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

174 lines
6.9 KiB
C++

#pragma once
#include "../../Util/WeighedRandom.h"
#include "../../Util/BoundingBox.h"
#include "../StructureFeatureIO.h"
class Level;
class Random;
class ChunkPos;
class BlockSelector;
class ChestTileEntity;
class TilePos;
/**
*
* A structure piece is a construction or room, located somewhere in the world
* with a given orientatino (out of Direction.java). Structure pieces have a
* bounding box that says where the piece is located and its bounds, and the
* orientation is used to translate local coordinates into world coordinates.
* <p>
* The default orientation is Direction.UNDEFINED, in which case no translation
* will occur. If the orientation is Direction.NORTH, coordinate (0, 0, 0) will
* be at (boundingBox.x0, boundingBox.y0, boundingBox.z1). In other words, (1,
* 1, 1) will be translated to (boundingBox.x0 + 1, boundingBox.y0 + 1,
* boundingBox.z1 - 1).
* <p>
* When using Direction.SOUTH, the x coordinate will be the same, and the z
* coordinate will be flipped. In other words, the bounding box is NOT rotated!
* It is only flipped along the z axis. Also note that the bounding box is in
* world coordinates, so the local drawing must never reach outside of this.
* <p>
* When using east and west coordinates, the local z coordinate will be swapped
* with the local x coordinate. For example, (0, 0, 0) is (boundingBox.z1,
* boundingBox.y0, boundingBox.z0), and (1, 1, 1) becomes (boundingBox.x1 - 1,
* boundingBox.y0 + 1, boundingBox.z0 + 1) when using Direction.WEST.
* <p>
* When-ever a structure piece is placing blocks, it is VERY IMPORTANT to always
* make sure that all getTile and setTile calls are within the chunk's bounding
* box. Failing to check this will cause the level generator to create new
* chunks, leading to infinite loops and other errors.
*/
class StructurePiece {
public:
virtual EStructurePiece GetType() = 0;
public:
class BlockSelector {
protected:
int nextId;
int nextData;
public:
virtual void next(Random* random, int worldX, int worldY, int worldZ,
bool isEdge) {}
virtual int getNextId() { return nextId; }
virtual int getNextData() { return nextData; }
};
public
: // 4J is protected in java, but accessed from VillagePieces, not sure how
BoundingBox* boundingBox;
protected:
int orientation;
int genDepth;
public:
StructurePiece();
protected:
StructurePiece(int genDepth);
public:
virtual ~StructurePiece();
virtual CompoundTag* createTag();
protected:
virtual void addAdditonalSaveData(CompoundTag* tag) = 0;
public:
virtual void load(Level* level, CompoundTag* tag);
protected:
virtual void readAdditonalSaveData(CompoundTag* tag) = 0;
public:
virtual void addChildren(StructurePiece* startPiece,
std::list<StructurePiece*>* pieces,
Random* random);
virtual bool postProcess(Level* level, Random* random,
BoundingBox* chunkBB) = 0;
virtual BoundingBox* getBoundingBox();
int getGenDepth();
public:
bool isInChunk(ChunkPos* pos);
static StructurePiece* findCollisionPiece(
std::list<StructurePiece*>* pieces, BoundingBox* box);
virtual TilePos* getLocatorPosition();
protected:
bool edgesLiquid(Level* level, BoundingBox* chunkBB);
public:
// 4J Stu - Made these public to use in game rules
int getWorldX(int x, int z);
int getWorldY(int y);
int getWorldZ(int x, int z);
int getOrientationData(int tile, int data);
virtual void placeBlock(Level* level, int block, int data, int x, int y,
int z, BoundingBox* chunkBB);
/**
* The purpose of this method is to wrap the getTile call on Level, in order
* to prevent the level from generating chunks that shouldn't be loaded yet.
* Returns 0 if the call is out of bounds.
*
* @param level
* @param x
* @param y
* @param z
* @param chunkPosition
* @return
*/
virtual int getBlock(Level* level, int x, int y, int z,
BoundingBox* chunkBB);
virtual void generateAirBox(Level* level, BoundingBox* chunkBB, int x0,
int y0, int z0, int x1, int y1, int z1);
virtual void generateBox(Level* level, BoundingBox* chunkBB, int x0, int y0,
int z0, int x1, int y1, int z1, int edgeTile,
int fillTile, bool skipAir);
virtual void generateBox(Level* level, BoundingBox* chunkBB, int x0, int y0,
int z0, int x1, int y1, int z1, int edgeTile,
int edgeData, int fillTile, int fillData,
bool skipAir);
virtual void generateBox(Level* level, BoundingBox* chunkBB,
BoundingBox* boxBB, int edgeTile, int fillTile,
bool skipAir);
virtual void generateBox(Level* level, BoundingBox* chunkBB, int x0, int y0,
int z0, int x1, int y1, int z1, bool skipAir,
Random* random, BlockSelector* selector);
virtual void generateBox(Level* level, BoundingBox* chunkBB,
BoundingBox* boxBB, bool skipAir, Random* random,
BlockSelector* selector);
virtual void generateMaybeBox(Level* level, BoundingBox* chunkBB,
Random* random, float probability, int x0,
int y0, int z0, int x1, int y1, int z1,
int edgeTile, int fillTile, bool skipAir);
virtual void maybeGenerateBlock(Level* level, BoundingBox* chunkBB,
Random* random, float probability, int x,
int y, int z, int tile, int data);
virtual void generateUpperHalfSphere(Level* level, BoundingBox* chunkBB,
int x0, int y0, int z0, int x1, int y1,
int z1, int fillTile, bool skipAir);
virtual void generateAirColumnUp(Level* level, int x, int startY, int z,
BoundingBox* chunkBB);
virtual void fillColumnDown(Level* level, int tile, int tileData, int x,
int startY, int z, BoundingBox* chunkBB);
virtual bool createChest(Level* level, BoundingBox* chunkBB, Random* random,
int x, int y, int z, WeighedTreasureArray treasure,
int numRolls);
virtual bool createDispenser(Level* level, BoundingBox* chunkBB,
Random* random, int x, int y, int z,
int facing, WeighedTreasureArray items,
int numRolls);
protected:
void createDoor(Level* level, BoundingBox* chunkBB, Random* random, int x,
int y, int z, int orientation);
};