Files
MinecraftConsoles/Minecraft.World/VillagePieces.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

2026 lines
73 KiB
C++

#include "stdafx.h"
#include "net.minecraft.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.storage.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.level.levelgen.h"
#include "net.minecraft.world.level.levelgen.structure.h"
#include "net.minecraft.world.item.h"
#include "net.minecraft.world.level.dimension.h"
#include "net.minecraft.world.entity.npc.h"
#include "WeighedTreasure.h"
#include "VillagePieces.h"
#include "VillageFeature.h"
#include "Direction.h"
#include "JavaMath.h"
#include "BiomeSource.h"
WeighedTreasureArray VillagePieces::Smithy::treasureItems;
void VillagePieces::loadStatic()
{
StructureFeatureIO::setPieceId(eStructurePiece_BookHouse, BookHouse::Create, L"ViBH");
StructureFeatureIO::setPieceId(eStructurePiece_DoubleFarmland, DoubleFarmland::Create, L"ViDF");
StructureFeatureIO::setPieceId(eStructurePiece_Farmland, Farmland::Create, L"ViF");
StructureFeatureIO::setPieceId(eStructurePiece_LightPost, LightPost::Create, L"ViL");
StructureFeatureIO::setPieceId(eStructurePiece_PigHouse, PigHouse::Create, L"ViPH");
StructureFeatureIO::setPieceId(eStructurePiece_SimpleHouse, SimpleHouse::Create, L"ViSH");
StructureFeatureIO::setPieceId(eStructurePiece_SmallHut, SmallHut::Create, L"ViSmH");
StructureFeatureIO::setPieceId(eStructurePiece_SmallTemple, SmallTemple::Create, L"ViST");
StructureFeatureIO::setPieceId(eStructurePiece_Smithy, Smithy::Create, L"ViS");
StructureFeatureIO::setPieceId(eStructurePiece_VillageStartPiece, StartPiece::Create, L"ViStart");
StructureFeatureIO::setPieceId(eStructurePiece_StraightRoad, StraightRoad::Create, L"ViSR");
StructureFeatureIO::setPieceId(eStructurePiece_TwoRoomHouse, TwoRoomHouse::Create, L"ViTRH");
StructureFeatureIO::setPieceId(eStructurePiece_Well, Well::Create, L"ViW");
}
VillagePieces::PieceWeight::PieceWeight(VillagePieces::EPieceClass pieceClass, int weight, int maxPlaceCount) : weight(weight)
{
this->placeCount = 0; // 4J added initialiser
this->pieceClass = pieceClass;
this->maxPlaceCount = maxPlaceCount;
}
bool VillagePieces::PieceWeight::doPlace(int depth)
{
return maxPlaceCount == 0 || placeCount < maxPlaceCount;
}
bool VillagePieces::PieceWeight::isValid()
{
return maxPlaceCount == 0 || placeCount < maxPlaceCount;
}
list<VillagePieces::PieceWeight *> *VillagePieces::createPieceSet(Random *random, int villageSize)
{
list<PieceWeight *> *newPieces = new list<PieceWeight *>;
newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_SimpleHouse, 4, Mth::nextInt(random, 2 + villageSize, 4 + villageSize * 2)));
newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_SmallTemple, 20, Mth::nextInt(random, 0 + villageSize, 1 + villageSize)));
newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_BookHouse, 20, Mth::nextInt(random, 0 + villageSize, 2 + villageSize)));
newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_SmallHut, 3, Mth::nextInt(random, 2 + villageSize, 5 + villageSize * 3)));
newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_PigHouse, 15, Mth::nextInt(random, 0 + villageSize, 2 + villageSize)));
newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_DoubleFarmland, 3, Mth::nextInt(random, 1 + villageSize, 4 + villageSize)));
newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_Farmland, 3, Mth::nextInt(random, 2 + villageSize, 4 + villageSize * 2)));
newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_Smithy, 15, Mth::nextInt(random, 0, 1 + villageSize)));
newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_TwoRoomHouse, 8, Mth::nextInt(random, 0 + villageSize, 3 + villageSize * 2)));
// silly way of filtering "infinite" buildings
auto it = newPieces->begin();
while( it != newPieces->end() )
{
if( (*it)->maxPlaceCount == 0 )
{
delete (*it);
it = newPieces->erase(it);
}
else
{
it++;
}
}
return newPieces;
}
int VillagePieces::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);
}
VillagePieces::VillagePiece *VillagePieces::findAndCreatePieceFactory(StartPiece *startPiece, VillagePieces::PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
{
VillagePieces::EPieceClass pieceClass = piece->pieceClass;
VillagePiece *villagePiece = NULL;
if (pieceClass == VillagePieces::EPieceClass_SimpleHouse)
{
villagePiece = SimpleHouse::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == VillagePieces::EPieceClass_SmallTemple)
{
villagePiece = SmallTemple::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == VillagePieces::EPieceClass_BookHouse)
{
villagePiece = BookHouse::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == VillagePieces::EPieceClass_SmallHut)
{
villagePiece = SmallHut::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == VillagePieces::EPieceClass_PigHouse)
{
villagePiece = PigHouse::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == VillagePieces::EPieceClass_DoubleFarmland)
{
villagePiece = DoubleFarmland::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == VillagePieces::EPieceClass_Farmland)
{
villagePiece = Farmland::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == VillagePieces::EPieceClass_Smithy)
{
villagePiece = Smithy::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth);
}
else if (pieceClass == VillagePieces::EPieceClass_TwoRoomHouse)
{
villagePiece = TwoRoomHouse::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth);
}
return villagePiece;
}
VillagePieces::VillagePiece *VillagePieces::generatePieceFromSmallDoor(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
{
int totalWeight = updatePieceWeight(startPiece->pieceSet);
if (totalWeight <= 0)
{
return NULL;
}
int numAttempts = 0;
while (numAttempts < 5)
{
numAttempts++;
int weightSelection = random->nextInt(totalWeight);
for ( PieceWeight *piece : *startPiece->pieceSet )
{
weightSelection -= piece->weight;
if (weightSelection < 0)
{
if (!piece->doPlace(depth) || (piece == startPiece->previousPiece && startPiece->pieceSet->size() > 1))
{
break;
}
VillagePiece *villagePiece = findAndCreatePieceFactory(startPiece, piece, pieces, random, footX, footY, footZ, direction, depth);
if (villagePiece != NULL)
{
piece->placeCount++;
startPiece->previousPiece = piece;
if (!piece->isValid())
{
startPiece->pieceSet->remove(piece);
}
return villagePiece;
}
}
}
}
// attempt to place a light post instead
{
BoundingBox *box = LightPost::findPieceBox(startPiece, pieces, random, footX, footY, footZ, direction);
if (box != NULL)
{
return new LightPost(startPiece, depth, random, box, direction);
}
delete box;
}
return NULL;
}
StructurePiece *VillagePieces::generateAndAddPiece(StartPiece *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) > 7 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 7 * 16)
{
return NULL;
}
StructurePiece *newPiece = generatePieceFromSmallDoor(startPiece, pieces, random, footX, footY, footZ, direction, depth + 1);
if (newPiece != NULL)
{
int x = (newPiece->boundingBox->x0 + newPiece->boundingBox->x1) / 2;
int z = (newPiece->boundingBox->z0 + newPiece->boundingBox->z1) / 2;
int xs = newPiece->boundingBox->x1 - newPiece->boundingBox->x0;
int zs = newPiece->boundingBox->z1 - newPiece->boundingBox->z0;
int r = xs > zs ? xs : zs;
if (startPiece->getBiomeSource()->containsOnly(x, z, r / 2 + 4, VillageFeature::allowedBiomes))
{
pieces->push_back(newPiece);
startPiece->pendingHouses.push_back(newPiece);
return newPiece;
}
delete newPiece;
}
return NULL;
}
StructurePiece *VillagePieces::generateAndAddRoadPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
{
if (depth > BASE_ROAD_DEPTH + startPiece->villageSize)
{
return NULL;
}
if (abs(footX - startPiece->getBoundingBox()->x0) > 7 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 7 * 16)
{
return NULL;
}
BoundingBox *box = StraightRoad::findPieceBox(startPiece, pieces, random, footX, footY, footZ, direction);
if (box != NULL && box->y0 > LOWEST_Y_POSITION)
{
StructurePiece *newPiece = new StraightRoad(startPiece, depth, random, box, direction);
int x = (newPiece->boundingBox->x0 + newPiece->boundingBox->x1) / 2;
int z = (newPiece->boundingBox->z0 + newPiece->boundingBox->z1) / 2;
int xs = newPiece->boundingBox->x1 - newPiece->boundingBox->x0;
int zs = newPiece->boundingBox->z1 - newPiece->boundingBox->z0;
int r = xs > zs ? xs : zs;
if (startPiece->getBiomeSource()->containsOnly(x, z, r / 2 + 4, VillageFeature::allowedBiomes))
{
pieces->push_back(newPiece);
startPiece->pendingRoads.push_back(newPiece);
return newPiece;
}
// 4J Stu - The dtor for newPiece will destroy box
delete newPiece;
}
else if(box != NULL)
{
delete box;
}
return NULL;
}
VillagePieces::VillagePiece::VillagePiece()
{
heightPosition = -1;
spawnedVillagerCount = 0;
isDesertVillage = false;
startPiece = NULL;
// for reflection
}
VillagePieces::VillagePiece::VillagePiece(StartPiece *startPiece, int genDepth) : StructurePiece(genDepth)
{
heightPosition = -1;
isDesertVillage = false;
spawnedVillagerCount = 0;
this->startPiece = startPiece;
if (startPiece != NULL)
{
this->isDesertVillage = startPiece->isDesertVillage;
}
}
void VillagePieces::VillagePiece::addAdditonalSaveData(CompoundTag *tag)
{
tag->putInt(L"HPos", heightPosition);
tag->putInt(L"VCount", spawnedVillagerCount);
tag->putBoolean(L"Desert", isDesertVillage);
}
void VillagePieces::VillagePiece::readAdditonalSaveData(CompoundTag *tag)
{
heightPosition = tag->getInt(L"HPos");
spawnedVillagerCount = tag->getInt(L"VCount");
isDesertVillage = tag->getBoolean(L"Desert");
}
StructurePiece *VillagePieces::VillagePiece::generateHouseNorthernLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
{
switch (orientation)
{
case Direction::NORTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST, getGenDepth());
case Direction::SOUTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST, getGenDepth());
case Direction::WEST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH, getGenDepth());
case Direction::EAST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH, getGenDepth());
}
return NULL;
}
StructurePiece *VillagePieces::VillagePiece::generateHouseNorthernRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
{
switch (orientation)
{
case Direction::NORTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST, getGenDepth());
case Direction::SOUTH:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST, getGenDepth());
case Direction::WEST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth());
case Direction::EAST:
return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth());
}
return NULL;
}
int VillagePieces::VillagePiece::getAverageGroundHeight(Level *level, BoundingBox *chunkBB)
{
int total = 0;
int count = 0;
for (int z = boundingBox->z0; z <= boundingBox->z1; z++)
{
for (int x = boundingBox->x0; x <= boundingBox->x1; x++)
{
if (chunkBB->isInside(x, 64, z))
{
total += Math::_max(level->getTopSolidBlock(x, z), level->dimension->getSpawnYPosition());
count++;
}
}
}
if (count == 0)
{
return -1;
}
return total / count;
}
bool VillagePieces::VillagePiece::isOkBox(BoundingBox *box, StartPiece *startRoom)
{
bool bIsOk = false;
if(box != NULL)
{
if( box->y0 > LOWEST_Y_POSITION ) bIsOk = true;
int xzSize = startRoom->m_level->getLevelData()->getXZSize();
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 VillagePieces::VillagePiece::spawnVillagers(Level *level, BoundingBox *chunkBB, int x, int y, int z, int count)
{
if (spawnedVillagerCount >= count)
{
return;
}
for (int i = spawnedVillagerCount; i < count; i++)
{
int worldX = getWorldX(x + i, z);
int worldY = getWorldY(y);
int worldZ = getWorldZ(x + i, z);
if (chunkBB->isInside(worldX, worldY, worldZ))
{
spawnedVillagerCount++;
shared_ptr<Villager> villager = shared_ptr<Villager>(new Villager(level, getVillagerProfession(i)));
villager->moveTo(worldX + 0.5, worldY, worldZ + 0.5, 0, 0);
level->addEntity(villager);
}
else
{
// try again later
break;
}
}
}
int VillagePieces::VillagePiece::getVillagerProfession(int villagerNumber)
{
return Villager::PROFESSION_FARMER;
}
int VillagePieces::VillagePiece::biomeBlock(int tile, int data)
{
if (isDesertVillage)
{
if (tile == Tile::treeTrunk_Id)
{
return Tile::sandStone_Id;
}
else if (tile == Tile::cobblestone_Id)
{
return Tile::sandStone_Id;
}
else if (tile == Tile::wood_Id)
{
return Tile::sandStone_Id;
}
else if (tile == Tile::stairs_wood_Id)
{
return Tile::stairs_sandstone_Id;
}
else if (tile == Tile::stairs_stone_Id)
{
return Tile::stairs_sandstone_Id;
}
else if (tile == Tile::gravel_Id)
{
return Tile::sandStone_Id;
}
}
return tile;
}
int VillagePieces::VillagePiece::biomeData(int tile, int data)
{
if (isDesertVillage)
{
if (tile == Tile::treeTrunk_Id)
{
return 0;
}
else if (tile == Tile::cobblestone_Id)
{
return SandStoneTile::TYPE_DEFAULT;
}
else if (tile == Tile::wood_Id)
{
return SandStoneTile::TYPE_SMOOTHSIDE;
}
}
return data;
}
void VillagePieces::VillagePiece::placeBlock(Level *level, int block, int data, int x, int y, int z, BoundingBox *chunkBB)
{
int bblock = biomeBlock(block, data);
int bdata = biomeData(block, data);
StructurePiece::placeBlock(level, bblock, bdata, x, y, z, chunkBB);
}
void VillagePieces::VillagePiece::generateBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, int edgeTile, int fillTile, bool skipAir)
{
int bEdge = biomeBlock(edgeTile, 0);
int bEdgeData = biomeData(edgeTile, 0);
int bFill = biomeBlock(fillTile, 0);
int bFillData = biomeData(fillTile, 0);
StructurePiece::generateBox(level, chunkBB, x0, y0, z0, x1, y1, z1, bEdge, bEdgeData, bFill, bFillData, skipAir);
}
void VillagePieces::VillagePiece::fillColumnDown(Level *level, int block, int data, int x, int startY, int z, BoundingBox *chunkBB)
{
int bblock = biomeBlock(block, data);
int bdata = biomeData(block, data);
StructurePiece::fillColumnDown(level, bblock, bdata, x, startY, z, chunkBB);
}
VillagePieces::Well::Well()
{
// for reflection
}
VillagePieces::Well::Well(StartPiece *startPiece, int genDepth, Random *random, int west, int north) : VillagePiece(startPiece, genDepth)
{
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;
}
}
VillagePieces::Well::Well(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
void VillagePieces::Well::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y1 - 4, boundingBox->z0 + 1, Direction::WEST, getGenDepth());
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y1 - 4, boundingBox->z0 + 1, Direction::EAST, getGenDepth());
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y1 - 4, boundingBox->z0 - 1, Direction::NORTH, getGenDepth());
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y1 - 4, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth());
}
bool VillagePieces::Well::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + 3, 0);
}
generateBox(level, chunkBB, 1, 0, 1, 4, height - 3, 4, Tile::cobblestone_Id, Tile::water_Id, false);
placeBlock(level, 0, 0, 2, height - 3, 2, chunkBB);
placeBlock(level, 0, 0, 3, height - 3, 2, chunkBB);
placeBlock(level, 0, 0, 2, height - 3, 3, chunkBB);
placeBlock(level, 0, 0, 3, height - 3, 3, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 1, height - 2, 1, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 1, height - 1, 1, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, height - 2, 1, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, height - 1, 1, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 1, height - 2, 4, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 1, height - 1, 4, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, height - 2, 4, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, height - 1, 4, chunkBB);
generateBox(level, chunkBB, 1, height, 1, 4, height, 4, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
for (int z = 0; z <= 5; z++)
{
for (int x = 0; x <= 5; x++)
{
// only do the frame
if (x != 0 && x != 5 && z != 0 && z != 5)
{
continue;
}
placeBlock(level, Tile::gravel_Id, 0, x, height - 4, z, chunkBB);
generateAirColumnUp(level, x, height - 3, z, chunkBB);
}
}
return true;
}
VillagePieces::StartPiece::StartPiece()
{
// for reflection
}
VillagePieces::StartPiece::StartPiece(BiomeSource *biomeSource, int genDepth, Random *random, int west, int north, list<PieceWeight *> *pieceSet, int villageSize, Level *level) : Well(NULL, 0, random, west, north)
{
isLibraryAdded = false; // 4J - added initialiser
previousPiece = NULL; // 4J - added initialiser
this->biomeSource = biomeSource;
this->pieceSet = pieceSet;
this->villageSize = villageSize;
m_level = level;
Biome *biome = biomeSource->getBiome(west, north);
isDesertVillage = biome == Biome::desert || biome == Biome::desertHills;
}
VillagePieces::StartPiece::~StartPiece()
{
for(auto& it : *pieceSet)
{
delete it;
}
delete pieceSet;
}
BiomeSource *VillagePieces::StartPiece::getBiomeSource()
{
return biomeSource;
}
VillagePieces::StraightRoad::StraightRoad()
{
// for reflection
}
VillagePieces::StraightRoad::StraightRoad(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillageRoadPiece(startPiece, genDepth)
{
orientation = direction;
boundingBox = stairsBox;
length = Math::_max(stairsBox->getXSpan(), stairsBox->getZSpan());
}
void VillagePieces::StraightRoad::addAdditonalSaveData(CompoundTag *tag)
{
VillageRoadPiece::addAdditonalSaveData(tag);
tag->putInt(L"Length", length);
}
void VillagePieces::StraightRoad::readAdditonalSaveData(CompoundTag *tag)
{
VillageRoadPiece::readAdditonalSaveData(tag);
length = tag->getInt(L"Length");
}
void VillagePieces::StraightRoad::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
{
bool hasHouses = false;
// place left houses
int depth = random->nextInt(5);
while (depth < length - 8)
{
StructurePiece *piece = generateHouseNorthernLeft((StartPiece *) startPiece, pieces, random, 0, depth);
if (piece != NULL)
{
depth += Math::_max(piece->boundingBox->getXSpan(), piece->boundingBox->getZSpan());
hasHouses = true;
}
depth += 2 + random->nextInt(5);
}
// place right houses
depth = random->nextInt(5);
while (depth < length - 8)
{
StructurePiece *piece = generateHouseNorthernRight((StartPiece *) startPiece, pieces, random, 0, depth);
if (piece != NULL)
{
depth += Math::_max(piece->boundingBox->getXSpan(), piece->boundingBox->getZSpan());
hasHouses = true;
}
depth += 2 + random->nextInt(5);
}
if (hasHouses && random->nextInt(3) > 0)
{
switch (orientation)
{
case Direction::NORTH:
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0, boundingBox->z0, Direction::WEST, getGenDepth());
break;
case Direction::SOUTH:
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0, boundingBox->z1 - 2, Direction::WEST, getGenDepth());
break;
case Direction::EAST:
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 - 2, boundingBox->y0, boundingBox->z0 - 1, Direction::NORTH, getGenDepth());
break;
case Direction::WEST:
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0, boundingBox->y0, boundingBox->z0 - 1, Direction::NORTH, getGenDepth());
break;
}
}
if (hasHouses && random->nextInt(3) > 0)
{
switch (orientation)
{
case Direction::NORTH:
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0, boundingBox->z0, Direction::EAST, getGenDepth());
break;
case Direction::SOUTH:
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0, boundingBox->z1 - 2, Direction::EAST, getGenDepth());
break;
case Direction::EAST:
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 - 2, boundingBox->y0, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth());
break;
case Direction::WEST:
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0, boundingBox->y0, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth());
break;
}
}
}
BoundingBox *VillagePieces::StraightRoad::findPieceBox(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
{
int length = 7 * (Mth::nextInt(random, 3, 5));
while (length >= 7)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, 3, length, direction);
if (isOkBox(box, startPiece) && StructurePiece::findCollisionPiece(pieces, box) == NULL)
{
return box;
}
delete box;
length -= 7;
}
return NULL;
}
bool VillagePieces::StraightRoad::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
int tile = biomeBlock(Tile::gravel_Id, 0);
for (int x = boundingBox->x0; x <= boundingBox->x1; x++)
{
for (int z = boundingBox->z0; z <= boundingBox->z1; z++)
{
if (chunkBB->isInside(x, 64, z))
{
int y = level->getTopSolidBlock(x, z) - 1;
level->setTileAndData(x, y, z,tile, 0, Tile::UPDATE_CLIENTS);
}
}
}
return true;
}
VillagePieces::SimpleHouse::SimpleHouse()
{
hasTerrace = false;
// for reflection
}
VillagePieces::SimpleHouse::SimpleHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth), hasTerrace(random->nextBoolean())
{
orientation = direction;
boundingBox = stairsBox;
}
void VillagePieces::SimpleHouse::addAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::addAdditonalSaveData(tag);
tag->putBoolean(L"Terrace", hasTerrace);
}
void VillagePieces::SimpleHouse::readAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::readAdditonalSaveData(tag);
hasTerrace = tag->getBoolean(L"Terrace");
}
VillagePieces::SimpleHouse *VillagePieces::SimpleHouse::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new SimpleHouse(startPiece, genDepth, random, box, direction);
}
bool VillagePieces::SimpleHouse::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// floor
generateBox(level, chunkBB, 0, 0, 0, 4, 0, 4, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// roof
generateBox(level, chunkBB, 0, 4, 0, 4, 4, 4, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 1, 4, 1, 3, 4, 3, Tile::wood_Id, Tile::wood_Id, false);
// window walls
placeBlock(level, Tile::cobblestone_Id, 0, 0, 1, 0, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 0, 2, 0, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 0, 3, 0, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 4, 1, 0, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 4, 2, 0, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 4, 3, 0, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 0, 1, 4, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 0, 2, 4, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 0, 3, 4, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 4, 1, 4, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 4, 2, 4, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 4, 3, 4, chunkBB);
generateBox(level, chunkBB, 0, 1, 1, 0, 3, 3, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 4, 1, 1, 4, 3, 3, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 1, 4, 3, 3, 4, Tile::wood_Id, Tile::wood_Id, false);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 4, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 4, 2, 2, chunkBB);
// door wall
placeBlock(level, Tile::wood_Id, 0, 1, 1, 0, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 1, 2, 0, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 1, 3, 0, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 2, 3, 0, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 3, 3, 0, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 3, 2, 0, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 3, 1, 0, chunkBB);
if (getBlock(level, 2, 0, -1, chunkBB) == 0 && getBlock(level, 2, -1, -1, chunkBB) != 0)
{
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 0, -1, chunkBB);
}
// fill room with air
generateBox(level, chunkBB, 1, 1, 1, 3, 3, 3, 0, 0, false);
// roof fence
if (hasTerrace) {
placeBlock(level, Tile::fence_Id, 0, 0, 5, 0, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 1, 5, 0, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 2, 5, 0, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 3, 5, 0, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, 5, 0, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 0, 5, 4, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 1, 5, 4, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 2, 5, 4, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 3, 5, 4, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, 5, 4, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, 5, 1, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, 5, 2, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, 5, 3, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 0, 5, 1, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 0, 5, 2, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 0, 5, 3, chunkBB);
}
// ladder
if (hasTerrace)
{
int orientationData = getOrientationData(Tile::ladder_Id, 3);
placeBlock(level, Tile::ladder_Id, orientationData, 3, 1, 3, chunkBB);
placeBlock(level, Tile::ladder_Id, orientationData, 3, 2, 3, chunkBB);
placeBlock(level, Tile::ladder_Id, orientationData, 3, 3, 3, chunkBB);
placeBlock(level, Tile::ladder_Id, orientationData, 3, 4, 3, chunkBB);
}
// torch
placeBlock(level, Tile::torch_Id, 0, 2, 3, 1, chunkBB);
for (int z = 0; z < depth; z++)
{
for (int x = 0; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::cobblestone_Id, 0, x, -1, z, chunkBB);
}
}
spawnVillagers(level, chunkBB, 1, 1, 2, 1);
return true;
}
VillagePieces::SmallTemple::SmallTemple()
{
// for reflection
}
VillagePieces::SmallTemple::SmallTemple(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth)
{
heightPosition = -1; // 4J added initialiser
orientation = direction;
boundingBox = stairsBox;
}
VillagePieces::SmallTemple *VillagePieces::SmallTemple::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new SmallTemple(startPiece, genDepth, random, box, direction);
}
bool VillagePieces::SmallTemple::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// fill inside with air
generateBox(level, chunkBB, 1, 1, 1, 3, 3, 7, 0, 0, false);
generateBox(level, chunkBB, 1, 5, 1, 3, 9, 3, 0, 0, false);
// floor
generateBox(level, chunkBB, 1, 0, 0, 3, 0, 8, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// front wall
generateBox(level, chunkBB, 1, 1, 0, 3, 10, 0, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// left tall wall
generateBox(level, chunkBB, 0, 1, 1, 0, 10, 3, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// right tall wall
generateBox(level, chunkBB, 4, 1, 1, 4, 10, 3, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// left low wall
generateBox(level, chunkBB, 0, 0, 4, 0, 4, 7, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// right low wall
generateBox(level, chunkBB, 4, 0, 4, 4, 4, 7, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// far low wall
generateBox(level, chunkBB, 1, 1, 8, 3, 4, 8, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// far upper wall
generateBox(level, chunkBB, 1, 5, 4, 3, 10, 4, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// low roof
generateBox(level, chunkBB, 1, 5, 5, 3, 5, 7, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// high roof
generateBox(level, chunkBB, 0, 9, 0, 4, 9, 4, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// middle floor / roof
generateBox(level, chunkBB, 0, 4, 0, 4, 4, 4, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
placeBlock(level, Tile::cobblestone_Id, 0, 0, 11, 2, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 4, 11, 2, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 2, 11, 0, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 2, 11, 4, chunkBB);
// altar pieces
placeBlock(level, Tile::cobblestone_Id, 0, 1, 1, 6, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 1, 1, 7, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 2, 1, 7, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 3, 1, 6, chunkBB);
placeBlock(level, Tile::cobblestone_Id, 0, 3, 1, 7, chunkBB);
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 1, 1, 5, chunkBB);
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 1, 6, chunkBB);
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 3, 1, 5, chunkBB);
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 1), 1, 2, 7, chunkBB);
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 0), 3, 2, 7, chunkBB);
// windows
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 3, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 4, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 4, 3, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 6, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 7, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 4, 6, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 4, 7, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 6, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 7, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 6, 4, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 7, 4, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 3, 6, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 4, 3, 6, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 3, 8, chunkBB);
// torches
placeBlock(level, Tile::torch_Id, 0, 2, 4, 7, chunkBB);
placeBlock(level, Tile::torch_Id, 0, 1, 4, 6, chunkBB);
placeBlock(level, Tile::torch_Id, 0, 3, 4, 6, chunkBB);
placeBlock(level, Tile::torch_Id, 0, 2, 4, 5, chunkBB);
// ladder
int orientationData = getOrientationData(Tile::ladder_Id, 4);
for (int y = 1; y <= 9; y++)
{
placeBlock(level, Tile::ladder_Id, orientationData, 3, y, 3, chunkBB);
}
// entrance
placeBlock(level, 0, 0, 2, 1, 0, chunkBB);
placeBlock(level, 0, 0, 2, 2, 0, chunkBB);
createDoor(level, chunkBB, random, 2, 1, 0, getOrientationData(Tile::door_wood_Id, 1));
if (getBlock(level, 2, 0, -1, chunkBB) == 0 && getBlock(level, 2, -1, -1, chunkBB) != 0)
{
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 0, -1, chunkBB);
}
for (int z = 0; z < depth; z++)
{
for (int x = 0; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::cobblestone_Id, 0, x, -1, z, chunkBB);
}
}
spawnVillagers(level, chunkBB, 2, 1, 2, 1);
return true;
}
int VillagePieces::SmallTemple::getVillagerProfession(int villagerNumber)
{
return Villager::PROFESSION_PRIEST;
}
VillagePieces::BookHouse::BookHouse()
{
// for reflection
}
VillagePieces::BookHouse::BookHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth)
{
heightPosition = -1; // 4J added initialiser
orientation = direction;
boundingBox = stairsBox;
}
VillagePieces::BookHouse *VillagePieces::BookHouse::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new BookHouse(startPiece, genDepth, random, box, direction);
}
bool VillagePieces::BookHouse::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// fill inside with air
generateBox(level, chunkBB, 1, 1, 1, 7, 5, 4, 0, 0, false);
// floor
generateBox(level, chunkBB, 0, 0, 0, 8, 0, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// roof
generateBox(level, chunkBB, 0, 5, 0, 8, 5, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 0, 6, 1, 8, 6, 4, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 0, 7, 2, 8, 7, 3, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
int southStairs = getOrientationData(Tile::stairs_wood_Id, 3);
int northStairs = getOrientationData(Tile::stairs_wood_Id, 2);
for (int d = -1; d <= 2; d++) {
for (int w = 0; w <= 8; w++) {
placeBlock(level, Tile::stairs_wood_Id, southStairs, w, 6 + d, d, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, northStairs, w, 6 + d, 5 - d, chunkBB);
}
}
// rock supports
generateBox(level, chunkBB, 0, 1, 0, 0, 1, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 1, 1, 5, 8, 1, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 8, 1, 0, 8, 1, 4, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 2, 1, 0, 7, 1, 0, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 0, 2, 0, 0, 4, 0, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 0, 2, 5, 0, 4, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 8, 2, 5, 8, 4, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 8, 2, 0, 8, 4, 0, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// wooden walls
generateBox(level, chunkBB, 0, 2, 1, 0, 4, 4, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 2, 5, 7, 4, 5, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 8, 2, 1, 8, 4, 4, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 2, 0, 7, 4, 0, Tile::wood_Id, Tile::wood_Id, false);
// windows
placeBlock(level, Tile::thinGlass_Id, 0, 4, 2, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 5, 2, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 6, 2, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 4, 3, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 5, 3, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 6, 3, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 3, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 3, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 3, 3, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 3, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 3, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 3, 3, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 5, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 3, 2, 5, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 5, 2, 5, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 6, 2, 5, chunkBB);
// roof inside and bookshelf
generateBox(level, chunkBB, 1, 4, 1, 7, 4, 1, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 4, 4, 7, 4, 4, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 3, 4, 7, 3, 4, Tile::bookshelf_Id, Tile::bookshelf_Id, false);
// couch
placeBlock(level, Tile::wood_Id, 0, 7, 1, 4, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 0), 7, 1, 3, chunkBB);
int orientationData = getOrientationData(Tile::stairs_wood_Id, 3);
placeBlock(level, Tile::stairs_wood_Id, orientationData, 6, 1, 4, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, orientationData, 5, 1, 4, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, orientationData, 4, 1, 4, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, orientationData, 3, 1, 4, chunkBB);
// tables
placeBlock(level, Tile::fence_Id, 0, 6, 1, 3, chunkBB);
placeBlock(level, Tile::pressurePlate_wood_Id, 0, 6, 2, 3, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 4, 1, 3, chunkBB);
placeBlock(level, Tile::pressurePlate_wood_Id, 0, 4, 2, 3, chunkBB);
placeBlock(level, Tile::workBench_Id, 0, 7, 1, 1, chunkBB);
// entrance
placeBlock(level, 0, 0, 1, 1, 0, chunkBB);
placeBlock(level, 0, 0, 1, 2, 0, chunkBB);
createDoor(level, chunkBB, random, 1, 1, 0, getOrientationData(Tile::door_wood_Id, 1));
if (getBlock(level, 1, 0, -1, chunkBB) == 0 && getBlock(level, 1, -1, -1, chunkBB) != 0)
{
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 1, 0, -1, chunkBB);
}
for (int z = 0; z < depth; z++)
{
for (int x = 0; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::cobblestone_Id, 0, x, -1, z, chunkBB);
}
}
spawnVillagers(level, chunkBB, 2, 1, 2, 1);
return true;
}
int VillagePieces::BookHouse::getVillagerProfession(int villagerNumber)
{
return Villager::PROFESSION_LIBRARIAN;
}
VillagePieces::SmallHut::SmallHut()
{
// for reflection
}
VillagePieces::SmallHut::SmallHut(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth), lowCeiling(random->nextBoolean()), tablePlacement(random->nextInt(3))
{
heightPosition = -1; // 4J added initialiser
orientation = direction;
boundingBox = stairsBox;
}
void VillagePieces::SmallHut::addAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::addAdditonalSaveData(tag);
tag->putInt(L"T", tablePlacement);
tag->putBoolean(L"C", lowCeiling);
}
void VillagePieces::SmallHut::readAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::readAdditonalSaveData(tag);
tablePlacement = tag->getInt(L"T");
lowCeiling = tag->getBoolean(L"C");
}
VillagePieces::SmallHut *VillagePieces::SmallHut::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new SmallHut(startPiece, genDepth, random, box, direction);
}
bool VillagePieces::SmallHut::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// fill inside with air
generateBox(level, chunkBB, 1, 1, 1, 3, 5, 4, 0, 0, false);
// floor
generateBox(level, chunkBB, 0, 0, 0, 3, 0, 4, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 1, 0, 1, 2, 0, 3, Tile::dirt_Id, Tile::dirt_Id, false);
// roof
if (lowCeiling) {
generateBox(level, chunkBB, 1, 4, 1, 2, 4, 3, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
} else {
generateBox(level, chunkBB, 1, 5, 1, 2, 5, 3, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
}
placeBlock(level, Tile::treeTrunk_Id, 0, 1, 4, 0, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 2, 4, 0, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 1, 4, 4, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 2, 4, 4, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 0, 4, 1, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 0, 4, 2, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 0, 4, 3, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 3, 4, 1, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 3, 4, 2, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 3, 4, 3, chunkBB);
// corners
generateBox(level, chunkBB, 0, 1, 0, 0, 3, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 3, 1, 0, 3, 3, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 0, 1, 4, 0, 3, 4, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 3, 1, 4, 3, 3, 4, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
// wooden walls
generateBox(level, chunkBB, 0, 1, 1, 0, 3, 3, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 3, 1, 1, 3, 3, 3, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 1, 0, 2, 3, 0, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 1, 4, 2, 3, 4, Tile::wood_Id, Tile::wood_Id, false);
// windows
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 3, 2, 2, chunkBB);
// table
if (tablePlacement > 0) {
placeBlock(level, Tile::fence_Id, 0, tablePlacement, 1, 3, chunkBB);
placeBlock(level, Tile::pressurePlate_wood_Id, 0, tablePlacement, 2, 3, chunkBB);
}
// entrance
placeBlock(level, 0, 0, 1, 1, 0, chunkBB);
placeBlock(level, 0, 0, 1, 2, 0, chunkBB);
createDoor(level, chunkBB, random, 1, 1, 0, getOrientationData(Tile::door_wood_Id, 1));
if (getBlock(level, 1, 0, -1, chunkBB) == 0 && getBlock(level, 1, -1, -1, chunkBB) != 0)
{
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 1, 0, -1, chunkBB);
}
for (int z = 0; z < depth; z++)
{
for (int x = 0; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::cobblestone_Id, 0, x, -1, z, chunkBB);
}
}
spawnVillagers(level, chunkBB, 1, 1, 2, 1);
return true;
}
VillagePieces::PigHouse::PigHouse()
{
// for reflection
}
VillagePieces::PigHouse::PigHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth)
{
orientation = direction;
boundingBox = stairsBox;
}
VillagePieces::PigHouse *VillagePieces::PigHouse::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new PigHouse(startPiece, genDepth, random, box, direction);
}
bool VillagePieces::PigHouse::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// fill inside with air
generateBox(level, chunkBB, 1, 1, 1, 7, 4, 4, 0, 0, false);
generateBox(level, chunkBB, 2, 1, 6, 8, 4, 10, 0, 0, false);
// pig floor
generateBox(level, chunkBB, 2, 0, 6, 8, 0, 10, Tile::dirt_Id, Tile::dirt_Id, false);
placeBlock(level, Tile::cobblestone_Id, 0, 6, 0, 6, chunkBB);
// pig fence
generateBox(level, chunkBB, 2, 1, 6, 2, 1, 10, Tile::fence_Id, Tile::fence_Id, false);
generateBox(level, chunkBB, 8, 1, 6, 8, 1, 10, Tile::fence_Id, Tile::fence_Id, false);
generateBox(level, chunkBB, 3, 1, 10, 7, 1, 10, Tile::fence_Id, Tile::fence_Id, false);
// floor
generateBox(level, chunkBB, 1, 0, 1, 7, 0, 4, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 0, 0, 0, 3, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 8, 0, 0, 8, 3, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 1, 0, 0, 7, 1, 0, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 1, 0, 5, 7, 1, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// roof
generateBox(level, chunkBB, 1, 2, 0, 7, 3, 0, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 2, 5, 7, 3, 5, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 4, 1, 8, 4, 1, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 4, 4, 8, 4, 4, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 5, 2, 8, 5, 3, Tile::wood_Id, Tile::wood_Id, false);
placeBlock(level, Tile::wood_Id, 0, 0, 4, 2, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 0, 4, 3, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 8, 4, 2, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 8, 4, 3, chunkBB);
int southStairs = getOrientationData(Tile::stairs_wood_Id, 3);
int northStairs = getOrientationData(Tile::stairs_wood_Id, 2);
for (int d = -1; d <= 2; d++)
{
for (int w = 0; w <= 8; w++)
{
placeBlock(level, Tile::stairs_wood_Id, southStairs, w, 4 + d, d, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, northStairs, w, 4 + d, 5 - d, chunkBB);
}
}
// windows etc
placeBlock(level, Tile::treeTrunk_Id, 0, 0, 2, 1, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 0, 2, 4, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 1, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 4, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 3, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 3, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 5, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 3, 2, 5, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 5, 2, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 6, 2, 5, chunkBB);
// table
placeBlock(level, Tile::fence_Id, 0, 2, 1, 3, chunkBB);
placeBlock(level, Tile::pressurePlate_wood_Id, 0, 2, 2, 3, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 1, 1, 4, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 3), 2, 1, 4, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 1), 1, 1, 3, chunkBB);
// butcher table
generateBox(level, chunkBB, 5, 0, 1, 7, 0, 3, Tile::stoneSlab_Id, Tile::stoneSlab_Id, false);
placeBlock(level, Tile::stoneSlab_Id, 0, 6, 1, 1, chunkBB);
placeBlock(level, Tile::stoneSlab_Id, 0, 6, 1, 2, chunkBB);
// entrance
placeBlock(level, 0, 0, 2, 1, 0, chunkBB);
placeBlock(level, 0, 0, 2, 2, 0, chunkBB);
placeBlock(level, Tile::torch_Id, 0, 2, 3, 1, chunkBB);
createDoor(level, chunkBB, random, 2, 1, 0, getOrientationData(Tile::door_wood_Id, 1));
if (getBlock(level, 2, 0, -1, chunkBB) == 0 && getBlock(level, 2, -1, -1, chunkBB) != 0)
{
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 0, -1, chunkBB);
}
// pig entrance
placeBlock(level, 0, 0, 6, 1, 5, chunkBB);
placeBlock(level, 0, 0, 6, 2, 5, chunkBB);
placeBlock(level, Tile::torch_Id, 0, 6, 3, 4, chunkBB);
createDoor(level, chunkBB, random, 6, 1, 5, getOrientationData(Tile::door_wood_Id, 1));
for (int z = 0; z < 5; z++)
{
for (int x = 0; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::cobblestone_Id, 0, x, -1, z, chunkBB);
}
}
spawnVillagers(level, chunkBB, 4, 1, 2, 2);
return true;
}
int VillagePieces::PigHouse::getVillagerProfession(int villagerNumber)
{
if (villagerNumber == 0)
{
return Villager::PROFESSION_BUTCHER;
}
return Villager::PROFESSION_FARMER;
}
VillagePieces::TwoRoomHouse::TwoRoomHouse()
{
// for reflection
}
VillagePieces::TwoRoomHouse::TwoRoomHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth)
{
heightPosition = -1; // 4J added initialiser
orientation = direction;
boundingBox = stairsBox;
}
VillagePieces::TwoRoomHouse *VillagePieces::TwoRoomHouse::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new TwoRoomHouse(startPiece, genDepth, random, box, direction);
}
bool VillagePieces::TwoRoomHouse::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// fill inside with air
generateBox(level, chunkBB, 1, 1, 1, 7, 4, 4, 0, 0, false);
generateBox(level, chunkBB, 2, 1, 6, 8, 4, 10, 0, 0, false);
// floor
generateBox(level, chunkBB, 2, 0, 5, 8, 0, 10, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 0, 1, 7, 0, 4, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 0, 0, 0, 3, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 8, 0, 0, 8, 3, 10, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 1, 0, 0, 7, 2, 0, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 1, 0, 5, 2, 1, 5, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 2, 0, 6, 2, 3, 10, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 3, 0, 10, 7, 3, 10, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// room 1 roof
generateBox(level, chunkBB, 1, 2, 0, 7, 3, 0, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 2, 5, 2, 3, 5, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 4, 1, 8, 4, 1, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 4, 4, 3, 4, 4, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 5, 2, 8, 5, 3, Tile::wood_Id, Tile::wood_Id, false);
placeBlock(level, Tile::wood_Id, 0, 0, 4, 2, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 0, 4, 3, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 8, 4, 2, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 8, 4, 3, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 8, 4, 4, chunkBB);
int southStairs = getOrientationData(Tile::stairs_wood_Id, 3);
int northStairs = getOrientationData(Tile::stairs_wood_Id, 2);
for (int d = -1; d <= 2; d++)
{
for (int w = 0; w <= 8; w++)
{
placeBlock(level, Tile::stairs_wood_Id, southStairs, w, 4 + d, d, chunkBB);
if ((d > -1 || w <= 1) && (d > 0 || w <= 3) && (d > 1 || w <= 4 || w >= 6)) {
placeBlock(level, Tile::stairs_wood_Id, northStairs, w, 4 + d, 5 - d, chunkBB);
}
}
}
// room 2 roof
generateBox(level, chunkBB, 3, 4, 5, 3, 4, 10, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 7, 4, 2, 7, 4, 10, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 4, 5, 4, 4, 5, 10, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 6, 5, 4, 6, 5, 10, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 5, 6, 3, 5, 6, 10, Tile::wood_Id, Tile::wood_Id, false);
int westStairs = getOrientationData(Tile::stairs_wood_Id, 0);
for (int w = 4; w >= 1; w--)
{
placeBlock(level, Tile::wood_Id, 0, w, 2 + w, 7 - w, chunkBB);
for (int d = 8 - w; d <= 10; d++)
{
placeBlock(level, Tile::stairs_wood_Id, westStairs, w, 2 + w, d, chunkBB);
}
}
int eastStairs = getOrientationData(Tile::stairs_wood_Id, 1);
placeBlock(level, Tile::wood_Id, 0, 6, 6, 3, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 7, 5, 4, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, eastStairs, 6, 6, 4, chunkBB);
for (int w = 6; w <= 8; w++)
{
for (int d = 5; d <= 10; d++)
{
placeBlock(level, Tile::stairs_wood_Id, eastStairs, w, 12 - w, d, chunkBB);
}
}
// windows etc
placeBlock(level, Tile::treeTrunk_Id, 0, 0, 2, 1, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 0, 2, 4, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 3, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 4, 2, 0, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 5, 2, 0, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 6, 2, 0, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 1, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 3, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 4, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 8, 2, 5, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 6, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 7, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 8, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 9, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 2, 2, 6, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 7, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 8, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 2, 2, 9, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 4, 4, 10, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 5, 4, 10, chunkBB);
placeBlock(level, Tile::treeTrunk_Id, 0, 6, 4, 10, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 5, 5, 10, chunkBB);
// entrance
placeBlock(level, 0, 0, 2, 1, 0, chunkBB);
placeBlock(level, 0, 0, 2, 2, 0, chunkBB);
placeBlock(level, Tile::torch_Id, 0, 2, 3, 1, chunkBB);
createDoor(level, chunkBB, random, 2, 1, 0, getOrientationData(Tile::door_wood_Id, 1));
generateBox(level, chunkBB, 1, 0, -1, 3, 2, -1, 0, 0, false);
if (getBlock(level, 2, 0, -1, chunkBB) == 0 && getBlock(level, 2, -1, -1, chunkBB) != 0) {
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 0, -1, chunkBB);
}
for (int z = 0; z < 5; z++)
{
for (int x = 0; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::cobblestone_Id, 0, x, -1, z, chunkBB);
}
}
for (int z = 5; z < depth - 1; z++)
{
for (int x = 2; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::cobblestone_Id, 0, x, -1, z, chunkBB);
}
}
spawnVillagers(level, chunkBB, 4, 1, 2, 2);
return true;
}
void VillagePieces::Smithy::staticCtor()
{
treasureItems = WeighedTreasureArray(17);
treasureItems[0] = new WeighedTreasure(Item::diamond_Id, 0, 1, 3, 3);
treasureItems[1] = new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 10);
treasureItems[2] = new WeighedTreasure(Item::goldIngot_Id, 0, 1, 3, 5);
treasureItems[3] = new WeighedTreasure(Item::bread_Id, 0, 1, 3, 15);
treasureItems[4] = new WeighedTreasure(Item::apple_Id, 0, 1, 3, 15);
treasureItems[5] = new WeighedTreasure(Item::pickAxe_iron_Id, 0, 1, 1, 5);
treasureItems[6] = new WeighedTreasure(Item::sword_iron_Id, 0, 1, 1, 5);
treasureItems[7] = new WeighedTreasure(Item::chestplate_iron_Id, 0, 1, 1, 5);
treasureItems[8] = new WeighedTreasure(Item::helmet_iron_Id, 0, 1, 1, 5);
treasureItems[9] = new WeighedTreasure(Item::leggings_iron_Id, 0, 1, 1, 5);
treasureItems[10] = new WeighedTreasure(Item::boots_iron_Id, 0, 1, 1, 5);
treasureItems[11] = new WeighedTreasure(Tile::obsidian_Id, 0, 3, 7, 5);
treasureItems[12] = new WeighedTreasure(Tile::sapling_Id, 0, 3, 7, 5);
// very rare for villages ...
treasureItems[13] = new WeighedTreasure(Item::saddle_Id, 0, 1, 1, 3);
treasureItems[14] = new WeighedTreasure(Item::horseArmorMetal_Id, 0, 1, 1, 1);
treasureItems[15] = new WeighedTreasure(Item::horseArmorGold_Id, 0, 1, 1, 1);
treasureItems[16] = new WeighedTreasure(Item::horseArmorDiamond_Id, 0, 1, 1, 1);
// ...
}
VillagePieces::Smithy::Smithy()
{
// for reflection
}
VillagePieces::Smithy::Smithy(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth)
{
hasPlacedChest = false;
orientation = direction;
boundingBox = stairsBox;
}
VillagePieces::Smithy *VillagePieces::Smithy::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new Smithy(startPiece, genDepth, random, box, direction);
}
void VillagePieces::Smithy::addAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::addAdditonalSaveData(tag);
tag->putBoolean(L"Chest", hasPlacedChest);
}
void VillagePieces::Smithy::readAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::readAdditonalSaveData(tag);
hasPlacedChest = tag->getBoolean(L"Chest");
}
bool VillagePieces::Smithy::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// fill inside with air
generateBox(level, chunkBB, 0, 1, 0, 9, 4, 6, 0, 0, false);
// floor
generateBox(level, chunkBB, 0, 0, 0, 9, 0, 6, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
// roof
generateBox(level, chunkBB, 0, 4, 0, 9, 4, 6, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
generateBox(level, chunkBB, 0, 5, 0, 9, 5, 6, Tile::stoneSlabHalf_Id, Tile::stoneSlabHalf_Id, false);
generateBox(level, chunkBB, 1, 5, 1, 8, 5, 5, 0, 0, false);
// room walls
generateBox(level, chunkBB, 1, 1, 0, 2, 3, 0, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 1, 0, 0, 4, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 3, 1, 0, 3, 4, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 0, 1, 6, 0, 4, 6, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
placeBlock(level, Tile::wood_Id, 0, 3, 3, 1, chunkBB);
generateBox(level, chunkBB, 3, 1, 2, 3, 3, 2, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 4, 1, 3, 5, 3, 3, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 0, 1, 1, 0, 3, 5, Tile::wood_Id, Tile::wood_Id, false);
generateBox(level, chunkBB, 1, 1, 6, 5, 3, 6, Tile::wood_Id, Tile::wood_Id, false);
// pillars
generateBox(level, chunkBB, 5, 1, 0, 5, 3, 0, Tile::fence_Id, Tile::fence_Id, false);
generateBox(level, chunkBB, 9, 1, 0, 9, 3, 0, Tile::fence_Id, Tile::fence_Id, false);
// furnace
generateBox(level, chunkBB, 6, 1, 4, 9, 4, 6, Tile::cobblestone_Id, Tile::cobblestone_Id, false);
placeBlock(level, Tile::lava_Id, 0, 7, 1, 5, chunkBB);
placeBlock(level, Tile::lava_Id, 0, 8, 1, 5, chunkBB);
placeBlock(level, Tile::ironFence_Id, 0, 9, 2, 5, chunkBB);
placeBlock(level, Tile::ironFence_Id, 0, 9, 2, 4, chunkBB);
generateBox(level, chunkBB, 7, 2, 4, 8, 2, 5, 0, 0, false);
placeBlock(level, Tile::cobblestone_Id, 0, 6, 1, 3, chunkBB);
placeBlock(level, Tile::furnace_Id, 0, 6, 2, 3, chunkBB);
placeBlock(level, Tile::furnace_Id, 0, 6, 3, 3, chunkBB);
placeBlock(level, Tile::stoneSlab_Id, 0, 8, 1, 1, chunkBB);
// windows etc
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 4, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 6, chunkBB);
placeBlock(level, Tile::thinGlass_Id, 0, 4, 2, 6, chunkBB);
// table
placeBlock(level, Tile::fence_Id, 0, 2, 1, 4, chunkBB);
placeBlock(level, Tile::pressurePlate_wood_Id, 0, 2, 2, 4, chunkBB);
placeBlock(level, Tile::wood_Id, 0, 1, 1, 5, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 3), 2, 1, 5, chunkBB);
placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 1), 1, 1, 4, chunkBB);
if (!hasPlacedChest)
{
int y = getWorldY(1);
int x = getWorldX(5, 5), z = getWorldZ(5, 5);
if (chunkBB->isInside(x, y, z))
{
hasPlacedChest = true;
createChest(level, chunkBB, random, 5, 1, 5, treasureItems, 3 + random->nextInt(6));
}
}
// entrance
for (int x = 6; x <= 8; x++)
{
if (getBlock(level, x, 0, -1, chunkBB) == 0 && getBlock(level, x, -1, -1, chunkBB) != 0 )
{
placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), x, 0, -1, chunkBB);
}
}
for (int z = 0; z < depth; z++)
{
for (int x = 0; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::cobblestone_Id, 0, x, -1, z, chunkBB);
}
}
spawnVillagers(level, chunkBB, 7, 1, 1, 1);
return true;
}
int VillagePieces::Smithy::getVillagerProfession(int villagerNumber)
{
return Villager::PROFESSION_SMITH;
}
VillagePieces::Farmland::Farmland()
{
cropsA = 0;
cropsB = 0;
// for reflection
}
VillagePieces::Farmland::Farmland(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth)
{
orientation = direction;
boundingBox = stairsBox;
cropsA = selectCrops(random);
cropsB = selectCrops(random);
}
int VillagePieces::Farmland::selectCrops(Random *random)
{
switch (random->nextInt(5))
{
default:
return Tile::wheat_Id;
case 0:
return Tile::carrots_Id;
case 1:
return Tile::potatoes_Id;
}
}
void VillagePieces::Farmland::addAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::addAdditonalSaveData(tag);
tag->putInt(L"CA", cropsA);
tag->putInt(L"CB", cropsB);
}
void VillagePieces::Farmland::readAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::readAdditonalSaveData(tag);
cropsA = tag->getInt(L"CA");
cropsB = tag->getInt(L"CB");
}
VillagePieces::Farmland *VillagePieces::Farmland::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new Farmland(startPiece, genDepth, random, box, direction);
}
bool VillagePieces::Farmland::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// fill inside with air
generateBox(level, chunkBB, 0, 1, 0, 6, 4, 8, 0, 0, false);
// farmlands
generateBox(level, chunkBB, 1, 0, 1, 2, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false);
generateBox(level, chunkBB, 4, 0, 1, 5, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false);
// walkpaths
generateBox(level, chunkBB, 0, 0, 0, 0, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 6, 0, 0, 6, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 1, 0, 0, 5, 0, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 1, 0, 8, 5, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
// water
generateBox(level, chunkBB, 3, 0, 1, 3, 0, 7, Tile::water_Id, Tile::water_Id, false);
// crops
for (int d = 1; d <= 7; d++)
{
placeBlock(level, cropsA, Mth::nextInt(random, 2, 7), 1, 1, d, chunkBB);
placeBlock(level, cropsA, Mth::nextInt(random, 2, 7), 2, 1, d, chunkBB);
placeBlock(level, cropsB, Mth::nextInt(random, 2, 7), 4, 1, d, chunkBB);
placeBlock(level, cropsB, Mth::nextInt(random, 2, 7), 5, 1, d, chunkBB);
}
for (int z = 0; z < depth; z++)
{
for (int x = 0; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::dirt_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
VillagePieces::DoubleFarmland::DoubleFarmland()
{
cropsA = 0;
cropsB = 0;
cropsC = 0;
cropsD = 0;
// for reflection
}
VillagePieces::DoubleFarmland::DoubleFarmland(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth)
{
heightPosition = -1; // 4J added initialiser
orientation = direction;
boundingBox = stairsBox;
cropsA = selectCrops(random);
cropsB = selectCrops(random);
cropsC = selectCrops(random);
cropsD = selectCrops(random);
}
void VillagePieces::DoubleFarmland::addAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::addAdditonalSaveData(tag);
tag->putInt(L"CA", cropsA);
tag->putInt(L"CB", cropsB);
tag->putInt(L"CC", cropsC);
tag->putInt(L"CD", cropsD);
}
void VillagePieces::DoubleFarmland::readAdditonalSaveData(CompoundTag *tag)
{
VillagePiece::readAdditonalSaveData(tag);
cropsA = tag->getInt(L"CA");
cropsB = tag->getInt(L"CB");
cropsC = tag->getInt(L"CC");
cropsD = tag->getInt(L"CD");
}
int VillagePieces::DoubleFarmland::selectCrops(Random *random)
{
switch (random->nextInt(5))
{
default:
return Tile::wheat_Id;
case 0:
return Tile::carrots_Id;
case 1:
return Tile::potatoes_Id;
}
}
VillagePieces::DoubleFarmland *VillagePieces::DoubleFarmland::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return new DoubleFarmland(startPiece, genDepth, random, box, direction);
}
bool VillagePieces::DoubleFarmland::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// fill inside with air
generateBox(level, chunkBB, 0, 1, 0, 12, 4, 8, 0, 0, false);
// farmlands
generateBox(level, chunkBB, 1, 0, 1, 2, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false);
generateBox(level, chunkBB, 4, 0, 1, 5, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false);
generateBox(level, chunkBB, 7, 0, 1, 8, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false);
generateBox(level, chunkBB, 10, 0, 1, 11, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false);
// walkpaths
generateBox(level, chunkBB, 0, 0, 0, 0, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 6, 0, 0, 6, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 12, 0, 0, 12, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 1, 0, 0, 11, 0, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
generateBox(level, chunkBB, 1, 0, 8, 11, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false);
// water
generateBox(level, chunkBB, 3, 0, 1, 3, 0, 7, Tile::water_Id, Tile::water_Id, false);
generateBox(level, chunkBB, 9, 0, 1, 9, 0, 7, Tile::water_Id, Tile::water_Id, false);
// crops
for (int d = 1; d <= 7; d++)
{
placeBlock(level, cropsA, Mth::nextInt(random, 2, 7), 1, 1, d, chunkBB);
placeBlock(level, cropsA, Mth::nextInt(random, 2, 7), 2, 1, d, chunkBB);
placeBlock(level, cropsB, Mth::nextInt(random, 2, 7), 4, 1, d, chunkBB);
placeBlock(level, cropsB, Mth::nextInt(random, 2, 7), 5, 1, d, chunkBB);
placeBlock(level, cropsC, Mth::nextInt(random, 2, 7), 7, 1, d, chunkBB);
placeBlock(level, cropsC, Mth::nextInt(random, 2, 7), 8, 1, d, chunkBB);
placeBlock(level, cropsD, Mth::nextInt(random, 2, 7), 10, 1, d, chunkBB);
placeBlock(level, cropsD, Mth::nextInt(random, 2, 7), 11, 1, d, chunkBB);
}
for (int z = 0; z < depth; z++)
{
for (int x = 0; x < width; x++)
{
generateAirColumnUp(level, x, height, z, chunkBB);
fillColumnDown(level, Tile::dirt_Id, 0, x, -1, z, chunkBB);
}
}
return true;
}
VillagePieces::LightPost::LightPost()
{
// for reflection
}
VillagePieces::LightPost::LightPost(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *box, int direction) : VillagePiece(startPiece, genDepth)
{
heightPosition = -1; // 4J - added initialiser
orientation = direction;
boundingBox = box;
}
BoundingBox *VillagePieces::LightPost::findPieceBox(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
{
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction);
if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
{
delete box;
return NULL;
}
return box;
}
bool VillagePieces::LightPost::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
{
if (heightPosition < 0)
{
heightPosition = getAverageGroundHeight(level, chunkBB);
if (heightPosition < 0)
{
return true;
}
boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0);
}
// fill with air
generateBox(level, chunkBB, 0, 0, 0, 2, 3, 1, 0, 0, false);
// pillar
placeBlock(level, Tile::fence_Id, 0, 1, 0, 0, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 1, 1, 0, chunkBB);
placeBlock(level, Tile::fence_Id, 0, 1, 2, 0, chunkBB);
// head
placeBlock(level, Tile::wool_Id, DyePowderItem::WHITE, 1, 3, 0, chunkBB);
// torches
placeBlock(level, Tile::torch_Id, 0, 0, 3, 0, chunkBB);
placeBlock(level, Tile::torch_Id, 0, 1, 3, 1, chunkBB);
placeBlock(level, Tile::torch_Id, 0, 2, 3, 0, chunkBB);
placeBlock(level, Tile::torch_Id, 0, 1, 3, -1, chunkBB);
return true;
}