Files
MinecraftConsoles/Minecraft.World/NetherBridgePieces.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

1655 lines
67 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.item.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.level.levelgen.h"
#include "net.minecraft.world.level.storage.h"
#include "net.minecraft.world.level.levelgen.structure.h"
#include "WeighedTreasure.h"
#include "NetherBridgePieces.h"
#include "Direction.h"
void NetherBridgePieces::loadStatic()
{
StructureFeatureIO::setPieceId( eStructurePiece_BridgeCrossing, BridgeCrossing::Create, L"NeBCr");
StructureFeatureIO::setPieceId( eStructurePiece_BridgeEndFiller, BridgeEndFiller::Create, L"NeBEF");
StructureFeatureIO::setPieceId( eStructurePiece_BridgeStraight, BridgeStraight::Create, L"NeBS");
StructureFeatureIO::setPieceId( eStructurePiece_CastleCorridorStairsPiece, CastleCorridorStairsPiece::Create, L"NeCCS");
StructureFeatureIO::setPieceId( eStructurePiece_CastleCorridorTBalconyPiece, CastleCorridorTBalconyPiece::Create, L"NeCTB");
StructureFeatureIO::setPieceId( eStructurePiece_CastleEntrance, CastleEntrance::Create, L"NeCE");
StructureFeatureIO::setPieceId( eStructurePiece_CastleSmallCorridorCrossingPiece, CastleSmallCorridorCrossingPiece::Create, L"NeSCSC");
StructureFeatureIO::setPieceId( eStructurePiece_CastleSmallCorridorLeftTurnPiece, CastleSmallCorridorLeftTurnPiece::Create, L"NeSCLT");
StructureFeatureIO::setPieceId( eStructurePiece_CastleSmallCorridorPiece, CastleSmallCorridorPiece::Create, L"NeSC");
StructureFeatureIO::setPieceId( eStructurePiece_CastleSmallCorridorRightTurnPiece, CastleSmallCorridorRightTurnPiece::Create, L"NeSCRT");
StructureFeatureIO::setPieceId( eStructurePiece_CastleStalkRoom, CastleStalkRoom::Create, L"NeCSR");
StructureFeatureIO::setPieceId( eStructurePiece_MonsterThrone, MonsterThrone::Create, L"NeMT");
StructureFeatureIO::setPieceId( eStructurePiece_RoomCrossing, RoomCrossing::Create, L"NeRC");
StructureFeatureIO::setPieceId( eStructurePiece_StairsRoom, StairsRoom::Create, L"NeSR");
StructureFeatureIO::setPieceId( eStructurePiece_NetherBridgeStartPiece, StartPiece::Create, L"NeStart");
}
NetherBridgePieces::PieceWeight::PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount, bool allowInRow) : weight(weight)
{
this->placeCount = 0;
this->pieceClass = pieceClass;
this->maxPlaceCount = maxPlaceCount;
this->allowInRow = allowInRow;
}
NetherBridgePieces::PieceWeight::PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount) : weight(weight)
{
this->placeCount = 0;
this->pieceClass = pieceClass;
this->maxPlaceCount = maxPlaceCount;
this->allowInRow = false;
}
bool NetherBridgePieces::PieceWeight::doPlace(int depth)
{
return maxPlaceCount == 0 || placeCount < maxPlaceCount;
}
bool NetherBridgePieces::PieceWeight::isValid()
{
return maxPlaceCount == 0 || placeCount < maxPlaceCount;
}
NetherBridgePieces::PieceWeight *NetherBridgePieces::bridgePieceWeights[NetherBridgePieces::BRIDGE_PIECEWEIGHTS_COUNT] =
{
new PieceWeight(EPieceClass_BridgeStraight, 30, 0, true),
new PieceWeight(EPieceClass_BridgeCrossing, 10, 4),
new PieceWeight(EPieceClass_MonsterThrone, 15, 2), // 4J Stu - Increased weight to ensure that we have these (was 5), required for Blazes and therefore required for brewing
new PieceWeight(EPieceClass_CastleEntrance, 15, 1), // 4J Stu - Increased weight to ensure that we have these (was 5), required for CastleStalkRoom, and therefore required for brewing
new PieceWeight(EPieceClass_RoomCrossing, 10, 4),
new PieceWeight(EPieceClass_StairsRoom, 10, 3),
};
NetherBridgePieces::PieceWeight *NetherBridgePieces::castlePieceWeights[NetherBridgePieces::CASTLE_PIECEWEIGHTS_COUNT] =
{
new PieceWeight(EPieceClass_CastleStalkRoom, 30, 2), // 4J Stu - Increased weight to ensure that we have these (was 5), required for Nether Wart, and therefore required for brewing
new PieceWeight(EPieceClass_CastleSmallCorridorPiece, 25, 0, true),
new PieceWeight(EPieceClass_CastleSmallCorridorCrossingPiece, 15, 5),
new PieceWeight(EPieceClass_CastleSmallCorridorRightTurnPiece, 5, 10),
new PieceWeight(EPieceClass_CastleSmallCorridorLeftTurnPiece, 5, 10),
new PieceWeight(EPieceClass_CastleCorridorStairsPiece, 10, 3, true),
new PieceWeight(EPieceClass_CastleCorridorTBalconyPiece, 7, 2),
};
NetherBridgePieces::NetherBridgePiece *NetherBridgePieces::findAndCreateBridgePieceFactory(NetherBridgePieces::PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
{
EPieceClass pieceClass = piece->pieceClass;
NetherBridgePiece *structurePiece = NULL;
if (pieceClass == EPieceClass_BridgeStraight)
{
structurePiece = BridgeStraight::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_BridgeCrossing)
{
structurePiece = BridgeCrossing::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_RoomCrossing)
{
structurePiece = RoomCrossing::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_StairsRoom)
{
structurePiece = StairsRoom::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_MonsterThrone)
{
structurePiece = MonsterThrone::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_CastleEntrance)
{
structurePiece = CastleEntrance::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_CastleSmallCorridorPiece)
{
structurePiece = CastleSmallCorridorPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_CastleSmallCorridorRightTurnPiece)
{
structurePiece = CastleSmallCorridorRightTurnPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_CastleSmallCorridorLeftTurnPiece)
{
structurePiece = CastleSmallCorridorLeftTurnPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_CastleCorridorStairsPiece)
{
structurePiece = CastleCorridorStairsPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_CastleCorridorTBalconyPiece)
{
structurePiece = CastleCorridorTBalconyPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_CastleSmallCorridorCrossingPiece)
{
structurePiece = CastleSmallCorridorCrossingPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == EPieceClass_CastleStalkRoom)
{
structurePiece = CastleStalkRoom::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
return structurePiece;
}
WeighedTreasure *NetherBridgePieces::NetherBridgePiece::fortressTreasureItems[FORTRESS_TREASURE_ITEMS_COUNT] = {
new WeighedTreasure(Item::diamond_Id, 0, 1, 3, 5),
new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 5),
new WeighedTreasure(Item::goldIngot_Id, 0, 1, 3, 15),
new WeighedTreasure(Item::sword_gold_Id, 0, 1, 1, 5),
new WeighedTreasure(Item::chestplate_gold_Id, 0, 1, 1, 5),
new WeighedTreasure(Item::flintAndSteel_Id, 0, 1, 1, 5),
new WeighedTreasure(Item::netherwart_seeds_Id, 0, 3, 7, 5),
new WeighedTreasure(Item::saddle_Id, 0, 1, 1, 10),
new WeighedTreasure(Item::horseArmorGold_Id, 0, 1, 1, 8),
new WeighedTreasure(Item::horseArmorMetal_Id, 0, 1, 1, 5),
new WeighedTreasure(Item::horseArmorDiamond_Id, 0, 1, 1, 3),
};
NetherBridgePieces::NetherBridgePiece::NetherBridgePiece()
{
// for reflection
}
NetherBridgePieces::NetherBridgePiece::NetherBridgePiece(int genDepth) : StructurePiece(genDepth)
{
}
void NetherBridgePieces::NetherBridgePiece::readAdditonalSaveData(CompoundTag *tag)
{
}
void NetherBridgePieces::NetherBridgePiece::addAdditonalSaveData(CompoundTag *tag)
{
}
int NetherBridgePieces::NetherBridgePiece::updatePieceWeight(list<PieceWeight *> *currentPieces)
{
bool hasAnyPieces = false;
int totalWeight = 0;
for(auto& piece : *currentPieces)
{
if (piece->maxPlaceCount > 0 && piece->placeCount < piece->maxPlaceCount)
{
hasAnyPieces = true;
}
totalWeight += piece->weight;
}
return (hasAnyPieces ? totalWeight : -1);
}
NetherBridgePieces::NetherBridgePiece *NetherBridgePieces::NetherBridgePiece::generatePiece(StartPiece *startPiece, list<NetherBridgePieces::PieceWeight *> *currentPieces, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
{
int totalWeight = updatePieceWeight(currentPieces);
boolean doStuff = totalWeight > 0 && depth <= MAX_DEPTH;
int numAttempts = 0;
while (numAttempts < 5 && doStuff)
{
numAttempts++;
int weightSelection = random->nextInt(totalWeight);
for ( PieceWeight *piece : *currentPieces )
{
weightSelection -= piece->weight;
if (weightSelection < 0)
{
if (!piece->doPlace(depth) || (piece == startPiece->previousPiece && !piece->allowInRow))
{
break;
}
NetherBridgePiece *structurePiece = findAndCreateBridgePieceFactory(piece, pieces, random, footX, footY, footZ, direction, depth);
if (structurePiece != NULL)
{
piece->placeCount++;
startPiece->previousPiece = piece;
if (!piece->isValid())
{
currentPieces->remove(piece);
}
return structurePiece;
}
}
}
}
{
return BridgeEndFiller::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
}
StructurePiece *NetherBridgePieces::NetherBridgePiece::generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle)
{
if (abs(footX - startPiece->getBoundingBox()->x0) > 7 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 7 * 16)
{
return BridgeEndFiller::createPiece(pieces, random, footX, footY, footZ, direction, depth);
}
list<PieceWeight *> *availablePieces = &startPiece->availableBridgePieces;
if (isCastle)
{
availablePieces = &startPiece->availableCastlePieces;
}
StructurePiece *newPiece = generatePiece(startPiece, availablePieces, pieces, random, footX, footY, footZ, direction, depth + 1);
if (newPiece != NULL)
{
pieces->push_back(newPiece);
startPiece->pendingChildren.push_back(newPiece);
}
return newPiece;
}
StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff, bool isCastle)
{
switch (orientation)
{
case Direction::NORTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + xOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, orientation, getGenDepth(), isCastle);
case Direction::SOUTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + xOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, orientation, getGenDepth(), isCastle);
case Direction::WEST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation, getGenDepth(), isCastle);
case Direction::EAST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation, getGenDepth(), isCastle);
}
return NULL;
}
StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle)
{
switch (orientation)
{
case Direction::NORTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST, getGenDepth(), isCastle);
case Direction::SOUTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST, getGenDepth(), isCastle);
case Direction::WEST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH, getGenDepth(), isCastle);
case Direction::EAST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH, getGenDepth(), isCastle);
}
return NULL;
}
StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle)
{
switch (orientation)
{
case Direction::NORTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST, getGenDepth(), isCastle);
case Direction::SOUTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST, getGenDepth(), isCastle);
case Direction::WEST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth(), isCastle);
case Direction::EAST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth(), isCastle);
}
return NULL;
}
bool NetherBridgePieces::NetherBridgePiece::isOkBox(BoundingBox *box, StartPiece *startPiece)
{
bool bIsOk = false;
if(box != NULL)
{
if( box->y0 > LOWEST_Y_POSITION ) bIsOk = true;
int xzSize = (startPiece->m_level->getLevelData()->getXZSize() / startPiece->m_level->getLevelData()->getHellScale()); //HellRandomLevelSource::XZSIZE;
int blockMin = -( (xzSize << 4) / 2) + 1;
int blockMax = ( (xzSize << 4) / 2 ) - 1;
if(box->x0 <= blockMin) bIsOk = false;
if(box->z0 <= blockMin) bIsOk = false;
if(box->x1 >= blockMax) bIsOk = false;
if(box->z1 >= blockMax) bIsOk = false;
}
return bIsOk;
}
void NetherBridgePieces::NetherBridgePiece::generateLightPost(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z, int xOff, int zOff)
{
int worldX = getWorldX(x, z);
int worldY = getWorldY(y);
int worldZ = getWorldZ(x, z);
if (!chunkBB->isInside(worldX, worldY, worldZ))
{
return;
}
if (level->isEmptyTile(worldX, worldY, worldZ) && level->isEmptyTile(worldX, worldY + 1, worldZ) && level->isEmptyTile(worldX, worldY + 2, worldZ)
&& level->isEmptyTile(worldX, worldY + 3, worldZ))
{
level->setTileAndData(worldX, worldY, worldZ, Tile::netherFence_Id, 0, Tile::UPDATE_CLIENTS);
level->setTileAndData(worldX, worldY + 1, worldZ, Tile::netherFence_Id, 0, Tile::UPDATE_CLIENTS);
level->setTileAndData(worldX, worldY + 2, worldZ, Tile::netherFence_Id, 0, Tile::UPDATE_CLIENTS);
level->setTileAndData(worldX, worldY + 3, worldZ, Tile::netherFence_Id, 0, Tile::UPDATE_CLIENTS);
placeBlock(level, Tile::netherFence_Id, 0, x + xOff, y + 3, z + zOff, chunkBB);
placeBlock(level, Tile::glowstone_Id, 0, x + xOff, y + 2, z + zOff, chunkBB);
}
}
void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingRight(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z)
{
generateLightPost(level, random, chunkBB, x, y, z, 1, 0);
}
void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingLeft(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z)
{
generateLightPost(level, random, chunkBB, x, y, z, -1, 0);
}
void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingUp(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z)
{
generateLightPost(level, random, chunkBB, x, y, z, 0, 1);
}
void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingDown(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z)
{
generateLightPost(level, random, chunkBB, x, y, z, 0, -1);
}
NetherBridgePieces::BridgeStraight::BridgeStraight()
{
// for reflection
}
NetherBridgePieces::BridgeStraight::BridgeStraight(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
void NetherBridgePieces::BridgeStraight::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildForward((StartPiece *) startPiece, pieces, random, 1, 3, false);
}
NetherBridgePieces::BridgeStraight *NetherBridgePieces::BridgeStraight::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -3, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new BridgeStraight(genDepth, random, box, direction);
}
bool NetherBridgePieces::BridgeStraight::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 3, 0, width - 1, 4, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 1, 5, 0, 3, 7, depth - 1, 0, 0, false);
// hand rails
generateBox(level, chunkBB, 0, 5, 0, 0, 5, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, 5, 0, 4, 5, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// supports
generateBox(level, chunkBB, 0, 2, 0, 4, 2, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 2, 13, 4, 2, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 0, 15, 4, 1, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
for (int x = 0; x <= 4; x++)
{
for (int z = 0; z <= 2; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 18 - z, chunkBB);
}
}
generateBox(level, chunkBB, 0, 1, 1, 0, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 3, 4, 0, 4, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 3, 14, 0, 4, 14, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 1, 17, 0, 4, 17, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 4, 1, 1, 4, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 4, 3, 4, 4, 4, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 4, 3, 14, 4, 4, 14, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 4, 1, 17, 4, 4, 17, Tile::netherFence_Id, Tile::netherFence_Id, false);
return true;
}
NetherBridgePieces::BridgeEndFiller::BridgeEndFiller()
{
// for reflection
}
NetherBridgePieces::BridgeEndFiller::BridgeEndFiller(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
selfSeed = random->nextInt();
}
NetherBridgePieces::BridgeEndFiller *NetherBridgePieces::BridgeEndFiller::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -3, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new BridgeEndFiller(genDepth, random, box, direction);
}
bool NetherBridgePieces::BridgeEndFiller::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
Random *selfRandom = new Random(selfSeed);
// floor
for (int x = 0; x <= 4; x++)
{
for (int y = 3; y <= 4; y++)
{
int z = selfRandom->nextInt(8);
generateBox(level, chunkBB, x, y, 0, x, y, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
}
}
// hand rails
{
int z = selfRandom->nextInt(8);
generateBox(level, chunkBB, 0, 5, 0, 0, 5, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
}
{
int z = selfRandom->nextInt(8);
generateBox(level, chunkBB, 4, 5, 0, 4, 5, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
}
// supports
for (int x = 0; x <= 4; x++)
{
int z = selfRandom->nextInt(5);
generateBox(level, chunkBB, x, 2, 0, x, 2, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
}
for (int x = 0; x <= 4; x++)
{
for (int y = 0; y <= 1; y++)
{
int z = selfRandom->nextInt(3);
generateBox(level, chunkBB, x, y, 0, x, y, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
}
}
delete selfRandom;
return true;
}
void NetherBridgePieces::BridgeEndFiller::readAdditonalSaveData(CompoundTag *tag)
{
NetherBridgePiece::readAdditonalSaveData(tag);
selfSeed = tag->getInt(L"Seed");
}
void NetherBridgePieces::BridgeEndFiller::addAdditonalSaveData(CompoundTag *tag)
{
NetherBridgePiece::addAdditonalSaveData(tag);
tag->putInt(L"Seed", selfSeed);
}
NetherBridgePieces::BridgeCrossing::BridgeCrossing()
{
// for reflection
}
NetherBridgePieces::BridgeCrossing::BridgeCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
NetherBridgePieces::BridgeCrossing::BridgeCrossing(Random *random, int west, int north) : NetherBridgePiece(0)
{
orientation = random->nextInt(4);
switch (orientation)
{
case Direction::NORTH:
case Direction::SOUTH:
boundingBox = new BoundingBox(west, 64, north, west + width - 1, 64 + height - 1, north + depth - 1);
break;
default:
boundingBox = new BoundingBox(west, 64, north, west + depth - 1, 64 + height - 1, north + width - 1);
break;
}
}
void NetherBridgePieces::BridgeCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildForward((StartPiece *) startPiece, pieces, random, 8, 3, false);
generateChildLeft((StartPiece *) startPiece, pieces, random, 3, 8, false);
generateChildRight((StartPiece *) startPiece, pieces, random, 3, 8, false);
}
NetherBridgePieces::BridgeCrossing *NetherBridgePieces::BridgeCrossing::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -8, -3, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new BridgeCrossing(genDepth, random, box, direction);
}
bool NetherBridgePieces::BridgeCrossing::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 7, 3, 0, 11, 4, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 3, 7, 18, 4, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 8, 5, 0, 10, 7, 18, 0, 0, false);
generateBox(level, chunkBB, 0, 5, 8, 18, 7, 10, 0, 0, false);
// hand rails
generateBox(level, chunkBB, 7, 5, 0, 7, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 7, 5, 11, 7, 5, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 11, 5, 0, 11, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 11, 5, 11, 11, 5, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 5, 7, 7, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 11, 5, 7, 18, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 5, 11, 7, 5, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 11, 5, 11, 18, 5, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// supports
generateBox(level, chunkBB, 7, 2, 0, 11, 2, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 7, 2, 13, 11, 2, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 7, 0, 0, 11, 1, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 7, 0, 15, 11, 1, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
for (int x = 7; x <= 11; x++)
{
for (int z = 0; z <= 2; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 18 - z, chunkBB);
}
}
generateBox(level, chunkBB, 0, 2, 7, 5, 2, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 13, 2, 7, 18, 2, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 0, 7, 3, 1, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 15, 0, 7, 18, 1, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
for (int x = 0; x <= 2; x++)
{
for (int z = 7; z <= 11; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
fillColumnDown(level, Tile::netherBrick_Id, 0, 18 - x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::StartPiece::StartPiece()
{
// for reflection
previousPiece = NULL;
}
NetherBridgePieces::StartPiece::StartPiece(Random *random, int west, int north, Level *level) : BridgeCrossing(random, west, north)
{
previousPiece = NULL;
m_level = level;
for( int i = 0; i < BRIDGE_PIECEWEIGHTS_COUNT; i++ )
{
PieceWeight *piece = bridgePieceWeights[i];
piece->placeCount = 0;
availableBridgePieces.push_back(piece);
}
for( int i = 0; i < CASTLE_PIECEWEIGHTS_COUNT; i++ )
{
PieceWeight *piece = castlePieceWeights[i];
piece->placeCount = 0;
availableCastlePieces.push_back(piece);
}
}
void NetherBridgePieces::StartPiece::readAdditonalSaveData(CompoundTag *tag)
{
BridgeCrossing::readAdditonalSaveData(tag);
}
void NetherBridgePieces::StartPiece::addAdditonalSaveData(CompoundTag *tag)
{
BridgeCrossing::addAdditonalSaveData(tag);
}
NetherBridgePieces::RoomCrossing::RoomCrossing()
{
// for reflection
}
NetherBridgePieces::RoomCrossing::RoomCrossing(int genDepth, Random *random, BoundingBox *box, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = box;
}
void NetherBridgePieces::RoomCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildForward((StartPiece *) startPiece, pieces, random, 2, 0, false);
generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 2, false);
generateChildRight((StartPiece *) startPiece, pieces, random, 0, 2, false);
}
NetherBridgePieces::RoomCrossing *NetherBridgePieces::RoomCrossing::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new RoomCrossing(genDepth, random, box, direction);
}
bool NetherBridgePieces::RoomCrossing::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 0, 0, width - 1, 1, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 0, 2, 0, 6, 7, 6, 0, 0, false);
// walls
generateBox(level, chunkBB, 0, 2, 0, 1, 6, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 2, 6, 1, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 5, 2, 0, 6, 6, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 5, 2, 6, 6, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 2, 0, 0, 6, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 2, 5, 0, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 6, 2, 0, 6, 6, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 6, 2, 5, 6, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// entries
generateBox(level, chunkBB, 2, 6, 0, 4, 6, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 5, 0, 4, 5, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 2, 6, 6, 4, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 5, 6, 4, 5, 6, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 6, 2, 0, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 5, 2, 0, 5, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 6, 6, 2, 6, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 6, 5, 2, 6, 5, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
for (int x = 0; x <= 6; x++)
{
for (int z = 0; z <= 6; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::StairsRoom::StairsRoom()
{
// for reflection
}
NetherBridgePieces::StairsRoom::StairsRoom(int genDepth, Random *random, BoundingBox *box, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = box;
}
void NetherBridgePieces::StairsRoom::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildRight((StartPiece *) startPiece, pieces, random, 6, 2, false);
}
NetherBridgePieces::StairsRoom *NetherBridgePieces::StairsRoom::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new StairsRoom(genDepth, random, box, direction);
}
bool NetherBridgePieces::StairsRoom::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 0, 0, width - 1, 1, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 0, 2, 0, 6, 10, 6, 0, 0, false);
// walls
generateBox(level, chunkBB, 0, 2, 0, 1, 8, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 5, 2, 0, 6, 8, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 2, 1, 0, 8, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 6, 2, 1, 6, 8, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 2, 6, 5, 8, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// wall decorations
generateBox(level, chunkBB, 0, 3, 2, 0, 5, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 6, 3, 2, 6, 5, 2, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 6, 3, 4, 6, 5, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
// stair
placeBlock(level, Tile::netherBrick_Id, 0, 5, 2, 5, chunkBB);
generateBox(level, chunkBB, 4, 2, 5, 4, 3, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 3, 2, 5, 3, 4, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 2, 5, 2, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 2, 5, 1, 6, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// top floor
generateBox(level, chunkBB, 1, 7, 1, 5, 7, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 6, 8, 2, 6, 8, 4, 0, 0, false);
// entries
generateBox(level, chunkBB, 2, 6, 0, 4, 8, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 5, 0, 4, 5, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
for (int x = 0; x <= 6; x++)
{
for (int z = 0; z <= 6; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::MonsterThrone::MonsterThrone()
{
// for reflection
}
NetherBridgePieces::MonsterThrone::MonsterThrone(int genDepth, Random *random, BoundingBox *box, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = box;
hasPlacedMobSpawner = false;
}
NetherBridgePieces::MonsterThrone *NetherBridgePieces::MonsterThrone::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new MonsterThrone(genDepth, random, box, direction);
}
void NetherBridgePieces::MonsterThrone::readAdditonalSaveData(CompoundTag *tag)
{
NetherBridgePiece::readAdditonalSaveData(tag);
hasPlacedMobSpawner = tag->getBoolean(L"Mob");
}
void NetherBridgePieces::MonsterThrone::addAdditonalSaveData(CompoundTag *tag)
{
NetherBridgePiece::addAdditonalSaveData(tag);
tag->putBoolean(L"Mob", hasPlacedMobSpawner);
}
bool NetherBridgePieces::MonsterThrone::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
generateBox(level, chunkBB, 0, 2, 0, 6, 7, 7, 0, 0, false);
// floors
generateBox(level, chunkBB, 1, 0, 0, 5, 1, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 2, 1, 5, 2, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 3, 2, 5, 3, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 4, 3, 5, 4, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// rails
generateBox(level, chunkBB, 1, 2, 0, 1, 4, 2, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 5, 2, 0, 5, 4, 2, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 5, 2, 1, 5, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 5, 5, 2, 5, 5, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 5, 3, 0, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 6, 5, 3, 6, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 5, 8, 5, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
placeBlock(level, Tile::netherFence_Id, 0, 1, 6, 3, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 5, 6, 3, chunkBB);
generateBox(level, chunkBB, 0, 6, 3, 0, 6, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 6, 6, 3, 6, 6, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 1, 6, 8, 5, 7, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 2, 8, 8, 4, 8, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
if (!hasPlacedMobSpawner)
{
int y = getWorldY(5), x = getWorldX(3, 5), z = getWorldZ(3, 5);
if (chunkBB->isInside(x, y, z))
{
hasPlacedMobSpawner = true;
level->setTileAndData(x, y, z, Tile::mobSpawner_Id, 0, Tile::UPDATE_CLIENTS);
shared_ptr<MobSpawnerTileEntity> entity = dynamic_pointer_cast<MobSpawnerTileEntity>( level->getTileEntity(x, y, z) );
if (entity != NULL) entity->getSpawner()->setEntityId(L"Blaze");
}
}
for (int x = 0; x <= 6; x++)
{
for (int z = 0; z <= 6; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::CastleEntrance::CastleEntrance()
{
// for reflection
}
NetherBridgePieces::CastleEntrance::CastleEntrance(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
void NetherBridgePieces::CastleEntrance::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildForward((StartPiece *) startPiece, pieces, random, 5, 3, true);
}
NetherBridgePieces::CastleEntrance *NetherBridgePieces::CastleEntrance::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -5, -3, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new CastleEntrance(genDepth, random, box, direction);
}
bool NetherBridgePieces::CastleEntrance::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 3, 0, 12, 4, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 0, 5, 0, 12, 13, 12, 0, 0, false);
// walls
generateBox(level, chunkBB, 0, 5, 0, 1, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 11, 5, 0, 12, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 5, 11, 4, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 8, 5, 11, 10, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 5, 9, 11, 7, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 5, 0, 4, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 8, 5, 0, 10, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 5, 9, 0, 7, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// roof
generateBox(level, chunkBB, 2, 11, 2, 10, 12, 10, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// entrance decoration
generateBox(level, chunkBB, 5, 8, 0, 7, 8, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
// wall decorations
for (int i = 1; i <= 11; i += 2)
{
generateBox(level, chunkBB, i, 10, 0, i, 11, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, i, 10, 12, i, 11, 12, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 10, i, 0, 11, i, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 12, 10, i, 12, 11, i, Tile::netherFence_Id, Tile::netherFence_Id, false);
placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 0, chunkBB);
placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 12, chunkBB);
placeBlock(level, Tile::netherBrick_Id, 0, 0, 13, i, chunkBB);
placeBlock(level, Tile::netherBrick_Id, 0, 12, 13, i, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 0, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 12, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, i + 1, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 12, 13, i + 1, chunkBB);
}
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 12, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 12, 13, 0, chunkBB);
// inside decorations
for (int z = 3; z <= 9; z += 2)
{
generateBox(level, chunkBB, 1, 7, z, 1, 8, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 11, 7, z, 11, 8, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
}
// supports
generateBox(level, chunkBB, 4, 2, 0, 8, 2, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 2, 4, 12, 2, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, 0, 0, 8, 1, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, 0, 9, 8, 1, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 0, 4, 3, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 9, 0, 4, 12, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
for (int x = 4; x <= 8; x++)
{
for (int z = 0; z <= 2; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 12 - z, chunkBB);
}
}
for (int x = 0; x <= 2; x++)
{
for (int z = 4; z <= 8; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
fillColumnDown(level, Tile::netherBrick_Id, 0, 12 - x, -1, z, chunkBB);
}
}
// lava well
generateBox(level, chunkBB, 5, 5, 5, 7, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 6, 1, 6, 6, 4, 6, 0, 0, false);
placeBlock(level, Tile::netherBrick_Id, 0, 6, 0, 6, chunkBB);
placeBlock(level, Tile::lava_Id, 0, 6, 5, 6, chunkBB);
// tick lava well
int x = getWorldX(6, 6);
int y = getWorldY(5);
int z = getWorldZ(6, 6);
if (chunkBB->isInside(x, y, z))
{
level->setInstaTick(true);
Tile::tiles[Tile::lava_Id]->tick(level, x, y, z, random);
level->setInstaTick(false);
}
return true;
}
NetherBridgePieces::CastleStalkRoom::CastleStalkRoom()
{
// for reflection
}
NetherBridgePieces::CastleStalkRoom::CastleStalkRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
void NetherBridgePieces::CastleStalkRoom::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildForward((StartPiece *) startPiece, pieces, random, 5, 3, true);
generateChildForward((StartPiece *) startPiece, pieces, random, 5, 11, true);
}
NetherBridgePieces::CastleStalkRoom *NetherBridgePieces::CastleStalkRoom::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -5, -3, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new CastleStalkRoom(genDepth, random, box, direction);
}
bool NetherBridgePieces::CastleStalkRoom::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 3, 0, 12, 4, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 0, 5, 0, 12, 13, 12, 0, 0, false);
// walls
generateBox(level, chunkBB, 0, 5, 0, 1, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 11, 5, 0, 12, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 5, 11, 4, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 8, 5, 11, 10, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 5, 9, 11, 7, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 5, 0, 4, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 8, 5, 0, 10, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 5, 9, 0, 7, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// roof
generateBox(level, chunkBB, 2, 11, 2, 10, 12, 10, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// wall decorations
for (int i = 1; i <= 11; i += 2)
{
generateBox(level, chunkBB, i, 10, 0, i, 11, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, i, 10, 12, i, 11, 12, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 10, i, 0, 11, i, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 12, 10, i, 12, 11, i, Tile::netherFence_Id, Tile::netherFence_Id, false);
placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 0, chunkBB);
placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 12, chunkBB);
placeBlock(level, Tile::netherBrick_Id, 0, 0, 13, i, chunkBB);
placeBlock(level, Tile::netherBrick_Id, 0, 12, 13, i, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 0, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 12, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, i + 1, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 12, 13, i + 1, chunkBB);
}
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 12, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
placeBlock(level, Tile::netherFence_Id, 0, 12, 13, 0, chunkBB);
// inside decorations
for (int z = 3; z <= 9; z += 2)
{
generateBox(level, chunkBB, 1, 7, z, 1, 8, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 11, 7, z, 11, 8, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
}
// inside stair
int stairOrientation = getOrientationData(Tile::stairs_netherBricks_Id, 3);
for (int i = 0; i <= 6; i++)
{
int z = i + 4;
for (int x = 5; x <= 7; x++)
{
placeBlock(level, Tile::stairs_netherBricks_Id, stairOrientation, x, 5 + i, z, chunkBB);
}
if (z >= 5 && z <= 8)
{
generateBox(level, chunkBB, 5, 5, z, 7, i + 4, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
}
else if (z >= 9 && z <= 10)
{
generateBox(level, chunkBB, 5, 8, z, 7, i + 4, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
}
if (i >= 1)
{
generateBox(level, chunkBB, 5, 6 + i, z, 7, 9 + i, z, 0, 0, false);
}
}
for (int x = 5; x <= 7; x++)
{
placeBlock(level, Tile::stairs_netherBricks_Id, stairOrientation, x, 12, 11, chunkBB);
}
generateBox(level, chunkBB, 5, 6, 7, 5, 7, 7, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 7, 6, 7, 7, 7, 7, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 5, 13, 12, 7, 13, 12, 0, 0, false);
// farmland catwalks
generateBox(level, chunkBB, 2, 5, 2, 3, 5, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 5, 9, 3, 5, 10, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 2, 5, 4, 2, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 9, 5, 2, 10, 5, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 9, 5, 9, 10, 5, 10, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 10, 5, 4, 10, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
int eastOrientation = getOrientationData(Tile::stairs_netherBricks_Id, 0);
int westOrientation = getOrientationData(Tile::stairs_netherBricks_Id, 1);
placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 2, chunkBB);
placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 3, chunkBB);
placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 9, chunkBB);
placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 10, chunkBB);
placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 2, chunkBB);
placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 3, chunkBB);
placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 9, chunkBB);
placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 10, chunkBB);
// farmlands
generateBox(level, chunkBB, 3, 4, 4, 4, 4, 8, Tile::soulsand_Id, Tile::soulsand_Id, false);
generateBox(level, chunkBB, 8, 4, 4, 9, 4, 8, Tile::soulsand_Id, Tile::soulsand_Id, false);
generateBox(level, chunkBB, 3, 5, 4, 4, 5, 8, Tile::netherStalk_Id, Tile::netherStalk_Id, false);
generateBox(level, chunkBB, 8, 5, 4, 9, 5, 8, Tile::netherStalk_Id, Tile::netherStalk_Id, false);
// supports
generateBox(level, chunkBB, 4, 2, 0, 8, 2, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 2, 4, 12, 2, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, 0, 0, 8, 1, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, 0, 9, 8, 1, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 0, 4, 3, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 9, 0, 4, 12, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
for (int x = 4; x <= 8; x++)
{
for (int z = 0; z <= 2; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 12 - z, chunkBB);
}
}
for (int x = 0; x <= 2; x++)
{
for (int z = 4; z <= 8; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
fillColumnDown(level, Tile::netherBrick_Id, 0, 12 - x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::CastleSmallCorridorPiece::CastleSmallCorridorPiece()
{
// for reflection
}
NetherBridgePieces::CastleSmallCorridorPiece::CastleSmallCorridorPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
void NetherBridgePieces::CastleSmallCorridorPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true);
}
NetherBridgePieces::CastleSmallCorridorPiece *NetherBridgePieces::CastleSmallCorridorPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new CastleSmallCorridorPiece(genDepth, random, box, direction);
}
bool NetherBridgePieces::CastleSmallCorridorPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
// walls
generateBox(level, chunkBB, 0, 2, 0, 0, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, 2, 0, 4, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 3, 1, 0, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 3, 3, 0, 4, 3, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 4, 3, 1, 4, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 4, 3, 3, 4, 4, 3, Tile::netherFence_Id, Tile::netherFence_Id, false);
// roof
generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// supports
for (int x = 0; x <= 4; x++)
{
for (int z = 0; z <= 4; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::CastleSmallCorridorCrossingPiece::CastleSmallCorridorCrossingPiece()
{
// for reflection
}
NetherBridgePieces::CastleSmallCorridorCrossingPiece::CastleSmallCorridorCrossingPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
void NetherBridgePieces::CastleSmallCorridorCrossingPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true);
generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 1, true);
generateChildRight((StartPiece *) startPiece, pieces, random, 0, 1, true);
}
NetherBridgePieces::CastleSmallCorridorCrossingPiece *NetherBridgePieces::CastleSmallCorridorCrossingPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new CastleSmallCorridorCrossingPiece(genDepth, random, box, direction);
}
bool NetherBridgePieces::CastleSmallCorridorCrossingPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
// walls
generateBox(level, chunkBB, 0, 2, 0, 0, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, 2, 0, 4, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 2, 4, 0, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, 2, 4, 4, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// roof
generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// supports
for (int x = 0; x <= 4; x++)
{
for (int z = 0; z <= 4; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::CastleSmallCorridorRightTurnPiece::CastleSmallCorridorRightTurnPiece()
{
// for reflection
isNeedingChest = false;
}
NetherBridgePieces::CastleSmallCorridorRightTurnPiece::CastleSmallCorridorRightTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
isNeedingChest = random->nextInt(3) == 0;
}
void NetherBridgePieces::CastleSmallCorridorRightTurnPiece::readAdditonalSaveData(CompoundTag *tag)
{
NetherBridgePiece::readAdditonalSaveData(tag);
isNeedingChest = tag->getBoolean(L"Chest");
}
void NetherBridgePieces::CastleSmallCorridorRightTurnPiece::addAdditonalSaveData(CompoundTag *tag)
{
NetherBridgePiece::addAdditonalSaveData(tag);
tag->putBoolean(L"Chest", isNeedingChest);
}
void NetherBridgePieces::CastleSmallCorridorRightTurnPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildRight((StartPiece *) startPiece, pieces, random, 0, 1, true);
}
NetherBridgePieces::CastleSmallCorridorRightTurnPiece *NetherBridgePieces::CastleSmallCorridorRightTurnPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new CastleSmallCorridorRightTurnPiece(genDepth, random, box, direction);
}
bool NetherBridgePieces::CastleSmallCorridorRightTurnPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
// walls
generateBox(level, chunkBB, 0, 2, 0, 0, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 3, 1, 0, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 3, 3, 0, 4, 3, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 4, 2, 0, 4, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 2, 4, 4, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 3, 4, 1, 4, 4, Tile::netherFence_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 3, 3, 4, 3, 4, 4, Tile::netherFence_Id, Tile::netherBrick_Id, false);
if (isNeedingChest)
{
int y = getWorldY(2);
int x = getWorldX(1, 3), z = getWorldZ(1, 3);
if (chunkBB->isInside(x, y, z))
{
isNeedingChest = false;
createChest(level, chunkBB, random, 1, 2, 3, WeighedTreasureArray(fortressTreasureItems,FORTRESS_TREASURE_ITEMS_COUNT), 2 + random->nextInt(4));
}
}
// roof
generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// supports
for (int x = 0; x <= 4; x++)
{
for (int z = 0; z <= 4; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::CastleSmallCorridorLeftTurnPiece()
{
isNeedingChest = false;
// for reflection
}
NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::CastleSmallCorridorLeftTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
isNeedingChest = random->nextInt(3) == 0;
}
void NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::readAdditonalSaveData(CompoundTag *tag)
{
NetherBridgePiece::readAdditonalSaveData(tag);
isNeedingChest = tag->getBoolean(L"Chest");
}
void NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::addAdditonalSaveData(CompoundTag *tag)
{
NetherBridgePiece::addAdditonalSaveData(tag);
tag->putBoolean(L"Chest", isNeedingChest);
}
void NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 1, true);
}
NetherBridgePieces::CastleSmallCorridorLeftTurnPiece *NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new CastleSmallCorridorLeftTurnPiece(genDepth, random, box, direction);
}
bool NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
// walls
generateBox(level, chunkBB, 4, 2, 0, 4, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, 3, 1, 4, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 4, 3, 3, 4, 4, 3, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 2, 0, 0, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 0, 2, 4, 3, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 3, 4, 1, 4, 4, Tile::netherFence_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 3, 3, 4, 3, 4, 4, Tile::netherFence_Id, Tile::netherBrick_Id, false);
if (isNeedingChest)
{
int y = getWorldY(2);
int x = getWorldX(3, 3), z = getWorldZ(3, 3);
if (chunkBB->isInside(x, y, z))
{
isNeedingChest = false;
createChest(level, chunkBB, random, 3, 2, 3, WeighedTreasureArray(fortressTreasureItems,FORTRESS_TREASURE_ITEMS_COUNT), 2 + random->nextInt(4));
}
}
// roof
generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// supports
for (int x = 0; x <= 4; x++)
{
for (int z = 0; z <= 4; z++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::CastleCorridorStairsPiece::CastleCorridorStairsPiece()
{
// for reflection
}
NetherBridgePieces::CastleCorridorStairsPiece::CastleCorridorStairsPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
void NetherBridgePieces::CastleCorridorStairsPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true);
}
NetherBridgePieces::CastleCorridorStairsPiece *NetherBridgePieces::CastleCorridorStairsPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -7, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new CastleCorridorStairsPiece(genDepth, random, box, direction);
}
bool NetherBridgePieces::CastleCorridorStairsPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// generate stairs
int stairsData = getOrientationData(Tile::stairs_netherBricks_Id, 2);
for (int step = 0; step <= 9; step++)
{
int floor = max(1, 7 - step);
int roof = min(max(floor + 5, 14 - step), 13);
int z = step;
// floor
generateBox(level, chunkBB, 0, 0, z, 4, floor, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 1, floor + 1, z, 3, roof - 1, z, 0, 0, false);
if (step <= 6)
{
placeBlock(level, Tile::stairs_netherBricks_Id, stairsData, 1, floor + 1, z, chunkBB);
placeBlock(level, Tile::stairs_netherBricks_Id, stairsData, 2, floor + 1, z, chunkBB);
placeBlock(level, Tile::stairs_netherBricks_Id, stairsData, 3, floor + 1, z, chunkBB);
}
// roof
generateBox(level, chunkBB, 0, roof, z, 4, roof, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// walls
generateBox(level, chunkBB, 0, floor + 1, z, 0, roof - 1, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 4, floor + 1, z, 4, roof - 1, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
if ((step & 1) == 0)
{
generateBox(level, chunkBB, 0, floor + 2, z, 0, floor + 3, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 4, floor + 2, z, 4, floor + 3, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
}
// supports
for (int x = 0; x <= 4; x++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
NetherBridgePieces::CastleCorridorTBalconyPiece::CastleCorridorTBalconyPiece()
{
// for reflection
}
NetherBridgePieces::CastleCorridorTBalconyPiece::CastleCorridorTBalconyPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
void NetherBridgePieces::CastleCorridorTBalconyPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
int zOff = 1;
// compensate for weird negative-facing behaviour
if (orientation == Direction::WEST || orientation == Direction::NORTH)
{
zOff = 5;
}
generateChildLeft((StartPiece *) startPiece, pieces, random, 0, zOff, random->nextInt(8) > 0);
generateChildRight((StartPiece *) startPiece, pieces, random, 0, zOff, random->nextInt(8) > 0);
}
NetherBridgePieces::CastleCorridorTBalconyPiece *NetherBridgePieces::CastleCorridorTBalconyPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -3, 0, 0, width, height, depth, direction);
StartPiece *startPiece = NULL;
if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new CastleCorridorTBalconyPiece(genDepth, random, box, direction);
}
bool NetherBridgePieces::CastleCorridorTBalconyPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
// floor
generateBox(level, chunkBB, 0, 0, 0, 8, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// room air
generateBox(level, chunkBB, 0, 2, 0, 8, 5, 8, 0, 0, false);
// corridor roof
generateBox(level, chunkBB, 0, 6, 0, 8, 6, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
// inside walls
generateBox(level, chunkBB, 0, 2, 0, 2, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 6, 2, 0, 8, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 3, 0, 1, 4, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 7, 3, 0, 7, 4, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
// balcony floor
generateBox(level, chunkBB, 0, 2, 4, 8, 2, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 1, 4, 2, 2, 4, 0, 0, false);
generateBox(level, chunkBB, 6, 1, 4, 7, 2, 4, 0, 0, false);
// hand rails
generateBox(level, chunkBB, 0, 3, 8, 8, 3, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 0, 3, 6, 0, 3, 7, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 8, 3, 6, 8, 3, 7, Tile::netherFence_Id, Tile::netherFence_Id, false);
// balcony walls
generateBox(level, chunkBB, 0, 3, 4, 0, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 8, 3, 4, 8, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 3, 5, 2, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 6, 3, 5, 7, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
generateBox(level, chunkBB, 1, 4, 5, 1, 5, 5, Tile::netherFence_Id, Tile::netherFence_Id, false);
generateBox(level, chunkBB, 7, 4, 5, 7, 5, 5, Tile::netherFence_Id, Tile::netherFence_Id, false);
// supports
for (int z = 0; z <= 5; z++)
{
for (int x = 0; x <= 8; x++)
{
fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}