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https://github.com/4jcraft/4jcraft.git
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608 lines
22 KiB
C++
608 lines
22 KiB
C++
#pragma once
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#include "StructurePiece.h"
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class NetherBridgePieces {
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private:
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static const int MAX_DEPTH = 30;
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// the dungeon starts at 64 and traverses downwards to this point
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static const int LOWEST_Y_POSITION = 10;
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// 4J - added to replace use of Class<? extends NetherBridgePiece> within
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// this class
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enum EPieceClass {
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EPieceClass_BridgeStraight,
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EPieceClass_BridgeEndFiller,
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EPieceClass_BridgeCrossing,
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EPieceClass_RoomCrossing,
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EPieceClass_StairsRoom,
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EPieceClass_MonsterThrone,
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EPieceClass_CastleEntrance,
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EPieceClass_CastleStalkRoom,
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EPieceClass_CastleSmallCorridorPiece,
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EPieceClass_CastleSmallCorridorCrossingPiece,
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EPieceClass_CastleSmallCorridorRightTurnPiece,
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EPieceClass_CastleSmallCorridorLeftTurnPiece,
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EPieceClass_CastleCorridorStairsPiece,
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EPieceClass_CastleCorridorTBalconyPiece
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};
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public:
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static void loadStatic();
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private:
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class PieceWeight {
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public:
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EPieceClass pieceClass;
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const int weight;
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int placeCount;
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int maxPlaceCount;
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bool allowInRow;
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PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount,
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bool allowInRow);
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PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount);
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bool doPlace(int depth);
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bool isValid();
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};
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static const int BRIDGE_PIECEWEIGHTS_COUNT = 6;
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static const int CASTLE_PIECEWEIGHTS_COUNT = 7;
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static NetherBridgePieces::PieceWeight*
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bridgePieceWeights[BRIDGE_PIECEWEIGHTS_COUNT];
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static NetherBridgePieces::PieceWeight*
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castlePieceWeights[CASTLE_PIECEWEIGHTS_COUNT];
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private:
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class NetherBridgePiece;
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static NetherBridgePiece* findAndCreateBridgePieceFactory(
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NetherBridgePieces::PieceWeight* piece,
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std::list<StructurePiece*>* pieces, Random* random, int footX,
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int footY, int footZ, int direction, int depth);
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/**
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*
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*
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*/
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public:
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class StartPiece;
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private:
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class NetherBridgePiece : public StructurePiece {
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protected:
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static const int FORTRESS_TREASURE_ITEMS_COUNT = 11;
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static WeighedTreasure*
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fortressTreasureItems[FORTRESS_TREASURE_ITEMS_COUNT];
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public:
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NetherBridgePiece();
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protected:
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NetherBridgePiece(int genDepth);
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virtual void readAdditonalSaveData(CompoundTag* tag);
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virtual void addAdditonalSaveData(CompoundTag* tag);
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private:
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int updatePieceWeight(std::list<PieceWeight*>* currentPieces);
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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,
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int footY, int footZ, int direction, int depth);
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StructurePiece* generateAndAddPiece(StartPiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random, int footX,
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int footY, int footZ, int direction,
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int depth, bool isCastle);
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protected:
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StructurePiece* generateChildForward(StartPiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random, int xOff, int yOff,
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bool isCastle);
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StructurePiece* generateChildLeft(StartPiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random, int yOff, int zOff,
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bool isCastle);
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StructurePiece* generateChildRight(StartPiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random, int yOff, int zOff,
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bool isCastle);
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static bool isOkBox(BoundingBox* box,
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StartPiece* startRoom); // 4J added startRoom param
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void generateLightPost(Level* level, Random* random,
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BoundingBox* chunkBB, int x, int y, int z,
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int xOff, int zOff);
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void generateLightPostFacingRight(Level* level, Random* random,
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BoundingBox* chunkBB, int x, int y,
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int z);
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void generateLightPostFacingLeft(Level* level, Random* random,
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BoundingBox* chunkBB, int x, int y,
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int z);
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void generateLightPostFacingUp(Level* level, Random* random,
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BoundingBox* chunkBB, int x, int y,
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int z);
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void generateLightPostFacingDown(Level* level, Random* random,
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BoundingBox* chunkBB, int x, int y,
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int z);
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};
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/**
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*
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*
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*/
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class BridgeStraight : public NetherBridgePiece {
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public:
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static StructurePiece* Create() { return new BridgeStraight(); }
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virtual EStructurePiece GetType() {
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return eStructurePiece_BridgeStraight;
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}
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private:
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static const int width = 5;
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static const int height = 10;
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static const int depth = 19;
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public:
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BridgeStraight();
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BridgeStraight(int genDepth, Random* random, BoundingBox* stairsBox,
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int direction);
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static BridgeStraight* createPiece(std::list<StructurePiece*>* pieces,
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Random* random, int footX, int footY,
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int footZ, int direction,
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int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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class BridgeEndFiller : public NetherBridgePiece {
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public:
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static StructurePiece* Create() { return new BridgeEndFiller(); }
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virtual EStructurePiece GetType() {
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return eStructurePiece_BridgeEndFiller;
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}
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private:
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static const int width = 5;
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static const int height = 10;
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static const int depth = 8;
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int selfSeed;
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public:
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BridgeEndFiller();
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BridgeEndFiller(int genDepth, Random* random, BoundingBox* stairsBox,
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int direction);
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static BridgeEndFiller* createPiece(std::list<StructurePiece*>* pieces,
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Random* random, int footX,
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int footY, int footZ, int direction,
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int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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protected:
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void readAdditonalSaveData(CompoundTag* tag);
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void addAdditonalSaveData(CompoundTag* tag);
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};
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class BridgeCrossing : public NetherBridgePiece {
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public:
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static StructurePiece* Create() { return new BridgeCrossing(); }
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virtual EStructurePiece GetType() {
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return eStructurePiece_BridgeCrossing;
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}
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private:
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static const int width = 19;
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static const int height = 10;
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static const int depth = 19;
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public:
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BridgeCrossing();
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BridgeCrossing(int genDepth, Random* random, BoundingBox* stairsBox,
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int direction);
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protected:
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BridgeCrossing(Random* random, int west, int north);
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public:
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static BridgeCrossing* createPiece(std::list<StructurePiece*>* pieces,
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Random* random, int footX, int footY,
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int footZ, int direction,
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int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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public:
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class StartPiece : public BridgeCrossing {
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public:
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virtual EStructurePiece GetType() {
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return eStructurePiece_NetherBridgeStartPiece;
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}
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public:
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PieceWeight* previousPiece;
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Level* m_level;
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std::list<PieceWeight*> availableBridgePieces;
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std::list<PieceWeight*> availableCastlePieces;
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// this queue is used so that the addChildren calls are
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// called in a random order
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std::vector<StructurePiece*> pendingChildren;
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StartPiece();
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StartPiece(Random* random, int west, int north,
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Level* level); // 4J Added level param
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protected:
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virtual void readAdditonalSaveData(CompoundTag* tag);
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virtual void addAdditonalSaveData(CompoundTag* tag);
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};
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private:
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class RoomCrossing : public NetherBridgePiece {
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public:
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static StructurePiece* Create() { return new RoomCrossing(); }
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virtual EStructurePiece GetType() {
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return eStructurePiece_RoomCrossing;
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}
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private:
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static const int width = 7;
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static const int height = 9;
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static const int depth = 7;
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public:
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RoomCrossing();
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RoomCrossing(int genDepth, Random* random, BoundingBox* box,
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int direction);
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static RoomCrossing* createPiece(std::list<StructurePiece*>* pieces,
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Random* random, int footX, int footY,
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int footZ, int direction,
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int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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class StairsRoom : public NetherBridgePiece {
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public:
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static StructurePiece* Create() { return new StairsRoom(); }
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virtual EStructurePiece GetType() { return eStructurePiece_StairsRoom; }
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private:
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static const int width = 7;
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static const int height = 11;
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static const int depth = 7;
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public:
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StairsRoom();
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StairsRoom(int genDepth, Random* random, BoundingBox* box,
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int direction);
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static StairsRoom* createPiece(std::list<StructurePiece*>* pieces,
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Random* random, int footX, int footY,
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int footZ, int direction, int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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class MonsterThrone : public NetherBridgePiece {
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public:
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static StructurePiece* Create() { return new MonsterThrone(); }
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virtual EStructurePiece GetType() {
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return eStructurePiece_MonsterThrone;
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}
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private:
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static const int width = 7;
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static const int height = 8;
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static const int depth = 9;
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bool hasPlacedMobSpawner;
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public:
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MonsterThrone();
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MonsterThrone(int genDepth, Random* random, BoundingBox* box,
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int direction);
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protected:
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virtual void readAdditonalSaveData(CompoundTag* tag);
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virtual void addAdditonalSaveData(CompoundTag* tag);
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public:
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static MonsterThrone* createPiece(std::list<StructurePiece*>* pieces,
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Random* random, int footX, int footY,
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int footZ, int direction,
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int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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/**
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*
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*
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*/
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class CastleEntrance : public NetherBridgePiece {
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public:
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static StructurePiece* Create() { return new CastleEntrance(); }
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virtual EStructurePiece GetType() {
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return eStructurePiece_CastleEntrance;
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}
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private:
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static const int width = 13;
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static const int height = 14;
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static const int depth = 13;
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public:
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CastleEntrance();
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CastleEntrance(int genDepth, Random* random, BoundingBox* stairsBox,
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int direction);
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static CastleEntrance* createPiece(std::list<StructurePiece*>* pieces,
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Random* random, int footX, int footY,
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int footZ, int direction,
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int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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/**
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*
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*
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*/
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class CastleStalkRoom : public NetherBridgePiece {
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public:
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static StructurePiece* Create() { return new CastleStalkRoom(); }
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virtual EStructurePiece GetType() {
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return eStructurePiece_CastleStalkRoom;
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}
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private:
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static const int width = 13;
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static const int height = 14;
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static const int depth = 13;
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public:
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CastleStalkRoom();
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CastleStalkRoom(int genDepth, Random* random, BoundingBox* stairsBox,
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int direction);
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static CastleStalkRoom* createPiece(std::list<StructurePiece*>* pieces,
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Random* random, int footX,
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int footY, int footZ, int direction,
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int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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/**
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*
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*
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*/
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class CastleSmallCorridorPiece : public NetherBridgePiece {
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public:
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static StructurePiece* Create() {
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return new CastleSmallCorridorPiece();
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}
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virtual EStructurePiece GetType() {
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return eStructurePiece_CastleSmallCorridorPiece;
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}
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private:
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static const int width = 5;
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static const int height = 7;
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static const int depth = 5;
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public:
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CastleSmallCorridorPiece();
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CastleSmallCorridorPiece(int genDepth, Random* random,
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BoundingBox* stairsBox, int direction);
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static CastleSmallCorridorPiece* createPiece(
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std::list<StructurePiece*>* pieces, Random* random, int footX,
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int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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/**
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*
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*
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*/
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class CastleSmallCorridorCrossingPiece : public NetherBridgePiece {
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public:
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static StructurePiece* Create() {
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return new CastleSmallCorridorCrossingPiece();
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}
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virtual EStructurePiece GetType() {
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return eStructurePiece_CastleSmallCorridorCrossingPiece;
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}
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private:
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static const int width = 5;
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static const int height = 7;
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static const int depth = 5;
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public:
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CastleSmallCorridorCrossingPiece();
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CastleSmallCorridorCrossingPiece(int genDepth, Random* random,
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BoundingBox* stairsBox, int direction);
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static CastleSmallCorridorCrossingPiece* createPiece(
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std::list<StructurePiece*>* pieces, Random* random, int footX,
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int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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/**
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*
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*
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*/
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class CastleSmallCorridorRightTurnPiece : public NetherBridgePiece {
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public:
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static StructurePiece* Create() {
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return new CastleSmallCorridorRightTurnPiece();
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}
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virtual EStructurePiece GetType() {
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return eStructurePiece_CastleSmallCorridorRightTurnPiece;
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}
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private:
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static const int width = 5;
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static const int height = 7;
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static const int depth = 5;
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bool isNeedingChest;
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public:
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CastleSmallCorridorRightTurnPiece();
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CastleSmallCorridorRightTurnPiece(int genDepth, Random* random,
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BoundingBox* stairsBox,
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int direction);
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protected:
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virtual void readAdditonalSaveData(CompoundTag* tag);
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virtual void addAdditonalSaveData(CompoundTag* tag);
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public:
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static CastleSmallCorridorRightTurnPiece* createPiece(
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std::list<StructurePiece*>* pieces, Random* random, int footX,
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int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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/**
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*
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*
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*/
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class CastleSmallCorridorLeftTurnPiece : public NetherBridgePiece {
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public:
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static StructurePiece* Create() {
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return new CastleSmallCorridorLeftTurnPiece();
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}
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virtual EStructurePiece GetType() {
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return eStructurePiece_CastleSmallCorridorLeftTurnPiece;
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}
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private:
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static const int width = 5;
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static const int height = 7;
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static const int depth = 5;
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bool isNeedingChest;
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public:
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CastleSmallCorridorLeftTurnPiece();
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CastleSmallCorridorLeftTurnPiece(int genDepth, Random* random,
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BoundingBox* stairsBox, int direction);
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protected:
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virtual void readAdditonalSaveData(CompoundTag* tag);
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virtual void addAdditonalSaveData(CompoundTag* tag);
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public:
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virtual void addChildren(StructurePiece* startPiece,
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std::list<StructurePiece*>* pieces,
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Random* random);
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static CastleSmallCorridorLeftTurnPiece* createPiece(
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std::list<StructurePiece*>* pieces, Random* random, int footX,
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int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level* level, Random* random,
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BoundingBox* chunkBB);
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};
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/**
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*
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*
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*/
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class CastleCorridorStairsPiece : public NetherBridgePiece {
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public:
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static StructurePiece* Create() {
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return new CastleCorridorStairsPiece();
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}
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virtual EStructurePiece GetType() {
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return eStructurePiece_CastleCorridorStairsPiece;
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|
}
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|
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private:
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static const int width = 5;
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static const int height = 14;
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|
static const int depth = 10;
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|
|
|
public:
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|
CastleCorridorStairsPiece();
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|
CastleCorridorStairsPiece(int genDepth, Random* random,
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|
BoundingBox* stairsBox, int direction);
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|
virtual void addChildren(StructurePiece* startPiece,
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|
std::list<StructurePiece*>* pieces,
|
|
Random* random);
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|
static CastleCorridorStairsPiece* createPiece(
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|
std::list<StructurePiece*>* pieces, Random* random, int footX,
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|
int footY, int footZ, int direction, int genDepth);
|
|
virtual bool postProcess(Level* level, Random* random,
|
|
BoundingBox* chunkBB);
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|
};
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|
|
|
/**
|
|
*
|
|
*
|
|
*/
|
|
class CastleCorridorTBalconyPiece : public NetherBridgePiece {
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|
public:
|
|
static StructurePiece* Create() {
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|
return new CastleCorridorTBalconyPiece();
|
|
}
|
|
virtual EStructurePiece GetType() {
|
|
return eStructurePiece_CastleCorridorTBalconyPiece;
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|
}
|
|
|
|
private:
|
|
static const int width = 9;
|
|
static const int height = 7;
|
|
static const int depth = 9;
|
|
|
|
public:
|
|
CastleCorridorTBalconyPiece();
|
|
CastleCorridorTBalconyPiece(int genDepth, Random* random,
|
|
BoundingBox* stairsBox, int direction);
|
|
virtual void addChildren(StructurePiece* startPiece,
|
|
std::list<StructurePiece*>* pieces,
|
|
Random* random);
|
|
static CastleCorridorTBalconyPiece* createPiece(
|
|
std::list<StructurePiece*>* pieces, Random* random, int footX,
|
|
int footY, int footZ, int direction, int genDepth);
|
|
virtual bool postProcess(Level* level, Random* random,
|
|
BoundingBox* chunkBB);
|
|
};
|
|
};
|