Files
MinecraftConsoles/Minecraft.World/VillagePieces.h
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

450 lines
14 KiB
C++

#pragma once
#include "StructurePiece.h"
class BiomeSource;
class VillagePieces
{
private:
static const int MAX_DEPTH = 50;
static const int BASE_ROAD_DEPTH = 3;
// the dungeon starts at 64 and traverses downwards to this point
static const int LOWEST_Y_POSITION = 10;
public:
static const int SIZE_SMALL = 0;
static const int SIZE_BIG = 1;
static const int SIZE_BIGGEST = 2;
// 4J - added to replace use of Class<? extends VillagePiece> within this class
enum EPieceClass
{
EPieceClass_SimpleHouse,
EPieceClass_SmallTemple,
EPieceClass_BookHouse,
EPieceClass_SmallHut,
EPieceClass_PigHouse,
EPieceClass_DoubleFarmland,
EPieceClass_Farmland,
EPieceClass_Smithy,
EPieceClass_TwoRoomHouse
};
static void loadStatic();
class PieceWeight
{
public:
EPieceClass pieceClass; // 4J - EPieceClass was Class<? extends VillagePiece>
const int weight;
int placeCount;
int maxPlaceCount;
PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount); // 4J - EPieceClass was Class<? extends VillagePiece>
bool doPlace(int depth);
bool isValid();
};
static list<PieceWeight *> *createPieceSet(Random *random, int villageSize); // 4J - was ArrayList
class StartPiece;
private:
class VillagePiece;
static int updatePieceWeight(list<PieceWeight *> *currentPieces); // 4J = was array list
static VillagePiece *findAndCreatePieceFactory(StartPiece *startPiece, PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
static VillagePiece *generatePieceFromSmallDoor(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
static StructurePiece *generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
static StructurePiece *generateAndAddRoadPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
/**
*
*
*/
private:
class VillagePiece : public StructurePiece
{
protected:
int heightPosition;
private:
int spawnedVillagerCount;
bool isDesertVillage;
protected:
StartPiece *startPiece;
VillagePiece();
VillagePiece(StartPiece *startPiece, int genDepth);
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditonalSaveData(CompoundTag *tag);
StructurePiece *generateHouseNorthernLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
StructurePiece *generateHouseNorthernRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
int getAverageGroundHeight(Level *level, BoundingBox *chunkBB);
static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param
void spawnVillagers(Level *level, BoundingBox *chunkBB, int x, int y, int z, int count);
virtual int getVillagerProfession(int villagerNumber);
virtual int biomeBlock(int tile, int data);
virtual int biomeData(int tile, int data);
virtual void placeBlock(Level *level, int block, int data, int x, int y, int z, BoundingBox *chunkBB);
virtual void generateBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, int edgeTile, int fillTile, bool skipAir);
virtual void fillColumnDown(Level *level, int block, int data, int x, int startY, int z, BoundingBox *chunkBB);
};
/**
*
*
*/
public:
class Well : public VillagePiece
{
public:
static StructurePiece *Create() { return new Well(); }
virtual EStructurePiece GetType() { return eStructurePiece_Well; }
private:
static const int width = 6;
static const int height = 15;
static const int depth = 6;
public:
Well();
Well(StartPiece *startPiece, int genDepth, Random *random, int west, int north);
Well(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
public:
class StartPiece : public Well
{
public:
virtual EStructurePiece GetType() { return eStructurePiece_VillageStartPiece; }
public:
// these fields are only used in generation step and aren't serialized :{
BiomeSource *biomeSource;
bool isDesertVillage;
int villageSize;
bool isLibraryAdded;
PieceWeight *previousPiece;
list<PieceWeight *> *pieceSet;
Level *m_level;
// these queues are used so that the addChildren calls are called in a random order
vector<StructurePiece *> pendingHouses;
vector<StructurePiece *> pendingRoads;
StartPiece();
StartPiece(BiomeSource *biomeSource, int genDepth, Random *random, int west, int north, list<PieceWeight *> *pieceSet, int villageSize, Level *level); // 4J Added level param
virtual ~StartPiece();
BiomeSource *getBiomeSource();
};
public:
class VillageRoadPiece : public VillagePiece
{
protected:
VillageRoadPiece() {}
VillageRoadPiece(StartPiece *startPiece, int genDepth) : VillagePiece(startPiece, genDepth) {}
};
/**
*
*
*/
public:
class StraightRoad : public VillageRoadPiece
{
public:
static StructurePiece *Create() { return new StraightRoad(); }
virtual EStructurePiece GetType() { return eStructurePiece_StraightRoad; }
private:
static const int width = 3;
int length;
public:
StraightRoad();
StraightRoad(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
protected:
void addAdditonalSaveData(CompoundTag *tag);
void readAdditonalSaveData(CompoundTag *tag);
public:
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static BoundingBox *findPieceBox(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
/**
*
*
*/
public:
class SimpleHouse : public VillagePiece
{
public:
static StructurePiece *Create() { return new SimpleHouse(); }
virtual EStructurePiece GetType() { return eStructurePiece_SimpleHouse; }
private:
static const int width = 5;
static const int height = 6;
static const int depth = 5;
private:
bool hasTerrace;
public:
SimpleHouse();
SimpleHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
protected:
void addAdditonalSaveData(CompoundTag *tag);
void readAdditonalSaveData(CompoundTag *tag);
public:
static SimpleHouse *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
public:
class SmallTemple : public VillagePiece
{
public:
static StructurePiece *Create() { return new SmallTemple(); }
virtual EStructurePiece GetType() { return eStructurePiece_SmallTemple; }
private:
static const int width = 5;
static const int height = 12;
static const int depth = 9;
int heightPosition;
public:
SmallTemple();
SmallTemple(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
static SmallTemple *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
virtual int getVillagerProfession(int villagerNumber);
};
public:
class BookHouse : public VillagePiece
{
public:
static StructurePiece *Create() { return new BookHouse(); }
virtual EStructurePiece GetType() { return eStructurePiece_BookHouse; }
private:
static const int width = 9;
static const int height = 9;
static const int depth = 6;
int heightPosition;
public:
BookHouse();
BookHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
static BookHouse *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
virtual int getVillagerProfession(int villagerNumber);
};
public:
class SmallHut : public VillagePiece
{
public:
static StructurePiece *Create() { return new SmallHut(); }
virtual EStructurePiece GetType() { return eStructurePiece_SmallHut; }
private:
static const int width = 4;
static const int height = 6;
static const int depth = 5;
bool lowCeiling;
int tablePlacement;
public:
SmallHut();
SmallHut(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
protected:
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditonalSaveData(CompoundTag *tag);
public:
static SmallHut *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
public:
class PigHouse : public VillagePiece
{
public:
static StructurePiece *Create() { return new PigHouse(); }
virtual EStructurePiece GetType() { return eStructurePiece_PigHouse; }
private:
static const int width = 9;
static const int height = 7;
static const int depth = 11;
public:
PigHouse();
PigHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
static PigHouse *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
virtual int getVillagerProfession(int villagerNumber);
};
public:
class TwoRoomHouse : public VillagePiece
{
public:
static StructurePiece *Create() { return new TwoRoomHouse(); }
virtual EStructurePiece GetType() { return eStructurePiece_TwoRoomHouse; }
private:
static const int width = 9;
static const int height = 7;
static const int depth = 12;
int heightPosition;
public:
TwoRoomHouse();
TwoRoomHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
static TwoRoomHouse *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
public:
class Smithy : public VillagePiece
{
public:
static StructurePiece *Create() { return new Smithy(); }
virtual EStructurePiece GetType() { return eStructurePiece_Smithy; }
private:
static const int width = 10;
static const int height = 6;
static const int depth = 7;
bool hasPlacedChest;
static WeighedTreasureArray treasureItems;
public:
static void staticCtor();
Smithy();
Smithy(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
static Smithy *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
protected:
void addAdditonalSaveData(CompoundTag *tag);
void readAdditonalSaveData(CompoundTag *tag);
public:
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
virtual int getVillagerProfession(int villagerNumber);
};
public:
class Farmland : public VillagePiece
{
public:
static StructurePiece *Create() { return new Farmland(); }
virtual EStructurePiece GetType() { return eStructurePiece_Farmland; }
private:
static const int width = 7;
static const int height = 4;
static const int depth = 9;
int cropsA;
int cropsB;
int selectCrops(Random *random);
public:
Farmland();
Farmland(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
protected:
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditonalSaveData(CompoundTag *tag);
public:
static Farmland *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
public:
class DoubleFarmland : public VillagePiece
{
public:
static StructurePiece *Create() { return new DoubleFarmland(); }
virtual EStructurePiece GetType() { return eStructurePiece_DoubleFarmland; }
private:
static const int width = 13;
static const int height = 4;
static const int depth = 9;
int heightPosition;
int cropsA;
int cropsB;
int cropsC;
int cropsD;
int selectCrops(Random *random);
public:
DoubleFarmland();
DoubleFarmland(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
protected:
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditonalSaveData(CompoundTag *tag);
public:
static DoubleFarmland *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
public:
class LightPost : public VillagePiece
{
public:
static StructurePiece *Create() { return new LightPost(); }
virtual EStructurePiece GetType() { return eStructurePiece_LightPost; }
private:
static const int width = 3;
static const int height = 4;
static const int depth = 2;
int heightPosition;
public:
LightPost();
LightPost(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *box, int direction);
static BoundingBox *findPieceBox(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
};