Files
MinecraftConsoles/Minecraft.World/MineShaftPieces.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

801 lines
29 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.entity.item.h"
#include "net.minecraft.world.level.levelgen.structure.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.level.tile.entity.h"
#include "net.minecraft.world.item.h"
#include "JavaMath.h"
#include "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(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 != NULL)
{
return new MineShaftCrossing(genDepth, random, crossingBox, direction);
}
}
else if (randomSelection >= 70)
{
BoundingBox *stairsBox = MineShaftStairs::findStairs(pieces, random, footX, footY, footZ, direction);
if (stairsBox != NULL)
{
return new MineShaftPieces::MineShaftStairs(genDepth, random, stairsBox, direction);
}
}
else
{
BoundingBox *corridorBox = MineShaftCorridor::findCorridorSize(pieces, random, footX, footY, footZ, direction);
if (corridorBox != NULL)
{
return new MineShaftCorridor(genDepth, random, corridorBox, direction);
}
}
return NULL;
}
StructurePiece *MineShaftPieces::generateAndAddPiece(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
{
if (depth > MAX_DEPTH)
{
return NULL;
}
if (abs(footX - startPiece->getBoundingBox()->x0) > 5 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 5 * 16)
{
return NULL;
}
StructurePiece *newPiece = createRandomShaftPiece(pieces, random, footX, footY, footZ, direction, depth + 1);
if (newPiece != NULL)
{
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)
{
delete it;
}
}
void MineShaftPieces::MineShaftRoom::addChildren(StructurePiece *startPiece, 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 != NULL)
{
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 != NULL)
{
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 != NULL)
{
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 != NULL)
{
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, min(boundingBox->y0 + 3, boundingBox->y1), boundingBox->z1, 0, 0, false);
for(auto& entranceBox : childEntranceBoxes)
{
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& bb : childEntranceBoxes)
{
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(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) != NULL)
{
corridorLength--;
}
else
{
break;
}
}
if (corridorLength > 0)
{
return box;
}
delete box;
// unable to place corridor here
return NULL;
}
void MineShaftPieces::MineShaftCorridor::addChildren(StructurePiece *startPiece, 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);
shared_ptr<MinecartChest> chest = 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);
shared_ptr<MobSpawnerTileEntity> entity = dynamic_pointer_cast<MobSpawnerTileEntity>( level->getTileEntity(x, y, newZ) );
if (entity != NULL) 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(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) != NULL)
{
delete box;
return NULL;
}
return box;
}
void MineShaftPieces::MineShaftCrossing::addChildren(StructurePiece *startPiece, 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(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) != NULL)
{
delete box;
return NULL;
}
return box;
}
void MineShaftPieces::MineShaftStairs::addChildren(StructurePiece *startPiece, 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;
}