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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.World/MineShaftPieces.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.World/MineShaftPieces.cpp')
-rw-r--r--Minecraft.World/MineShaftPieces.cpp697
1 files changed, 697 insertions, 0 deletions
diff --git a/Minecraft.World/MineShaftPieces.cpp b/Minecraft.World/MineShaftPieces.cpp
new file mode 100644
index 00000000..fe13b49f
--- /dev/null
+++ b/Minecraft.World/MineShaftPieces.cpp
@@ -0,0 +1,697 @@
+#include "stdafx.h"
+#include "net.minecraft.world.level.levelgen.structure.h"
+#include "net.minecraft.world.level.h"
+#include "net.minecraft.world.level.tile.h"
+#include "net.minecraft.world.level.tile.entity.h"
+#include "net.minecraft.world.item.h"
+#include "JavaMath.h"
+#include "WeighedTreasure.h"
+#include "MineShaftPieces.h"
+
+WeighedTreasureArray MineShaftPieces::smallTreasureItems;;
+
+void MineShaftPieces::staticCtor()
+{
+ smallTreasureItems = WeighedTreasureArray(11);
+ smallTreasureItems[0] = new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 10);
+ smallTreasureItems[1] = new WeighedTreasure(Item::goldIngot_Id, 0, 1, 3, 5);
+ smallTreasureItems[2] = new WeighedTreasure(Item::redStone_Id, 0, 4, 9, 5);
+ smallTreasureItems[3] = new WeighedTreasure(Item::dye_powder_Id, DyePowderItem::BLUE, 4, 9, 5);
+ smallTreasureItems[4] = new WeighedTreasure(Item::diamond_Id, 0, 1, 2, 3);
+ smallTreasureItems[5] = new WeighedTreasure(Item::coal_Id, CoalItem::STONE_COAL, 3, 8, 10);
+ smallTreasureItems[6] = new WeighedTreasure(Item::bread_Id, 0, 1, 3, 15);
+ smallTreasureItems[7] = new WeighedTreasure(Item::pickAxe_iron_Id, 0, 1, 1, 1);
+ smallTreasureItems[8] = new WeighedTreasure(Tile::rail_Id, 0, 4, 8, 1);
+ smallTreasureItems[9] = new WeighedTreasure(Item::seeds_melon_Id, 0, 2, 4, 10);
+ // 4J-PB - Adding from 1.2.3
+ smallTreasureItems[10] = new WeighedTreasure(Item::seeds_pumpkin_Id, 0, 2, 4, 10);
+}
+
+StructurePiece *MineShaftPieces::createRandomShaftPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ int randomSelection = random->nextInt(100);
+ if (randomSelection >= 80)
+ {
+ BoundingBox *crossingBox = MineShaftCrossing::findCrossing(pieces, random, footX, footY, footZ, direction);
+ if (crossingBox != NULL)
+ {
+ return new MineShaftCrossing(genDepth, random, crossingBox, direction);
+ }
+ }
+ else if (randomSelection >= 70)
+ {
+ BoundingBox *stairsBox = MineShaftStairs::findStairs(pieces, random, footX, footY, footZ, direction);
+ if (stairsBox != NULL)
+ {
+ return new MineShaftPieces::MineShaftStairs(genDepth, random, stairsBox, direction);
+ }
+ }
+ else
+ {
+ BoundingBox *corridorBox = MineShaftCorridor::findCorridorSize(pieces, random, footX, footY, footZ, direction);
+ if (corridorBox != NULL)
+ {
+ return new MineShaftCorridor(genDepth, random, corridorBox, direction);
+ }
+ }
+
+ return NULL;
+}
+
+StructurePiece *MineShaftPieces::generateAndAddPiece(StructurePiece *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) > 5 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 5 * 16)
+ {
+ return NULL;
+ }
+
+ StructurePiece *newPiece = createRandomShaftPiece(pieces, random, footX, footY, footZ, direction, depth + 1);
+ if (newPiece != NULL)
+ {
+ MemSect(50);
+ pieces->push_back(newPiece);
+ MemSect(0);
+ newPiece->addChildren(startPiece, pieces, random);
+ }
+ return newPiece;
+}
+
+
+MineShaftPieces::MineShaftRoom::MineShaftRoom(int genDepth, Random *random, int west, int north) : StructurePiece(genDepth)
+{
+ boundingBox = new BoundingBox(west, 50, north, west + 7 + random->nextInt(6), 54 + random->nextInt(6), north + 7 + random->nextInt(6));
+}
+
+MineShaftPieces::MineShaftRoom::~MineShaftRoom()
+{
+ for(AUTO_VAR(it, childEntranceBoxes.begin()); it != childEntranceBoxes.end(); ++it)
+ {
+ delete (*it);
+ }
+}
+
+void MineShaftPieces::MineShaftRoom::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+
+ int depth = getGenDepth();
+
+ int pos;
+
+ int heightSpace = boundingBox->getYSpan() - DEFAULT_SHAFT_HEIGHT - 1;
+ if (heightSpace <= 0)
+ {
+ heightSpace = 1;
+ }
+
+ // northern exits
+ pos = 0;
+ while (pos < boundingBox->getXSpan())
+ {
+ pos += random->nextInt(boundingBox->getXSpan());
+ if ((pos + DEFAULT_SHAFT_WIDTH) > boundingBox->getXSpan())
+ {
+ break;
+ }
+ StructurePiece *child = generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + pos, boundingBox->y0 + random->nextInt(heightSpace) + 1, boundingBox->z0 - 1, Direction::NORTH, depth);
+ if (child != NULL)
+ {
+ BoundingBox *childBox = child->getBoundingBox();
+ childEntranceBoxes.push_back(new BoundingBox(childBox->x0, childBox->y0, boundingBox->z0, childBox->x1, childBox->y1, boundingBox->z0 + 1));
+ }
+ pos += DEFAULT_SHAFT_WIDTH + 1;
+ }
+ // southern exits
+ pos = 0;
+ while (pos < boundingBox->getXSpan())
+ {
+ pos += random->nextInt(boundingBox->getXSpan());
+ if ((pos + DEFAULT_SHAFT_WIDTH) > boundingBox->getXSpan())
+ {
+ break;
+ }
+ StructurePiece *child = generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + pos, boundingBox->y0 + random->nextInt(heightSpace) + 1, boundingBox->z1 + 1, Direction::SOUTH, depth);
+ if (child != NULL)
+ {
+ BoundingBox *childBox = child->getBoundingBox();
+ childEntranceBoxes.push_back(new BoundingBox(childBox->x0, childBox->y0, boundingBox->z1 - 1, childBox->x1, childBox->y1, boundingBox->z1));
+ }
+ pos += DEFAULT_SHAFT_WIDTH + 1;
+ }
+ // western exits
+ pos = 0;
+ while (pos < boundingBox->getZSpan())
+ {
+ pos += random->nextInt(boundingBox->getZSpan());
+ if ((pos + DEFAULT_SHAFT_WIDTH) > boundingBox->getZSpan())
+ {
+ break;
+ }
+ StructurePiece *child = generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + random->nextInt(heightSpace) + 1, boundingBox->z0 + pos, Direction::WEST, depth);
+ if (child != NULL)
+ {
+ BoundingBox *childBox = child->getBoundingBox();
+ childEntranceBoxes.push_back(new BoundingBox(boundingBox->x0, childBox->y0, childBox->z0, boundingBox->x0 + 1, childBox->y1, childBox->z1));
+ }
+ pos += DEFAULT_SHAFT_WIDTH + 1;
+ }
+ // eastern exits
+ pos = 0;
+ while (pos < boundingBox->getZSpan())
+ {
+ pos += random->nextInt(boundingBox->getZSpan());
+ if ((pos + DEFAULT_SHAFT_WIDTH) > boundingBox->getZSpan())
+ {
+ break;
+ }
+ StructurePiece *child = generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + random->nextInt(heightSpace) + 1, boundingBox->z0 + pos, Direction::EAST, depth);
+ if (child != NULL)
+ {
+ BoundingBox *childBox = child->getBoundingBox();
+ childEntranceBoxes.push_back(new BoundingBox(boundingBox->x1 - 1, childBox->y0, childBox->z0, boundingBox->x1, childBox->y1, childBox->z1));
+ }
+ pos += DEFAULT_SHAFT_WIDTH + 1;
+ }
+}
+
+bool MineShaftPieces::MineShaftRoom::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ if (edgesLiquid(level, chunkBB))
+ {
+ return false;
+ }
+
+ // floor
+ generateBox(level, chunkBB, boundingBox->x0, boundingBox->y0, boundingBox->z0, boundingBox->x1, boundingBox->y0, boundingBox->z1, Tile::dirt_Id, 0, true);
+
+ // room air
+ generateBox(level, chunkBB, boundingBox->x0, boundingBox->y0 + 1, boundingBox->z0, boundingBox->x1, min(boundingBox->y0 + 3, boundingBox->y1), boundingBox->z1, 0, 0, false);
+ for(AUTO_VAR(it, childEntranceBoxes.begin()); it != childEntranceBoxes.end(); ++it)
+ {
+ BoundingBox *entranceBox = *it;
+ generateBox(level, chunkBB, entranceBox->x0, entranceBox->y1 - (DEFAULT_SHAFT_HEIGHT - 1), entranceBox->z0, entranceBox->x1, entranceBox->y1, entranceBox->z1, 0, 0, false);
+ }
+ generateUpperHalfSphere(level, chunkBB, boundingBox->x0, boundingBox->y0 + 4, boundingBox->z0, boundingBox->x1, boundingBox->y1, boundingBox->z1, 0, false);
+
+ return true;
+}
+
+
+MineShaftPieces::MineShaftCorridor::MineShaftCorridor(int genDepth, Random *random, BoundingBox *corridorBox, int direction)
+ : StructurePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = corridorBox;
+ hasRails = random->nextInt(3) == 0;
+ hasPlacedSpider=false;
+ spiderCorridor = !hasRails && random->nextInt(23) == 0;
+ //debug
+ //spiderCorridor = !hasRails ;//&& random->nextInt(23) == 0;
+
+ if (orientation == Direction::NORTH || orientation == Direction::SOUTH)
+ {
+ numSections = corridorBox->getZSpan() / DEFAULT_SHAFT_LENGTH;
+ }
+ else
+ {
+ numSections = corridorBox->getXSpan() / DEFAULT_SHAFT_LENGTH;
+ }
+}
+
+BoundingBox *MineShaftPieces::MineShaftCorridor::findCorridorSize(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
+{
+
+ BoundingBox *box = new BoundingBox(footX, footY, footZ, footX, footY + (DEFAULT_SHAFT_HEIGHT - 1), footZ);
+
+ int corridorLength = random->nextInt(3) + 2;
+ while (corridorLength > 0)
+ {
+ int blockLength = corridorLength * DEFAULT_SHAFT_LENGTH;
+
+ switch (direction)
+ {
+ case Direction::NORTH:
+ box->x1 = footX + (DEFAULT_SHAFT_WIDTH - 1);
+ box->z0 = footZ - (blockLength - 1);
+ break;
+ case Direction::SOUTH:
+ box->x1 = footX + (DEFAULT_SHAFT_WIDTH - 1);
+ box->z1 = footZ + (blockLength - 1);
+ break;
+ case Direction::WEST:
+ box->x0 = footX - (blockLength - 1);
+ box->z1 = footZ + (DEFAULT_SHAFT_WIDTH - 1);
+ break;
+ case Direction::EAST:
+ box->x1 = footX + (blockLength - 1);
+ box->z1 = footZ + (DEFAULT_SHAFT_WIDTH - 1);
+ break;
+ }
+
+ if (StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ corridorLength--;
+ }
+ else
+ {
+ break;
+ }
+ }
+
+ if (corridorLength > 0)
+ {
+ return box;
+ }
+ delete box;
+ // unable to place corridor here
+ return NULL;
+}
+
+void MineShaftPieces::MineShaftCorridor::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ int depth = getGenDepth();
+ int endSelection = random->nextInt(4);
+ switch (orientation)
+ {
+ case Direction::NORTH:
+ if (endSelection <= 1)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z0 - 1, orientation, depth);
+ }
+ else if (endSelection == 2)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z0, Direction::WEST, depth);
+ }
+ else
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z0, Direction::EAST, depth);
+ }
+ break;
+ case Direction::SOUTH:
+ if (endSelection <= 1)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z1 + 1, orientation, depth);
+ }
+ else if (endSelection == 2)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z1 - DEFAULT_SHAFT_WIDTH, Direction::WEST, depth);
+ }
+ else
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z1 - DEFAULT_SHAFT_WIDTH, Direction::EAST, depth);
+ }
+ break;
+ case Direction::WEST:
+ if (endSelection <= 1)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z0, orientation, depth);
+ }
+ else if (endSelection == 2)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z0 - 1, Direction::NORTH, depth);
+ }
+ else
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z1 + 1, Direction::SOUTH, depth);
+ }
+ break;
+ case Direction::EAST:
+ if (endSelection <= 1)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z0, orientation, depth);
+ }
+ else if (endSelection == 2)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 - DEFAULT_SHAFT_WIDTH, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z0 - 1, Direction::NORTH, depth);
+ }
+ else
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 - DEFAULT_SHAFT_WIDTH, boundingBox->y0 - 1 + random->nextInt(3), boundingBox->z1 + 1, Direction::SOUTH, depth);
+ }
+ break;
+ }
+
+ // generate cross sections using higher depth
+ if (depth < MAX_DEPTH)
+ {
+ if (orientation == Direction::NORTH || orientation == Direction::SOUTH)
+ {
+ for (int z = boundingBox->z0 + 3; (z + DEFAULT_SHAFT_WIDTH) <= boundingBox->z1; z += DEFAULT_SHAFT_LENGTH)
+ {
+ int selection = random->nextInt(5);
+ if (selection == 0)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0, z, Direction::WEST, depth + 1);
+ }
+ else if (selection == 1)
+ {
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0, z, Direction::EAST, depth + 1);
+ }
+ }
+ }
+ else
+ {
+ for (int x = boundingBox->x0 + 3; (x + DEFAULT_SHAFT_WIDTH) <= boundingBox->x1; x += DEFAULT_SHAFT_LENGTH)
+ {
+ int selection = random->nextInt(5);
+ if (selection == 0)
+ {
+ generateAndAddPiece(startPiece, pieces, random, x, boundingBox->y0, boundingBox->z0 - 1, Direction::NORTH, depth + 1);
+ }
+ else if (selection == 1)
+ {
+ generateAndAddPiece(startPiece, pieces, random, x, boundingBox->y0, boundingBox->z1 + 1, Direction::SOUTH, depth + 1);
+ }
+ }
+ }
+ }
+}
+
+bool MineShaftPieces::MineShaftCorridor::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ if (edgesLiquid(level, chunkBB))
+ {
+ return false;
+ }
+
+ const int x0 = 0;
+ const int x1 = DEFAULT_SHAFT_WIDTH - 1;
+ const int y0 = 0;
+ const int y1 = DEFAULT_SHAFT_HEIGHT - 1;
+ const int length = (numSections * DEFAULT_SHAFT_LENGTH) - 1;
+
+ // corridor air
+ generateBox(level, chunkBB, x0, 0, y0, x1, y1 - 1, length, 0, 0, false);
+ generateMaybeBox(level, chunkBB, random, .8f, x0, y1, y0, x1, y1, length, 0, 0, false);
+
+ if (spiderCorridor)
+ {
+ generateMaybeBox(level, chunkBB, random, .6f, x0, 0, y0, x1, y1 - 1, length, Tile::web_Id, 0, false);
+ }
+
+ // place a support in every section
+ for (int section = 0; section < numSections; section++)
+ {
+
+ int z = 2 + section * DEFAULT_SHAFT_LENGTH;
+
+ // 4J-PB - Bringing forward the changes in 1.2.3
+ generateBox(level, chunkBB, x0, y0, z, x0, y1 - 1, z, Tile::fence_Id, 0, false);
+ generateBox(level, chunkBB, x1, y0, z, x1, y1 - 1, z, Tile::fence_Id, 0, false);
+ if (random->nextInt(4) == 0)
+ {
+ generateBox(level, chunkBB, x0, y1, z, x0, y1, z, Tile::wood_Id, 0, false);
+ generateBox(level, chunkBB, x1, y1, z, x1, y1, z, Tile::wood_Id, 0, false);
+ }
+ else
+ {
+ generateBox(level, chunkBB, x0, y1, z, x1, y1, z, Tile::wood_Id, 0, false);
+ }
+ maybeGenerateBlock(level, chunkBB, random, .1f, x0, y1, z - 1, Tile::web_Id, 0);
+ maybeGenerateBlock(level, chunkBB, random, .1f, x1, y1, z - 1, Tile::web_Id, 0);
+ maybeGenerateBlock(level, chunkBB, random, .1f, x0, y1, z + 1, Tile::web_Id, 0);
+ maybeGenerateBlock(level, chunkBB, random, .1f, x1, y1, z + 1, Tile::web_Id, 0);
+ maybeGenerateBlock(level, chunkBB, random, .05f, x0, y1, z - 2, Tile::web_Id, 0);
+ maybeGenerateBlock(level, chunkBB, random, .05f, x1, y1, z - 2, Tile::web_Id, 0);
+ maybeGenerateBlock(level, chunkBB, random, .05f, x0, y1, z + 2, Tile::web_Id, 0);
+ maybeGenerateBlock(level, chunkBB, random, .05f, x1, y1, z + 2, Tile::web_Id, 0);
+
+ maybeGenerateBlock(level, chunkBB, random, .05f, x0 + 1, y1, z - 1, Tile::torch_Id, 0);
+ maybeGenerateBlock(level, chunkBB, random, .05f, x0 + 1, y1, z + 1, Tile::torch_Id, 0);
+
+ if (random->nextInt(100) == 0)
+ {
+ createChest(level, chunkBB, random, x1, y0, z - 1, WeighedTreasure::addToTreasure(smallTreasureItems, Item::enchantedBook->createForRandomTreasure(random)), 3 + random->nextInt(4));
+ }
+ if (random->nextInt(100) == 0)
+ {
+ createChest(level, chunkBB, random, x0, y0, z + 1, WeighedTreasure::addToTreasure(smallTreasureItems, Item::enchantedBook->createForRandomTreasure(random)), 3 + random->nextInt(4));
+ }
+
+ if (spiderCorridor && !hasPlacedSpider)
+ {
+ int y = getWorldY(y0), newZ = z - 1 + random->nextInt(3);
+ int x = getWorldX(x0 + 1, newZ);
+ newZ = getWorldZ(x0 + 1, newZ);
+ if (chunkBB->isInside(x, y, newZ))
+ {
+ hasPlacedSpider = true;
+ level->setTile(x, y, newZ, Tile::mobSpawner_Id);
+ shared_ptr<MobSpawnerTileEntity> entity = dynamic_pointer_cast<MobSpawnerTileEntity>( level->getTileEntity(x, y, newZ) );
+ if (entity != NULL) entity->setEntityId(L"CaveSpider");
+ }
+ }
+ }
+
+ // prevent air floating
+ for (int x = x0; x <= x1; x++)
+ {
+ for (int z = 0; z <= length; z++)
+ {
+ int block = getBlock(level, x, -1, z, chunkBB);
+ if (block == 0)
+ {
+ placeBlock(level, Tile::wood_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+ }
+
+ if (hasRails)
+ {
+ for (int z = 0; z <= length; z++)
+ {
+ int floor = getBlock(level, x0 + 1, y0 - 1, z, chunkBB);
+ if (floor > 0 && Tile::solid[floor])
+ {
+ maybeGenerateBlock(level, chunkBB, random, .7f, x0 + 1, y0, z, Tile::rail_Id, getOrientationData(Tile::rail_Id, RailTile::DIR_FLAT_Z));
+ }
+ }
+ }
+
+ return true;
+}
+
+MineShaftPieces::MineShaftCrossing::MineShaftCrossing(int genDepth, Random *random, BoundingBox *crossingBox, int direction)
+ : StructurePiece(genDepth), direction(direction), isTwoFloored( crossingBox->getYSpan() > DEFAULT_SHAFT_HEIGHT )
+{
+ boundingBox = crossingBox;
+}
+
+BoundingBox *MineShaftPieces::MineShaftCrossing::findCrossing(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
+{
+
+ BoundingBox *box = new BoundingBox(footX, footY, footZ, footX, footY + (DEFAULT_SHAFT_HEIGHT - 1), footZ);
+
+ if (random->nextInt(4) == 0)
+ {
+ box->y1 += DEFAULT_SHAFT_HEIGHT + 1; // two-floored
+ }
+
+ switch (direction)
+ {
+ case Direction::NORTH:
+ box->x0 = footX - 1;
+ box->x1 = footX + DEFAULT_SHAFT_WIDTH;
+ box->z0 = footZ - (DEFAULT_SHAFT_WIDTH + 1);
+ break;
+ case Direction::SOUTH:
+ box->x0 = footX - 1;
+ box->x1 = footX + DEFAULT_SHAFT_WIDTH;
+ box->z1 = footZ + (DEFAULT_SHAFT_WIDTH + 1);
+ break;
+ case Direction::WEST:
+ box->x0 = footX - (DEFAULT_SHAFT_WIDTH + 1);
+ box->z0 = footZ - 1;
+ box->z1 = footZ + DEFAULT_SHAFT_WIDTH;
+ break;
+ case Direction::EAST:
+ box->x1 = footX + (DEFAULT_SHAFT_WIDTH + 1);
+ box->z0 = footZ - 1;
+ box->z1 = footZ + DEFAULT_SHAFT_WIDTH;
+ break;
+ }
+
+ if (StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return box;
+}
+
+void MineShaftPieces::MineShaftCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+
+ int depth = getGenDepth();
+ // crossings are coming from a direction and will generate children
+ // in the
+ // remaining three directions
+ switch (direction)
+ {
+ case Direction::NORTH:
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z0 - 1, Direction::NORTH, depth);
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0, boundingBox->z0 + 1, Direction::WEST, depth);
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0, boundingBox->z0 + 1, Direction::EAST, depth);
+ break;
+ case Direction::SOUTH:
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z1 + 1, Direction::SOUTH, depth);
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0, boundingBox->z0 + 1, Direction::WEST, depth);
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0, boundingBox->z0 + 1, Direction::EAST, depth);
+ break;
+ case Direction::WEST:
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z0 - 1, Direction::NORTH, depth);
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z1 + 1, Direction::SOUTH, depth);
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0, boundingBox->z0 + 1, Direction::WEST, depth);
+ break;
+ case Direction::EAST:
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z0 - 1, Direction::NORTH, depth);
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z1 + 1, Direction::SOUTH, depth);
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0, boundingBox->z0 + 1, Direction::EAST, depth);
+ break;
+ }
+
+ if (isTwoFloored)
+ {
+ if (random->nextBoolean()) generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y0 + DEFAULT_SHAFT_HEIGHT + 1, boundingBox->z0 - 1, Direction::NORTH, depth);
+ if (random->nextBoolean()) generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + DEFAULT_SHAFT_HEIGHT + 1, boundingBox->z0 + 1, Direction::WEST, depth);
+ if (random->nextBoolean()) generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + DEFAULT_SHAFT_HEIGHT + 1, boundingBox->z0 + 1, Direction::EAST, depth);
+ if (random->nextBoolean()) generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y0 + DEFAULT_SHAFT_HEIGHT + 1, boundingBox->z1 + 1, Direction::SOUTH, depth);
+ }
+}
+
+bool MineShaftPieces::MineShaftCrossing::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ if (edgesLiquid(level, chunkBB))
+ {
+ return false;
+ }
+
+ // corridor air
+ if (isTwoFloored)
+ {
+ generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z0, boundingBox->x1 - 1, boundingBox->y0 + DEFAULT_SHAFT_HEIGHT - 1, boundingBox->z1, 0, 0, false);
+ generateBox(level, chunkBB, boundingBox->x0, boundingBox->y0, boundingBox->z0 + 1, boundingBox->x1, boundingBox->y0 + DEFAULT_SHAFT_HEIGHT - 1, boundingBox->z1 - 1, 0, 0, false);
+ generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y1 - (DEFAULT_SHAFT_HEIGHT - 1), boundingBox->z0, boundingBox->x1 - 1, boundingBox->y1, boundingBox->z1, 0, 0, false);
+ generateBox(level, chunkBB, boundingBox->x0, boundingBox->y1 - (DEFAULT_SHAFT_HEIGHT - 1), boundingBox->z0 + 1, boundingBox->x1, boundingBox->y1, boundingBox->z1 - 1, 0, 0, false);
+ generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y0 + DEFAULT_SHAFT_HEIGHT, boundingBox->z0 + 1, boundingBox->x1 - 1, boundingBox->y0 + DEFAULT_SHAFT_HEIGHT, boundingBox->z1 - 1, 0, 0, false);
+ }
+ else
+ {
+ generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z0, boundingBox->x1 - 1, boundingBox->y1, boundingBox->z1, 0, 0, false);
+ generateBox(level, chunkBB, boundingBox->x0, boundingBox->y0, boundingBox->z0 + 1, boundingBox->x1, boundingBox->y1, boundingBox->z1 - 1, 0, 0, false);
+ }
+
+ // support pillars
+ generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z0 + 1, boundingBox->x0 + 1, boundingBox->y1, boundingBox->z0 + 1, Tile::wood_Id, 0, false);
+ generateBox(level, chunkBB, boundingBox->x0 + 1, boundingBox->y0, boundingBox->z1 - 1, boundingBox->x0 + 1, boundingBox->y1, boundingBox->z1 - 1, Tile::wood_Id, 0, false);
+ generateBox(level, chunkBB, boundingBox->x1 - 1, boundingBox->y0, boundingBox->z0 + 1, boundingBox->x1 - 1, boundingBox->y1, boundingBox->z0 + 1, Tile::wood_Id, 0, false);
+ generateBox(level, chunkBB, boundingBox->x1 - 1, boundingBox->y0, boundingBox->z1 - 1, boundingBox->x1 - 1, boundingBox->y1, boundingBox->z1 - 1, Tile::wood_Id, 0, false);
+
+ // prevent air floating
+ // note: use world coordinates because the corridor hasn't defined
+ // orientation
+ for (int x = boundingBox->x0; x <= boundingBox->x1; x++)
+ {
+ for (int z = boundingBox->z0; z <= boundingBox->z1; z++)
+ {
+ int block = getBlock(level, x, boundingBox->y0 - 1, z, chunkBB);
+ if (block == 0)
+ {
+ placeBlock(level, Tile::wood_Id, 0, x, boundingBox->y0 - 1, z, chunkBB);
+ }
+ }
+ }
+
+ return true;
+}
+
+
+MineShaftPieces::MineShaftStairs::MineShaftStairs(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : StructurePiece(genDepth)
+{
+ this->orientation = direction;
+ boundingBox = stairsBox;
+}
+
+BoundingBox *MineShaftPieces::MineShaftStairs::findStairs(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
+{
+ // stairs are two steps in, 5x5 steps down, two steps out
+
+ BoundingBox *box = new BoundingBox(footX, footY - 5, footZ, footX, footY + (DEFAULT_SHAFT_HEIGHT - 1), footZ);
+
+ switch (direction)
+ {
+ case Direction::NORTH:
+ box->x1 = footX + (DEFAULT_SHAFT_WIDTH - 1);
+ box->z0 = footZ - 8;
+ break;
+ case Direction::SOUTH:
+ box->x1 = footX + (DEFAULT_SHAFT_WIDTH - 1);
+ box->z1 = footZ + 8;
+ break;
+ case Direction::WEST:
+ box->x0 = footX - 8;
+ box->z1 = footZ + (DEFAULT_SHAFT_WIDTH - 1);
+ break;
+ case Direction::EAST:
+ box->x1 = footX + 8;
+ box->z1 = footZ + (DEFAULT_SHAFT_WIDTH - 1);
+ break;
+ }
+
+ if (StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return box;
+}
+
+void MineShaftPieces::MineShaftStairs::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ int depth = getGenDepth();
+ // crossings are coming from a direction and will generate children
+ // in the
+ // remaining three directions
+ switch (orientation)
+ {
+ case Direction::NORTH:
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0, boundingBox->y0, boundingBox->z0 - 1, Direction::NORTH, depth);
+ break;
+ case Direction::SOUTH:
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0, boundingBox->y0, boundingBox->z1 + 1, Direction::SOUTH, depth);
+ break;
+ case Direction::WEST:
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0, boundingBox->z0, Direction::WEST, depth);
+ break;
+ case Direction::EAST:
+ generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0, boundingBox->z0, Direction::EAST, depth);
+ break;
+ }
+
+}
+
+bool MineShaftPieces::MineShaftStairs::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+
+ if (edgesLiquid(level, chunkBB))
+ {
+ return false;
+ }
+
+ // upper floor
+ generateBox(level, chunkBB, 0, 5, 0, (DEFAULT_SHAFT_WIDTH - 1), 5 + (DEFAULT_SHAFT_HEIGHT - 1), 1, 0, 0, false);
+ // lower floor
+ generateBox(level, chunkBB, 0, 0, 7, (DEFAULT_SHAFT_WIDTH - 1), (DEFAULT_SHAFT_HEIGHT - 1), 8, 0, 0, false);
+ // stairs
+ for (int i = 0; i < 5; i++)
+ {
+ generateBox(level, chunkBB, 0, 5 - i - ((i < 4) ? 1 : 0), 2 + i, (DEFAULT_SHAFT_WIDTH - 1), 5 + (DEFAULT_SHAFT_HEIGHT - 1) - i, 2 + i, 0, 0, false);
+ }
+
+ return true;
+} \ No newline at end of file