Files
MinecraftConsoles/Minecraft.World/VillagePieces.h
2026-03-01 12:16:08 +08:00

354 lines
12 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
};
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
{
private:
int spawnedVillagerCount;
protected:
StartPiece *startPiece;
VillagePiece(StartPiece *startPiece, int genDepth);
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
{
private:
static const int width = 6;
static const int height = 15;
static const int depth = 6;
const bool isSource;
int heightPosition;
public:
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);
//static Well *createPiece(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 StartPiece : public Well
{
public:
BiomeSource *biomeSource;
bool isDesertVillage;
int villageSize;
bool isLibraryAdded;
PieceWeight *previousPiece;
list<PieceWeight *> *pieceSet; // 4J - was ArrayList
Level *m_level;
// these queues are used so that the addChildren calls are
// called in a random order
vector<StructurePiece *> pendingHouses; // 4J - was ArrayList
vector<StructurePiece *> pendingRoads; // 4J - was ArrayList
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(StartPiece *startPiece, int genDepth) : VillagePiece(startPiece, genDepth) {}
};
/**
*
*
*/
public:
class StraightRoad : public VillageRoadPiece
{
private:
static const int width = 3;
int length;
public:
StraightRoad(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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
{
private:
static const int width = 5;
static const int height = 6;
static const int depth = 5;
private:
int heightPosition;
const bool hasTerrace;
public:
SimpleHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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
{
private:
static const int width = 5;
static const int height = 12;
static const int depth = 9;
int heightPosition;
public:
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
{
private:
static const int width = 9;
static const int height = 9;
static const int depth = 6;
int heightPosition;
public:
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
{
private:
static const int width = 4;
static const int height = 6;
static const int depth = 5;
int heightPosition;
const bool lowCeiling;
const int tablePlacement;
public:
SmallHut(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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
{
private:
static const int width = 9;
static const int height = 7;
static const int depth = 11;
int heightPosition;
public:
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
{
private:
static const int width = 9;
static const int height = 7;
static const int depth = 12;
int heightPosition;
public:
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
{
private:
static const int width = 10;
static const int height = 6;
static const int depth = 7;
int heightPosition;
bool hasPlacedChest;
static WeighedTreasureArray treasureItems;
public:
static void staticCtor();
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);
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
virtual int getVillagerProfession(int villagerNumber);
};
public:
class Farmland : public VillagePiece
{
private:
static const int width = 7;
static const int height = 4;
static const int depth = 9;
int heightPosition;
int cropsA;
int cropsB;
int selectCrops(Random *random);
public:
Farmland(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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
{
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(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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
{
private:
static const int width = 3;
static const int height = 4;
static const int depth = 2;
int heightPosition;
public:
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);
};
};