4jcraft/Minecraft.World/WorldGen/Structures/NetherBridgePieces.cpp
2026-03-21 17:45:10 -05:00

1974 lines
80 KiB
C++

#include "../../Platform/stdafx.h"
#include "../../Headers/net.minecraft.world.item.h"
#include "../../Headers/net.minecraft.world.level.h"
#include "../../Headers/net.minecraft.world.level.tile.h"
#include "../../Headers/net.minecraft.world.level.tile.entity.h"
#include "../../Headers/net.minecraft.world.level.levelgen.h"
#include "../../Headers/net.minecraft.world.level.storage.h"
#include "../../Headers/net.minecraft.world.level.levelgen.structure.h"
#include "../../Util/WeighedTreasure.h"
#include "NetherBridgePieces.h"
#include "../../Util/Direction.h"
void NetherBridgePieces::loadStatic() {
StructureFeatureIO::setPieceId(eStructurePiece_BridgeCrossing,
BridgeCrossing::Create, L"NeBCr");
StructureFeatureIO::setPieceId(eStructurePiece_BridgeEndFiller,
BridgeEndFiller::Create, L"NeBEF");
StructureFeatureIO::setPieceId(eStructurePiece_BridgeStraight,
BridgeStraight::Create, L"NeBS");
StructureFeatureIO::setPieceId(eStructurePiece_CastleCorridorStairsPiece,
CastleCorridorStairsPiece::Create, L"NeCCS");
StructureFeatureIO::setPieceId(eStructurePiece_CastleCorridorTBalconyPiece,
CastleCorridorTBalconyPiece::Create,
L"NeCTB");
StructureFeatureIO::setPieceId(eStructurePiece_CastleEntrance,
CastleEntrance::Create, L"NeCE");
StructureFeatureIO::setPieceId(
eStructurePiece_CastleSmallCorridorCrossingPiece,
CastleSmallCorridorCrossingPiece::Create, L"NeSCSC");
StructureFeatureIO::setPieceId(
eStructurePiece_CastleSmallCorridorLeftTurnPiece,
CastleSmallCorridorLeftTurnPiece::Create, L"NeSCLT");
StructureFeatureIO::setPieceId(eStructurePiece_CastleSmallCorridorPiece,
CastleSmallCorridorPiece::Create, L"NeSC");
StructureFeatureIO::setPieceId(
eStructurePiece_CastleSmallCorridorRightTurnPiece,
CastleSmallCorridorRightTurnPiece::Create, L"NeSCRT");
StructureFeatureIO::setPieceId(eStructurePiece_CastleStalkRoom,
CastleStalkRoom::Create, L"NeCSR");
StructureFeatureIO::setPieceId(eStructurePiece_MonsterThrone,
MonsterThrone::Create, L"NeMT");
StructureFeatureIO::setPieceId(eStructurePiece_RoomCrossing,
RoomCrossing::Create, L"NeRC");
StructureFeatureIO::setPieceId(eStructurePiece_StairsRoom,
StairsRoom::Create, L"NeSR");
StructureFeatureIO::setPieceId(eStructurePiece_NetherBridgeStartPiece,
StartPiece::Create, L"NeStart");
}
NetherBridgePieces::PieceWeight::PieceWeight(EPieceClass pieceClass, int weight,
int maxPlaceCount, bool allowInRow)
: weight(weight) {
this->placeCount = 0;
this->pieceClass = pieceClass;
this->maxPlaceCount = maxPlaceCount;
this->allowInRow = allowInRow;
}
NetherBridgePieces::PieceWeight::PieceWeight(EPieceClass pieceClass, int weight,
int maxPlaceCount)
: weight(weight) {
this->placeCount = 0;
this->pieceClass = pieceClass;
this->maxPlaceCount = maxPlaceCount;
this->allowInRow = false;
}
bool NetherBridgePieces::PieceWeight::doPlace(int depth) {
return maxPlaceCount == 0 || placeCount < maxPlaceCount;
}
bool NetherBridgePieces::PieceWeight::isValid() {
return maxPlaceCount == 0 || placeCount < maxPlaceCount;
}
NetherBridgePieces::PieceWeight* NetherBridgePieces::bridgePieceWeights
[NetherBridgePieces::BRIDGE_PIECEWEIGHTS_COUNT] = {
new PieceWeight(EPieceClass_BridgeStraight, 30, 0, true),
new PieceWeight(EPieceClass_BridgeCrossing, 10, 4),
new PieceWeight(
EPieceClass_MonsterThrone, 15,
2), // 4J Stu - Increased weight to ensure that we have these (was
// 5), required for Blazes and therefore required for brewing
new PieceWeight(EPieceClass_CastleEntrance, 15,
1), // 4J Stu - Increased weight to ensure that we have
// these (was 5), required for CastleStalkRoom, and
// therefore required for brewing
new PieceWeight(EPieceClass_RoomCrossing, 10, 4),
new PieceWeight(EPieceClass_StairsRoom, 10, 3),
};
NetherBridgePieces::PieceWeight* NetherBridgePieces::castlePieceWeights
[NetherBridgePieces::CASTLE_PIECEWEIGHTS_COUNT] = {
new PieceWeight(EPieceClass_CastleStalkRoom, 30,
2), // 4J Stu - Increased weight to ensure that we have
// these (was 5), required for Nether Wart, and
// therefore required for brewing
new PieceWeight(EPieceClass_CastleSmallCorridorPiece, 25, 0, true),
new PieceWeight(EPieceClass_CastleSmallCorridorCrossingPiece, 15, 5),
new PieceWeight(EPieceClass_CastleSmallCorridorRightTurnPiece, 5, 10),
new PieceWeight(EPieceClass_CastleSmallCorridorLeftTurnPiece, 5, 10),
new PieceWeight(EPieceClass_CastleCorridorStairsPiece, 10, 3, true),
new PieceWeight(EPieceClass_CastleCorridorTBalconyPiece, 7, 2),
};
NetherBridgePieces::NetherBridgePiece*
NetherBridgePieces::findAndCreateBridgePieceFactory(
NetherBridgePieces::PieceWeight* piece, std::list<StructurePiece*>* pieces,
Random* random, int footX, int footY, int footZ, int direction, int depth) {
EPieceClass pieceClass = piece->pieceClass;
NetherBridgePiece* structurePiece = NULL;
if (pieceClass == EPieceClass_BridgeStraight) {
structurePiece = BridgeStraight::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_BridgeCrossing) {
structurePiece = BridgeCrossing::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_RoomCrossing) {
structurePiece = RoomCrossing::createPiece(pieces, random, footX, footY,
footZ, direction, depth);
} else if (pieceClass == EPieceClass_StairsRoom) {
structurePiece = StairsRoom::createPiece(pieces, random, footX, footY,
footZ, direction, depth);
} else if (pieceClass == EPieceClass_MonsterThrone) {
structurePiece = MonsterThrone::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_CastleEntrance) {
structurePiece = CastleEntrance::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_CastleSmallCorridorPiece) {
structurePiece = CastleSmallCorridorPiece::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_CastleSmallCorridorRightTurnPiece) {
structurePiece = CastleSmallCorridorRightTurnPiece::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_CastleSmallCorridorLeftTurnPiece) {
structurePiece = CastleSmallCorridorLeftTurnPiece::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_CastleCorridorStairsPiece) {
structurePiece = CastleCorridorStairsPiece::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_CastleCorridorTBalconyPiece) {
structurePiece = CastleCorridorTBalconyPiece::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_CastleSmallCorridorCrossingPiece) {
structurePiece = CastleSmallCorridorCrossingPiece::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
} else if (pieceClass == EPieceClass_CastleStalkRoom) {
structurePiece = CastleStalkRoom::createPiece(
pieces, random, footX, footY, footZ, direction, depth);
}
return structurePiece;
}
WeighedTreasure* NetherBridgePieces::NetherBridgePiece::fortressTreasureItems
[FORTRESS_TREASURE_ITEMS_COUNT] = {
new WeighedTreasure(Item::diamond_Id, 0, 1, 3, 5),
new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 5),
new WeighedTreasure(Item::goldIngot_Id, 0, 1, 3, 15),
new WeighedTreasure(Item::sword_gold_Id, 0, 1, 1, 5),
new WeighedTreasure(Item::chestplate_gold_Id, 0, 1, 1, 5),
new WeighedTreasure(Item::flintAndSteel_Id, 0, 1, 1, 5),
new WeighedTreasure(Item::netherwart_seeds_Id, 0, 3, 7, 5),
new WeighedTreasure(Item::saddle_Id, 0, 1, 1, 10),
new WeighedTreasure(Item::horseArmorGold_Id, 0, 1, 1, 8),
new WeighedTreasure(Item::horseArmorMetal_Id, 0, 1, 1, 5),
new WeighedTreasure(Item::horseArmorDiamond_Id, 0, 1, 1, 3),
};
NetherBridgePieces::NetherBridgePiece::NetherBridgePiece() {
// for reflection
}
NetherBridgePieces::NetherBridgePiece::NetherBridgePiece(int genDepth)
: StructurePiece(genDepth) {}
void NetherBridgePieces::NetherBridgePiece::readAdditonalSaveData(
CompoundTag* tag) {}
void NetherBridgePieces::NetherBridgePiece::addAdditonalSaveData(
CompoundTag* tag) {}
int NetherBridgePieces::NetherBridgePiece::updatePieceWeight(
std::list<PieceWeight*>* currentPieces) {
bool hasAnyPieces = false;
int totalWeight = 0;
for (AUTO_VAR(it, currentPieces->begin()); it != currentPieces->end();
it++) {
PieceWeight* piece = *it;
if (piece->maxPlaceCount > 0 &&
piece->placeCount < piece->maxPlaceCount) {
hasAnyPieces = true;
}
totalWeight += piece->weight;
}
return (hasAnyPieces ? totalWeight : -1);
}
NetherBridgePieces::NetherBridgePiece*
NetherBridgePieces::NetherBridgePiece::generatePiece(
StartPiece* startPiece,
std::list<NetherBridgePieces::PieceWeight*>* currentPieces,
std::list<StructurePiece*>* pieces, Random* random, int footX, int footY,
int footZ, int direction, int depth) {
int totalWeight = updatePieceWeight(currentPieces);
boolean doStuff = totalWeight > 0 && depth <= MAX_DEPTH;
int numAttempts = 0;
while (numAttempts < 5 && doStuff) {
numAttempts++;
int weightSelection = random->nextInt(totalWeight);
for (AUTO_VAR(it, currentPieces->begin()); it != currentPieces->end();
it++) {
PieceWeight* piece = *it;
weightSelection -= piece->weight;
if (weightSelection < 0) {
if (!piece->doPlace(depth) ||
(piece == startPiece->previousPiece &&
!piece->allowInRow)) {
break;
}
NetherBridgePiece* structurePiece =
findAndCreateBridgePieceFactory(piece, pieces, random,
footX, footY, footZ,
direction, depth);
if (structurePiece != NULL) {
piece->placeCount++;
startPiece->previousPiece = piece;
if (!piece->isValid()) {
currentPieces->remove(piece);
}
return structurePiece;
}
}
}
}
{
return BridgeEndFiller::createPiece(pieces, random, footX, footY, footZ,
direction, depth);
}
}
StructurePiece* NetherBridgePieces::NetherBridgePiece::generateAndAddPiece(
StartPiece* startPiece, std::list<StructurePiece*>* pieces, Random* random,
int footX, int footY, int footZ, int direction, int depth, bool isCastle) {
if (abs(footX - startPiece->getBoundingBox()->x0) > 7 * 16 ||
abs(footZ - startPiece->getBoundingBox()->z0) > 7 * 16) {
return BridgeEndFiller::createPiece(pieces, random, footX, footY, footZ,
direction, depth);
}
std::list<PieceWeight*>* availablePieces =
&startPiece->availableBridgePieces;
if (isCastle) {
availablePieces = &startPiece->availableCastlePieces;
}
StructurePiece* newPiece =
generatePiece(startPiece, availablePieces, pieces, random, footX, footY,
footZ, direction, depth + 1);
if (newPiece != NULL) {
pieces->push_back(newPiece);
startPiece->pendingChildren.push_back(newPiece);
}
return newPiece;
}
StructurePiece* NetherBridgePieces::NetherBridgePiece::generateChildForward(
StartPiece* startPiece, std::list<StructurePiece*>* pieces, Random* random,
int xOff, int yOff, bool isCastle) {
switch (orientation) {
case Direction::NORTH:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x0 + xOff,
boundingBox->y0 + yOff, boundingBox->z0 - 1, orientation,
getGenDepth(), isCastle);
case Direction::SOUTH:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x0 + xOff,
boundingBox->y0 + yOff, boundingBox->z1 + 1, orientation,
getGenDepth(), isCastle);
case Direction::WEST:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x0 - 1,
boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation,
getGenDepth(), isCastle);
case Direction::EAST:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x1 + 1,
boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation,
getGenDepth(), isCastle);
}
return NULL;
}
StructurePiece* NetherBridgePieces::NetherBridgePiece::generateChildLeft(
StartPiece* startPiece, std::list<StructurePiece*>* pieces, Random* random,
int yOff, int zOff, bool isCastle) {
switch (orientation) {
case Direction::NORTH:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x0 - 1,
boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST,
getGenDepth(), isCastle);
case Direction::SOUTH:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x0 - 1,
boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST,
getGenDepth(), isCastle);
case Direction::WEST:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x0 + zOff,
boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH,
getGenDepth(), isCastle);
case Direction::EAST:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x0 + zOff,
boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH,
getGenDepth(), isCastle);
}
return NULL;
}
StructurePiece* NetherBridgePieces::NetherBridgePiece::generateChildRight(
StartPiece* startPiece, std::list<StructurePiece*>* pieces, Random* random,
int yOff, int zOff, bool isCastle) {
switch (orientation) {
case Direction::NORTH:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x1 + 1,
boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST,
getGenDepth(), isCastle);
case Direction::SOUTH:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x1 + 1,
boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST,
getGenDepth(), isCastle);
case Direction::WEST:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x0 + zOff,
boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH,
getGenDepth(), isCastle);
case Direction::EAST:
return generateAndAddPiece(
startPiece, pieces, random, boundingBox->x0 + zOff,
boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH,
getGenDepth(), isCastle);
}
return NULL;
}
bool NetherBridgePieces::NetherBridgePiece::isOkBox(BoundingBox* box,
StartPiece* startPiece) {
bool bIsOk = false;
if (box != NULL) {
if (box->y0 > LOWEST_Y_POSITION) bIsOk = true;
int xzSize = (startPiece->m_level->getLevelData()->getXZSize() /
startPiece->m_level->getLevelData()
->getHellScale()); // HellRandomLevelSource::XZSIZE;
int blockMin = -((xzSize << 4) / 2) + 1;
int blockMax = ((xzSize << 4) / 2) - 1;
if (box->x0 <= blockMin) bIsOk = false;
if (box->z0 <= blockMin) bIsOk = false;
if (box->x1 >= blockMax) bIsOk = false;
if (box->z1 >= blockMax) bIsOk = false;
}
return bIsOk;
}
void NetherBridgePieces::NetherBridgePiece::generateLightPost(
Level* level, Random* random, BoundingBox* chunkBB, int x, int y, int z,
int xOff, int zOff) {
int worldX = getWorldX(x, z);
int worldY = getWorldY(y);
int worldZ = getWorldZ(x, z);
if (!chunkBB->isInside(worldX, worldY, worldZ)) {
return;
}
if (level->isEmptyTile(worldX, worldY, worldZ) &&
level->isEmptyTile(worldX, worldY + 1, worldZ) &&
level->isEmptyTile(worldX, worldY + 2, worldZ) &&
level->isEmptyTile(worldX, worldY + 3, worldZ)) {
level->setTileAndData(worldX, worldY, worldZ, Tile::netherFence_Id, 0,
Tile::UPDATE_CLIENTS);
level->setTileAndData(worldX, worldY + 1, worldZ, Tile::netherFence_Id,
0, Tile::UPDATE_CLIENTS);
level->setTileAndData(worldX, worldY + 2, worldZ, Tile::netherFence_Id,
0, Tile::UPDATE_CLIENTS);
level->setTileAndData(worldX, worldY + 3, worldZ, Tile::netherFence_Id,
0, Tile::UPDATE_CLIENTS);
placeBlock(level, Tile::netherFence_Id, 0, x + xOff, y + 3, z + zOff,
chunkBB);
placeBlock(level, Tile::glowstone_Id, 0, x + xOff, y + 2, z + zOff,
chunkBB);
}
}
void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingRight(
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;
}