4jcraft/Minecraft.World/WorldGen/Structures/MineShaftPieces.cpp
2026-03-30 02:17:54 -05:00

926 lines
38 KiB
C++

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