgePieces::CastleCorridorTBalconyPiece::CastleCorridorTBalconyPiece(
|
|
int genDepth, Random* random, BoundingBox* stairsBox, int direction)
|
|
: NetherBridgePiece(genDepth) {
|
|
orientation = direction;
|
|
boundingBox = stairsBox;
|
|
}
|
|
|
|
void NetherBridgePieces::CastleCorridorTBalconyPiece::addChildren(
|
|
StructurePiece* startPiece, std::list<StructurePiece*>* pieces,
|
|
Random* random) {
|
|
int zOff = 1;
|
|
// compensate for weird negative-facing behaviour
|
|
if (orientation == Direction::WEST || orientation == Direction::NORTH) {
|
|
zOff = 5;
|
|
}
|
|
|
|
generateChildLeft((StartPiece*)startPiece, pieces, random, 0, zOff,
|
|
random->nextInt(8) > 0);
|
|
generateChildRight((StartPiece*)startPiece, pieces, random, 0, zOff,
|
|
random->nextInt(8) > 0);
|
|
}
|
|
|
|
NetherBridgePieces::CastleCorridorTBalconyPiece*
|
|
NetherBridgePieces::CastleCorridorTBalconyPiece::createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
|
|
int footZ, int direction, int genDepth) {
|
|
BoundingBox* box = BoundingBox::orientBox(footX, footY, footZ, -3, 0, 0,
|
|
width, height, depth, direction);
|
|
|
|
StartPiece* startPiece = NULL;
|
|
if (pieces != NULL)
|
|
startPiece = ((NetherBridgePieces::StartPiece*)pieces->front());
|
|
|
|
if (!isOkBox(box, startPiece) ||
|
|
StructurePiece::findCollisionPiece(pieces, box) != NULL) {
|
|
delete box;
|
|
return NULL;
|
|
}
|
|
|
|
return new CastleCorridorTBalconyPiece(genDepth, random, box, direction);
|
|
}
|
|
|
|
bool NetherBridgePieces::CastleCorridorTBalconyPiece::postProcess(
|
|
Level* level, Random* random, BoundingBox* chunkBB) {
|
|
// floor
|
|
generateBox(level, chunkBB, 0, 0, 0, 8, 1, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
// room air
|
|
generateBox(level, chunkBB, 0, 2, 0, 8, 5, 8, 0, 0, false);
|
|
// corridor roof
|
|
generateBox(level, chunkBB, 0, 6, 0, 8, 6, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
|
|
// inside walls
|
|
generateBox(level, chunkBB, 0, 2, 0, 2, 5, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 6, 2, 0, 8, 5, 0, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 3, 0, 1, 4, 0, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 7, 3, 0, 7, 4, 0, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
// balcony floor
|
|
generateBox(level, chunkBB, 0, 2, 4, 8, 2, 8, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 1, 4, 2, 2, 4, 0, 0, false);
|
|
generateBox(level, chunkBB, 6, 1, 4, 7, 2, 4, 0, 0, false);
|
|
|
|
// hand rails
|
|
generateBox(level, chunkBB, 0, 3, 8, 8, 3, 8, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 0, 3, 6, 0, 3, 7, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 8, 3, 6, 8, 3, 7, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
// balcony walls
|
|
generateBox(level, chunkBB, 0, 3, 4, 0, 5, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 8, 3, 4, 8, 5, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 3, 5, 2, 5, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 6, 3, 5, 7, 5, 5, Tile::netherBrick_Id,
|
|
Tile::netherBrick_Id, false);
|
|
generateBox(level, chunkBB, 1, 4, 5, 1, 5, 5, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
generateBox(level, chunkBB, 7, 4, 5, 7, 5, 5, Tile::netherFence_Id,
|
|
Tile::netherFence_Id, false);
|
|
|
|
// supports
|
|
for (int z = 0; z <= 5; z++) {
|
|
for (int x = 0; x <= 8; x++) {
|
|
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|