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

344 lines
13 KiB
C++

#pragma once
#include "StructurePiece.h"
class NetherBridgePieces
{
private:
static const int MAX_DEPTH = 30;
// the dungeon starts at 64 and traverses downwards to this point
static const int LOWEST_Y_POSITION = 10;
// 4J - added to replace use of Class<? extends NetherBridgePiece> within this class
enum EPieceClass
{
EPieceClass_BridgeStraight,
EPieceClass_BridgeEndFiller,
EPieceClass_BridgeCrossing,
EPieceClass_RoomCrossing,
EPieceClass_StairsRoom,
EPieceClass_MonsterThrone,
EPieceClass_CastleEntrance,
EPieceClass_CastleStalkRoom,
EPieceClass_CastleSmallCorridorPiece,
EPieceClass_CastleSmallCorridorCrossingPiece,
EPieceClass_CastleSmallCorridorRightTurnPiece,
EPieceClass_CastleSmallCorridorLeftTurnPiece,
EPieceClass_CastleCorridorStairsPiece,
EPieceClass_CastleCorridorTBalconyPiece
};
class PieceWeight
{
public:
EPieceClass pieceClass;
const int weight;
int placeCount;
int maxPlaceCount;
bool allowInRow;
PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount, bool allowInRow);
PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount);
bool doPlace(int depth);
bool isValid();
};
static const int BRIDGE_PIECEWEIGHTS_COUNT = 6;
static const int CASTLE_PIECEWEIGHTS_COUNT = 7;
static NetherBridgePieces::PieceWeight *bridgePieceWeights[BRIDGE_PIECEWEIGHTS_COUNT];
static NetherBridgePieces::PieceWeight *castlePieceWeights[CASTLE_PIECEWEIGHTS_COUNT];
private:
class NetherBridgePiece;
static NetherBridgePiece *findAndCreateBridgePieceFactory(NetherBridgePieces::PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
/**
*
*
*/
public:
class StartPiece;
private:
class NetherBridgePiece : public StructurePiece
{
protected:
NetherBridgePiece(int genDepth);
private:
int updatePieceWeight(list<PieceWeight *> *currentPieces);
NetherBridgePiece *generatePiece(StartPiece *startPiece, list<NetherBridgePieces::PieceWeight *> *currentPieces, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
StructurePiece *generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle);
protected:
StructurePiece *generateChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff, bool isCastle);
StructurePiece *generateChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
StructurePiece *generateChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param
void generateLightPost(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z, int xOff, int zOff);
void generateLightPostFacingRight(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
void generateLightPostFacingLeft(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
void generateLightPostFacingUp(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
void generateLightPostFacingDown(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
};
/**
*
*
*/
class BridgeStraight : public NetherBridgePiece
{
private:
static const int width = 5;
static const int height = 10;
static const int depth = 19;
public:
BridgeStraight(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static BridgeStraight *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);
};
class BridgeEndFiller : public NetherBridgePiece
{
private:
static const int width = 5;
static const int height = 10;
static const int depth = 8;
int selfSeed;
public:
BridgeEndFiller(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
static BridgeEndFiller *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);
};
class BridgeCrossing : public NetherBridgePiece
{
private:
static const int width = 19;
static const int height = 10;
static const int depth = 19;
public:
BridgeCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
protected:
BridgeCrossing(Random *random, int west, int north);
public:
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static BridgeCrossing *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 BridgeCrossing
{
public:
bool isLibraryAdded;
PieceWeight *previousPiece;
Level *m_level;
list<PieceWeight *> availableBridgePieces;
list<PieceWeight *> availableCastlePieces;
// this queue is used so that the addChildren calls are
// called in a random order
vector<StructurePiece *> pendingChildren;
StartPiece(Random *random, int west, int north, Level *level); // 4J Added level param
};
private:
class RoomCrossing : public NetherBridgePiece
{
private:
static const int width = 7;
static const int height = 9;
static const int depth = 7;
public:
RoomCrossing(int genDepth, Random *random, BoundingBox *box, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static RoomCrossing *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);
};
class StairsRoom : public NetherBridgePiece
{
private:
static const int width = 7;
static const int height = 11;
static const int depth = 7;
public:
StairsRoom(int genDepth, Random *random, BoundingBox *box, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static StairsRoom *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);
};
class MonsterThrone : public NetherBridgePiece
{
private:
static const int width = 7;
static const int height = 8;
static const int depth = 9;
bool hasPlacedMobSpawner;
public:
MonsterThrone(int genDepth, Random *random, BoundingBox *box, int direction);
static MonsterThrone *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);
};
/**
*
*
*/
class CastleEntrance : public NetherBridgePiece
{
private:
static const int width = 13;
static const int height = 14;
static const int depth = 13;
public:
CastleEntrance(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static CastleEntrance *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);
};
/**
*
*
*/
class CastleStalkRoom : public NetherBridgePiece
{
private:
static const int width = 13;
static const int height = 14;
static const int depth = 13;
public:
CastleStalkRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static CastleStalkRoom *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);
};
/**
*
*
*/
class CastleSmallCorridorPiece : public NetherBridgePiece
{
private:
static const int width = 5;
static const int height = 7;
static const int depth = 5;
public:
CastleSmallCorridorPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static CastleSmallCorridorPiece *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);
};
/**
*
*
*/
class CastleSmallCorridorCrossingPiece : public NetherBridgePiece
{
private:
static const int width = 5;
static const int height = 7;
static const int depth = 5;
public:
CastleSmallCorridorCrossingPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static CastleSmallCorridorCrossingPiece *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);
};
/**
*
*
*/
class CastleSmallCorridorRightTurnPiece : public NetherBridgePiece
{
private:
static const int width = 5;
static const int height = 7;
static const int depth = 5;
public:
CastleSmallCorridorRightTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static CastleSmallCorridorRightTurnPiece *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);
};
/**
*
*
*/
class CastleSmallCorridorLeftTurnPiece : public NetherBridgePiece
{
private:
static const int width = 5;
static const int height = 7;
static const int depth = 5;
public:
CastleSmallCorridorLeftTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static CastleSmallCorridorLeftTurnPiece *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);
};
/**
*
*
*/
class CastleCorridorStairsPiece : public NetherBridgePiece
{
private:
static const int width = 5;
static const int height = 14;
static const int depth = 10;
public:
CastleCorridorStairsPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static CastleCorridorStairsPiece *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);
};
/**
*
*
*/
class CastleCorridorTBalconyPiece : public NetherBridgePiece
{
private:
static const int width = 9;
static const int height = 7;
static const int depth = 9;
public:
CastleCorridorTBalconyPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
static CastleCorridorTBalconyPiece *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);
};
};