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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/NetherBridgePieces.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.World/NetherBridgePieces.cpp')
-rw-r--r--Minecraft.World/NetherBridgePieces.cpp1453
1 files changed, 1453 insertions, 0 deletions
diff --git a/Minecraft.World/NetherBridgePieces.cpp b/Minecraft.World/NetherBridgePieces.cpp
new file mode 100644
index 00000000..9a795e78
--- /dev/null
+++ b/Minecraft.World/NetherBridgePieces.cpp
@@ -0,0 +1,1453 @@
+#include "stdafx.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.level.levelgen.h"
+#include "net.minecraft.world.level.storage.h"
+#include "NetherBridgePieces.h"
+#include "Direction.h"
+
+NetherBridgePieces::PieceWeight::PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount, bool allowInRow) : weight(weight)
+{
+ this->placeCount = 0;
+ this->pieceClass = pieceClass;
+ this->maxPlaceCount = maxPlaceCount;
+ this->allowInRow = allowInRow;
+}
+
+NetherBridgePieces::PieceWeight::PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount) : weight(weight)
+{
+ this->placeCount = 0;
+ this->pieceClass = pieceClass;
+ this->maxPlaceCount = maxPlaceCount;
+ this->allowInRow = false;
+}
+
+bool NetherBridgePieces::PieceWeight::doPlace(int depth)
+{
+ return maxPlaceCount == 0 || placeCount < maxPlaceCount;
+}
+
+bool NetherBridgePieces::PieceWeight::isValid()
+{
+ return maxPlaceCount == 0 || placeCount < maxPlaceCount;
+}
+
+NetherBridgePieces::PieceWeight *NetherBridgePieces::bridgePieceWeights[NetherBridgePieces::BRIDGE_PIECEWEIGHTS_COUNT] =
+{
+ new PieceWeight(EPieceClass_BridgeStraight, 30, 0, true),
+ new PieceWeight(EPieceClass_BridgeCrossing, 10, 4),
+ new PieceWeight(EPieceClass_MonsterThrone, 15, 2), // 4J Stu - Increased weight to ensure that we have these (was 5), required for Blazes and therefore required for brewing
+ new PieceWeight(EPieceClass_CastleEntrance, 15, 1), // 4J Stu - Increased weight to ensure that we have these (was 5), required for CastleStalkRoom, and therefore required for brewing
+ new PieceWeight(EPieceClass_RoomCrossing, 10, 4),
+ new PieceWeight(EPieceClass_StairsRoom, 10, 3),
+};
+
+NetherBridgePieces::PieceWeight *NetherBridgePieces::castlePieceWeights[NetherBridgePieces::CASTLE_PIECEWEIGHTS_COUNT] =
+{
+ new PieceWeight(EPieceClass_CastleStalkRoom, 30, 2), // 4J Stu - Increased weight to ensure that we have these (was 5), required for Nether Wart, and therefore required for brewing
+ new PieceWeight(EPieceClass_CastleSmallCorridorPiece, 25, 0, true),
+ new PieceWeight(EPieceClass_CastleSmallCorridorCrossingPiece, 15, 5),
+ new PieceWeight(EPieceClass_CastleSmallCorridorRightTurnPiece, 5, 10),
+ new PieceWeight(EPieceClass_CastleSmallCorridorLeftTurnPiece, 5, 10),
+ new PieceWeight(EPieceClass_CastleCorridorStairsPiece, 10, 3, true),
+ new PieceWeight(EPieceClass_CastleCorridorTBalconyPiece, 7, 2),
+};
+
+NetherBridgePieces::NetherBridgePiece *NetherBridgePieces::findAndCreateBridgePieceFactory(NetherBridgePieces::PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
+{
+ EPieceClass pieceClass = piece->pieceClass;
+ NetherBridgePiece *structurePiece = NULL;
+
+ if (pieceClass == EPieceClass_BridgeStraight)
+ {
+ structurePiece = BridgeStraight::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_BridgeCrossing)
+ {
+ structurePiece = BridgeCrossing::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_RoomCrossing)
+ {
+ structurePiece = RoomCrossing::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_StairsRoom)
+ {
+ structurePiece = StairsRoom::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_MonsterThrone)
+ {
+ structurePiece = MonsterThrone::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_CastleEntrance)
+ {
+ structurePiece = CastleEntrance::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_CastleSmallCorridorPiece)
+ {
+ structurePiece = CastleSmallCorridorPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_CastleSmallCorridorRightTurnPiece)
+ {
+ structurePiece = CastleSmallCorridorRightTurnPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_CastleSmallCorridorLeftTurnPiece)
+ {
+ structurePiece = CastleSmallCorridorLeftTurnPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_CastleCorridorStairsPiece)
+ {
+ structurePiece = CastleCorridorStairsPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_CastleCorridorTBalconyPiece)
+ {
+ structurePiece = CastleCorridorTBalconyPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_CastleSmallCorridorCrossingPiece)
+ {
+ structurePiece = CastleSmallCorridorCrossingPiece::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ else if (pieceClass == EPieceClass_CastleStalkRoom)
+ {
+ structurePiece = CastleStalkRoom::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ return structurePiece;
+}
+
+NetherBridgePieces::NetherBridgePiece::NetherBridgePiece(int genDepth) : StructurePiece(genDepth)
+{
+}
+
+int NetherBridgePieces::NetherBridgePiece::updatePieceWeight(list<PieceWeight *> *currentPieces)
+{
+ bool hasAnyPieces = false;
+ int totalWeight = 0;
+ for( AUTO_VAR(it, currentPieces->begin()); it != currentPieces->end(); it++ )
+ {
+ PieceWeight *piece = *it;
+
+ if (piece->maxPlaceCount > 0 && piece->placeCount < piece->maxPlaceCount)
+ {
+ hasAnyPieces = true;
+ }
+ totalWeight += piece->weight;
+ }
+ return (hasAnyPieces ? totalWeight : -1);
+}
+
+NetherBridgePieces::NetherBridgePiece *NetherBridgePieces::NetherBridgePiece::generatePiece(StartPiece *startPiece, list<NetherBridgePieces::PieceWeight *> *currentPieces, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
+{
+ int totalWeight = updatePieceWeight(currentPieces);
+ boolean doStuff = totalWeight > 0 && depth <= MAX_DEPTH;
+
+ int numAttempts = 0;
+ while (numAttempts < 5 && doStuff)
+ {
+ numAttempts++;
+
+ int weightSelection = random->nextInt(totalWeight);
+ for( AUTO_VAR(it, currentPieces->begin()); it != currentPieces->end(); it++ )
+ {
+ PieceWeight *piece = *it;
+ weightSelection -= piece->weight;
+ if (weightSelection < 0)
+ {
+ if (!piece->doPlace(depth) || (piece == startPiece->previousPiece && !piece->allowInRow))
+ {
+ break;
+ }
+
+ NetherBridgePiece *structurePiece = findAndCreateBridgePieceFactory(piece, pieces, random, footX, footY, footZ, direction, depth);
+ if (structurePiece != NULL)
+ {
+ piece->placeCount++;
+ startPiece->previousPiece = piece;
+
+ if (!piece->isValid())
+ {
+ currentPieces->remove(piece);
+ }
+ return structurePiece;
+ }
+ }
+ }
+ }
+ {
+ return BridgeEndFiller::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+
+}
+
+StructurePiece *NetherBridgePieces::NetherBridgePiece::generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle)
+{
+ if (abs(footX - startPiece->getBoundingBox()->x0) > 7 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 7 * 16)
+ {
+ return BridgeEndFiller::createPiece(pieces, random, footX, footY, footZ, direction, depth);
+ }
+ list<PieceWeight *> *availablePieces = &startPiece->availableBridgePieces;
+ if (isCastle)
+ {
+ availablePieces = &startPiece->availableCastlePieces;
+ }
+ StructurePiece *newPiece = generatePiece(startPiece, availablePieces, pieces, random, footX, footY, footZ, direction, depth + 1);
+ if (newPiece != NULL)
+ {
+ pieces->push_back(newPiece);
+ startPiece->pendingChildren.push_back(newPiece);
+ }
+ return newPiece;
+}
+
+StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff, bool isCastle)
+{
+ switch (orientation)
+ {
+ case Direction::NORTH:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + xOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, orientation, getGenDepth(), isCastle);
+ case Direction::SOUTH:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + xOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, orientation, getGenDepth(), isCastle);
+ case Direction::WEST:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation, getGenDepth(), isCastle);
+ case Direction::EAST:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation, getGenDepth(), isCastle);
+ }
+ return NULL;
+}
+
+StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle)
+{
+ switch (orientation)
+ {
+ case Direction::NORTH:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST, getGenDepth(), isCastle);
+ case Direction::SOUTH:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST, getGenDepth(), isCastle);
+ case Direction::WEST:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH, getGenDepth(), isCastle);
+ case Direction::EAST:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH, getGenDepth(), isCastle);
+ }
+ return NULL;
+}
+
+StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle)
+{
+ switch (orientation)
+ {
+ case Direction::NORTH:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST, getGenDepth(), isCastle);
+ case Direction::SOUTH:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST, getGenDepth(), isCastle);
+ case Direction::WEST:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth(), isCastle);
+ case Direction::EAST:
+ return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth(), isCastle);
+ }
+ return NULL;
+}
+
+bool NetherBridgePieces::NetherBridgePiece::isOkBox(BoundingBox *box, StartPiece *startPiece)
+{
+ bool bIsOk = false;
+
+ if(box != NULL)
+ {
+ if( box->y0 > LOWEST_Y_POSITION ) bIsOk = true;
+ int xzSize = (startPiece->m_level->getLevelData()->getXZSize() / startPiece->m_level->getLevelData()->getHellScale()); //HellRandomLevelSource::XZSIZE;
+ 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 NetherBridgePieces::NetherBridgePiece::generateLightPost(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z, int xOff, int zOff)
+{
+ int worldX = getWorldX(x, z);
+ int worldY = getWorldY(y);
+ int worldZ = getWorldZ(x, z);
+
+ if (!chunkBB->isInside(worldX, worldY, worldZ))
+ {
+ return;
+ }
+
+ if (level->isEmptyTile(worldX, worldY, worldZ) && level->isEmptyTile(worldX, worldY + 1, worldZ) && level->isEmptyTile(worldX, worldY + 2, worldZ)
+ && level->isEmptyTile(worldX, worldY + 3, worldZ))
+ {
+ level->setTileAndDataNoUpdate(worldX, worldY, worldZ, Tile::netherFence_Id, 0);
+ level->setTileAndDataNoUpdate(worldX, worldY + 1, worldZ, Tile::netherFence_Id, 0);
+ level->setTileAndDataNoUpdate(worldX, worldY + 2, worldZ, Tile::netherFence_Id, 0);
+ level->setTileAndDataNoUpdate(worldX, worldY + 3, worldZ, Tile::netherFence_Id, 0);
+ placeBlock(level, Tile::netherFence_Id, 0, x + xOff, y + 3, z + zOff, chunkBB);
+ placeBlock(level, Tile::lightGem_Id, 0, x + xOff, y + 2, z + zOff, chunkBB);
+ }
+}
+
+void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingRight(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z)
+{
+ generateLightPost(level, random, chunkBB, x, y, z, 1, 0);
+}
+
+void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingLeft(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z)
+{
+ generateLightPost(level, random, chunkBB, x, y, z, -1, 0);
+}
+
+void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingUp(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z)
+{
+ generateLightPost(level, random, chunkBB, x, y, z, 0, 1);
+}
+
+void NetherBridgePieces::NetherBridgePiece::generateLightPostFacingDown(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z)
+{
+ generateLightPost(level, random, chunkBB, x, y, z, 0, -1);
+}
+
+
+NetherBridgePieces::BridgeStraight::BridgeStraight(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+void NetherBridgePieces::BridgeStraight::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildForward((StartPiece *) startPiece, pieces, random, 1, 3, false);
+}
+
+NetherBridgePieces::BridgeStraight *NetherBridgePieces::BridgeStraight::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -3, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new BridgeStraight(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::BridgeStraight::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 3, 0, width - 1, 4, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 1, 5, 0, 3, 7, depth - 1, 0, 0, false);
+
+ // hand rails
+ generateBox(level, chunkBB, 0, 5, 0, 0, 5, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 4, 5, 0, 4, 5, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // supports
+ generateBox(level, chunkBB, 0, 2, 0, 4, 2, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 2, 13, 4, 2, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 0, 0, 4, 1, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 0, 15, 4, 1, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ for (int x = 0; x <= 4; x++)
+ {
+ for (int z = 0; z <= 2; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 18 - z, chunkBB);
+ }
+ }
+
+ generateBox(level, chunkBB, 0, 1, 1, 0, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 0, 3, 4, 0, 4, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 0, 3, 14, 0, 4, 14, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 0, 1, 17, 0, 4, 17, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 4, 1, 1, 4, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 4, 3, 4, 4, 4, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 4, 3, 14, 4, 4, 14, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 4, 1, 17, 4, 4, 17, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ return true;
+}
+
+NetherBridgePieces::BridgeEndFiller::BridgeEndFiller(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+ selfSeed = random->nextInt();
+}
+
+NetherBridgePieces::BridgeEndFiller *NetherBridgePieces::BridgeEndFiller::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -3, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new BridgeEndFiller(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::BridgeEndFiller::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ Random *selfRandom = new Random(selfSeed);
+
+ // floor
+ for (int x = 0; x <= 4; x++)
+ {
+ for (int y = 3; y <= 4; y++)
+ {
+ int z = selfRandom->nextInt(8);
+ generateBox(level, chunkBB, x, y, 0, x, y, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ }
+ }
+
+ // hand rails
+ {
+ int z = selfRandom->nextInt(8);
+ generateBox(level, chunkBB, 0, 5, 0, 0, 5, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ }
+ {
+ int z = selfRandom->nextInt(8);
+ generateBox(level, chunkBB, 4, 5, 0, 4, 5, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ }
+
+ // supports
+ for (int x = 0; x <= 4; x++)
+ {
+ int z = selfRandom->nextInt(5);
+ generateBox(level, chunkBB, x, 2, 0, x, 2, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ }
+ for (int x = 0; x <= 4; x++)
+ {
+ for (int y = 0; y <= 1; y++)
+ {
+ int z = selfRandom->nextInt(3);
+ generateBox(level, chunkBB, x, y, 0, x, y, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ }
+ }
+
+ delete selfRandom;
+
+ return true;
+}
+
+NetherBridgePieces::BridgeCrossing::BridgeCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+NetherBridgePieces::BridgeCrossing::BridgeCrossing(Random *random, int west, int north) : NetherBridgePiece(0)
+{
+ 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;
+ }
+}
+
+void NetherBridgePieces::BridgeCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildForward((StartPiece *) startPiece, pieces, random, 8, 3, false);
+ generateChildLeft((StartPiece *) startPiece, pieces, random, 3, 8, false);
+ generateChildRight((StartPiece *) startPiece, pieces, random, 3, 8, false);
+}
+
+NetherBridgePieces::BridgeCrossing *NetherBridgePieces::BridgeCrossing::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -8, -3, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new BridgeCrossing(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::BridgeCrossing::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 7, 3, 0, 11, 4, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 3, 7, 18, 4, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 8, 5, 0, 10, 7, 18, 0, 0, false);
+ generateBox(level, chunkBB, 0, 5, 8, 18, 7, 10, 0, 0, false);
+ // hand rails
+ generateBox(level, chunkBB, 7, 5, 0, 7, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 7, 5, 11, 7, 5, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 11, 5, 0, 11, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 11, 5, 11, 11, 5, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 5, 7, 7, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 11, 5, 7, 18, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 5, 11, 7, 5, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 11, 5, 11, 18, 5, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // supports
+ generateBox(level, chunkBB, 7, 2, 0, 11, 2, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 7, 2, 13, 11, 2, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 7, 0, 0, 11, 1, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 7, 0, 15, 11, 1, 18, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ for (int x = 7; x <= 11; x++)
+ {
+ for (int z = 0; z <= 2; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 18 - z, chunkBB);
+ }
+ }
+
+ generateBox(level, chunkBB, 0, 2, 7, 5, 2, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 13, 2, 7, 18, 2, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 0, 7, 3, 1, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 15, 0, 7, 18, 1, 11, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ for (int x = 0; x <= 2; x++)
+ {
+ for (int z = 7; z <= 11; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ fillColumnDown(level, Tile::netherBrick_Id, 0, 18 - x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+}
+
+
+NetherBridgePieces::StartPiece::StartPiece(Random *random, int west, int north, Level *level) : BridgeCrossing(random, west, north)
+{
+ isLibraryAdded = false;
+ previousPiece = NULL;
+ m_level = level;
+
+ for( int i = 0; i < BRIDGE_PIECEWEIGHTS_COUNT; i++ )
+ {
+ PieceWeight *piece = bridgePieceWeights[i];
+ piece->placeCount = 0;
+ availableBridgePieces.push_back(piece);
+ }
+
+ for( int i = 0; i < CASTLE_PIECEWEIGHTS_COUNT; i++ )
+ {
+ PieceWeight *piece = castlePieceWeights[i];
+
+ piece->placeCount = 0;
+ availableCastlePieces.push_back(piece);
+ }
+}
+
+
+NetherBridgePieces::RoomCrossing::RoomCrossing(int genDepth, Random *random, BoundingBox *box, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = box;
+}
+
+void NetherBridgePieces::RoomCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildForward((StartPiece *) startPiece, pieces, random, 2, 0, false);
+ generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 2, false);
+ generateChildRight((StartPiece *) startPiece, pieces, random, 0, 2, false);
+}
+
+NetherBridgePieces::RoomCrossing *NetherBridgePieces::RoomCrossing::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new RoomCrossing(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::RoomCrossing::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 0, 0, width - 1, 1, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 0, 2, 0, 6, 7, 6, 0, 0, false);
+
+ // walls
+ generateBox(level, chunkBB, 0, 2, 0, 1, 6, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 2, 6, 1, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 5, 2, 0, 6, 6, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 5, 2, 6, 6, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 2, 0, 0, 6, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 2, 5, 0, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 6, 2, 0, 6, 6, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 6, 2, 5, 6, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // entries
+ generateBox(level, chunkBB, 2, 6, 0, 4, 6, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 5, 0, 4, 5, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 2, 6, 6, 4, 6, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 5, 6, 4, 5, 6, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 0, 6, 2, 0, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 5, 2, 0, 5, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 6, 6, 2, 6, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 6, 5, 2, 6, 5, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ for (int x = 0; x <= 6; x++)
+ {
+ for (int z = 0; z <= 6; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+}
+
+NetherBridgePieces::StairsRoom::StairsRoom(int genDepth, Random *random, BoundingBox *box, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = box;
+}
+
+void NetherBridgePieces::StairsRoom::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildRight((StartPiece *) startPiece, pieces, random, 6, 2, false);
+}
+
+NetherBridgePieces::StairsRoom *NetherBridgePieces::StairsRoom::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new StairsRoom(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::StairsRoom::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 0, 0, width - 1, 1, depth - 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 0, 2, 0, 6, 10, 6, 0, 0, false);
+
+ // walls
+ generateBox(level, chunkBB, 0, 2, 0, 1, 8, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 5, 2, 0, 6, 8, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 2, 1, 0, 8, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 6, 2, 1, 6, 8, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 2, 6, 5, 8, 6, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // wall decorations
+ generateBox(level, chunkBB, 0, 3, 2, 0, 5, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 6, 3, 2, 6, 5, 2, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 6, 3, 4, 6, 5, 4, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ // stair
+ placeBlock(level, Tile::netherBrick_Id, 0, 5, 2, 5, chunkBB);
+ generateBox(level, chunkBB, 4, 2, 5, 4, 3, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 3, 2, 5, 3, 4, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 2, 5, 2, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 2, 5, 1, 6, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // top floor
+ generateBox(level, chunkBB, 1, 7, 1, 5, 7, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 6, 8, 2, 6, 8, 4, 0, 0, false);
+
+ // entries
+ generateBox(level, chunkBB, 2, 6, 0, 4, 8, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 5, 0, 4, 5, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ for (int x = 0; x <= 6; x++)
+ {
+ for (int z = 0; z <= 6; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+
+}
+
+
+NetherBridgePieces::MonsterThrone::MonsterThrone(int genDepth, Random *random, BoundingBox *box, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = box;
+ hasPlacedMobSpawner = false;
+}
+
+NetherBridgePieces::MonsterThrone *NetherBridgePieces::MonsterThrone::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new MonsterThrone(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::MonsterThrone::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ generateBox(level, chunkBB, 0, 2, 0, 6, 7, 7, 0, 0, false);
+
+ // floors
+ generateBox(level, chunkBB, 1, 0, 0, 5, 1, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 2, 1, 5, 2, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 3, 2, 5, 3, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 4, 3, 5, 4, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // rails
+ generateBox(level, chunkBB, 1, 2, 0, 1, 4, 2, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 5, 2, 0, 5, 4, 2, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 5, 2, 1, 5, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 5, 5, 2, 5, 5, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 5, 3, 0, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 6, 5, 3, 6, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 5, 8, 5, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ placeBlock(level, Tile::netherFence_Id, 0, 1, 6, 3, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 5, 6, 3, chunkBB);
+ generateBox(level, chunkBB, 0, 6, 3, 0, 6, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 6, 6, 3, 6, 6, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 1, 6, 8, 5, 7, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 2, 8, 8, 4, 8, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+
+ if (!hasPlacedMobSpawner)
+ {
+ int y = getWorldY(5), x = getWorldX(3, 5), z = getWorldZ(3, 5);
+ if (chunkBB->isInside(x, y, z))
+ {
+ hasPlacedMobSpawner = true;
+ level->setTile(x, y, z, Tile::mobSpawner_Id);
+ shared_ptr<MobSpawnerTileEntity> entity = dynamic_pointer_cast<MobSpawnerTileEntity>( level->getTileEntity(x, y, z) );
+ if (entity != NULL) entity->setEntityId(L"Blaze");
+ }
+ }
+
+ for (int x = 0; x <= 6; x++)
+ {
+ for (int z = 0; z <= 6; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+}
+
+
+NetherBridgePieces::CastleEntrance::CastleEntrance(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+void NetherBridgePieces::CastleEntrance::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildForward((StartPiece *) startPiece, pieces, random, 5, 3, true);
+}
+
+NetherBridgePieces::CastleEntrance *NetherBridgePieces::CastleEntrance::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -5, -3, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new CastleEntrance(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::CastleEntrance::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 3, 0, 12, 4, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 0, 5, 0, 12, 13, 12, 0, 0, false);
+
+ // walls
+ generateBox(level, chunkBB, 0, 5, 0, 1, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 11, 5, 0, 12, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 5, 11, 4, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 8, 5, 11, 10, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 5, 9, 11, 7, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 5, 0, 4, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 8, 5, 0, 10, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 5, 9, 0, 7, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // roof
+ generateBox(level, chunkBB, 2, 11, 2, 10, 12, 10, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // entrance decoration
+ generateBox(level, chunkBB, 5, 8, 0, 7, 8, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ // wall decorations
+ for (int i = 1; i <= 11; i += 2)
+ {
+ generateBox(level, chunkBB, i, 10, 0, i, 11, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, i, 10, 12, i, 11, 12, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 0, 10, i, 0, 11, i, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 12, 10, i, 12, 11, i, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 0, chunkBB);
+ placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 12, chunkBB);
+ placeBlock(level, Tile::netherBrick_Id, 0, 0, 13, i, chunkBB);
+ placeBlock(level, Tile::netherBrick_Id, 0, 12, 13, i, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 0, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 12, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 0, 13, i + 1, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 12, 13, i + 1, chunkBB);
+ }
+ placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 12, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 12, 13, 0, chunkBB);
+
+ // inside decorations
+ for (int z = 3; z <= 9; z += 2)
+ {
+ generateBox(level, chunkBB, 1, 7, z, 1, 8, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 11, 7, z, 11, 8, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ }
+
+ // supports
+ generateBox(level, chunkBB, 4, 2, 0, 8, 2, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 2, 4, 12, 2, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ generateBox(level, chunkBB, 4, 0, 0, 8, 1, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 4, 0, 9, 8, 1, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 0, 4, 3, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 9, 0, 4, 12, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ for (int x = 4; x <= 8; x++)
+ {
+ for (int z = 0; z <= 2; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 12 - z, chunkBB);
+ }
+ }
+ for (int x = 0; x <= 2; x++)
+ {
+ for (int z = 4; z <= 8; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ fillColumnDown(level, Tile::netherBrick_Id, 0, 12 - x, -1, z, chunkBB);
+ }
+ }
+
+ // lava well
+ generateBox(level, chunkBB, 5, 5, 5, 7, 5, 7, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 6, 1, 6, 6, 4, 6, 0, 0, false);
+ placeBlock(level, Tile::netherBrick_Id, 0, 6, 0, 6, chunkBB);
+ placeBlock(level, Tile::lava_Id, 0, 6, 5, 6, chunkBB);
+ // tick lava well
+ int x = getWorldX(6, 6);
+ int y = getWorldY(5);
+ int z = getWorldZ(6, 6);
+ if (chunkBB->isInside(x, y, z))
+ {
+ level->setInstaTick(true);
+ Tile::tiles[Tile::lava_Id]->tick(level, x, y, z, random);
+ level->setInstaTick(false);
+ }
+
+
+ return true;
+}
+
+
+NetherBridgePieces::CastleStalkRoom::CastleStalkRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+void NetherBridgePieces::CastleStalkRoom::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildForward((StartPiece *) startPiece, pieces, random, 5, 3, true);
+ generateChildForward((StartPiece *) startPiece, pieces, random, 5, 11, true);
+}
+
+NetherBridgePieces::CastleStalkRoom *NetherBridgePieces::CastleStalkRoom::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -5, -3, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new CastleStalkRoom(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::CastleStalkRoom::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 3, 0, 12, 4, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 0, 5, 0, 12, 13, 12, 0, 0, false);
+
+ // walls
+ generateBox(level, chunkBB, 0, 5, 0, 1, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 11, 5, 0, 12, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 5, 11, 4, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 8, 5, 11, 10, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 5, 9, 11, 7, 12, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 5, 0, 4, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 8, 5, 0, 10, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 5, 9, 0, 7, 12, 1, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // roof
+ generateBox(level, chunkBB, 2, 11, 2, 10, 12, 10, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // wall decorations
+ for (int i = 1; i <= 11; i += 2)
+ {
+ generateBox(level, chunkBB, i, 10, 0, i, 11, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, i, 10, 12, i, 11, 12, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 0, 10, i, 0, 11, i, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 12, 10, i, 12, 11, i, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 0, chunkBB);
+ placeBlock(level, Tile::netherBrick_Id, 0, i, 13, 12, chunkBB);
+ placeBlock(level, Tile::netherBrick_Id, 0, 0, 13, i, chunkBB);
+ placeBlock(level, Tile::netherBrick_Id, 0, 12, 13, i, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 0, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, i + 1, 13, 12, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 0, 13, i + 1, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 12, 13, i + 1, chunkBB);
+ }
+ placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 12, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 0, 13, 0, chunkBB);
+ placeBlock(level, Tile::netherFence_Id, 0, 12, 13, 0, chunkBB);
+
+ // inside decorations
+ for (int z = 3; z <= 9; z += 2)
+ {
+ generateBox(level, chunkBB, 1, 7, z, 1, 8, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 11, 7, z, 11, 8, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ }
+
+ // inside stair
+ int stairOrientation = getOrientationData(Tile::stairs_netherBricks_Id, 3);
+ for (int i = 0; i <= 6; i++)
+ {
+ int z = i + 4;
+ for (int x = 5; x <= 7; x++)
+ {
+ placeBlock(level, Tile::stairs_netherBricks_Id, stairOrientation, x, 5 + i, z, chunkBB);
+ }
+ if (z >= 5 && z <= 8)
+ {
+ generateBox(level, chunkBB, 5, 5, z, 7, i + 4, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ }
+ else if (z >= 9 && z <= 10)
+ {
+ generateBox(level, chunkBB, 5, 8, z, 7, i + 4, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ }
+ if (i >= 1)
+ {
+ generateBox(level, chunkBB, 5, 6 + i, z, 7, 9 + i, z, 0, 0, false);
+ }
+ }
+ for (int x = 5; x <= 7; x++)
+ {
+ placeBlock(level, Tile::stairs_netherBricks_Id, stairOrientation, x, 12, 11, chunkBB);
+ }
+ generateBox(level, chunkBB, 5, 6, 7, 5, 7, 7, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 7, 6, 7, 7, 7, 7, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 5, 13, 12, 7, 13, 12, 0, 0, false);
+
+ // farmland catwalks
+ generateBox(level, chunkBB, 2, 5, 2, 3, 5, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 5, 9, 3, 5, 10, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 2, 5, 4, 2, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 9, 5, 2, 10, 5, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 9, 5, 9, 10, 5, 10, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 10, 5, 4, 10, 5, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ int eastOrientation = getOrientationData(Tile::stairs_netherBricks_Id, 0);
+ int westOrientation = getOrientationData(Tile::stairs_netherBricks_Id, 1);
+ placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 2, chunkBB);
+ placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 3, chunkBB);
+ placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 9, chunkBB);
+ placeBlock(level, Tile::stairs_netherBricks_Id, westOrientation, 4, 5, 10, chunkBB);
+ placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 2, chunkBB);
+ placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 3, chunkBB);
+ placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 9, chunkBB);
+ placeBlock(level, Tile::stairs_netherBricks_Id, eastOrientation, 8, 5, 10, chunkBB);
+
+ // farmlands
+ generateBox(level, chunkBB, 3, 4, 4, 4, 4, 8, Tile::hellSand_Id, Tile::hellSand_Id, false);
+ generateBox(level, chunkBB, 8, 4, 4, 9, 4, 8, Tile::hellSand_Id, Tile::hellSand_Id, false);
+ generateBox(level, chunkBB, 3, 5, 4, 4, 5, 8, Tile::netherStalk_Id, Tile::netherStalk_Id, false);
+ generateBox(level, chunkBB, 8, 5, 4, 9, 5, 8, Tile::netherStalk_Id, Tile::netherStalk_Id, false);
+
+ // supports
+ generateBox(level, chunkBB, 4, 2, 0, 8, 2, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 2, 4, 12, 2, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ generateBox(level, chunkBB, 4, 0, 0, 8, 1, 3, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 4, 0, 9, 8, 1, 12, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 0, 4, 3, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 9, 0, 4, 12, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ for (int x = 4; x <= 8; x++)
+ {
+ for (int z = 0; z <= 2; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, 12 - z, chunkBB);
+ }
+ }
+ for (int x = 0; x <= 2; x++)
+ {
+ for (int z = 4; z <= 8; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ fillColumnDown(level, Tile::netherBrick_Id, 0, 12 - x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+
+}
+
+
+NetherBridgePieces::CastleSmallCorridorPiece::CastleSmallCorridorPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+
+void NetherBridgePieces::CastleSmallCorridorPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true);
+}
+
+NetherBridgePieces::CastleSmallCorridorPiece *NetherBridgePieces::CastleSmallCorridorPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new CastleSmallCorridorPiece(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::CastleSmallCorridorPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
+
+ // walls
+ generateBox(level, chunkBB, 0, 2, 0, 0, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 4, 2, 0, 4, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 3, 1, 0, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 0, 3, 3, 0, 4, 3, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 4, 3, 1, 4, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 4, 3, 3, 4, 4, 3, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ // roof
+ generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // supports
+ for (int x = 0; x <= 4; x++)
+ {
+ for (int z = 0; z <= 4; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+}
+
+
+NetherBridgePieces::CastleSmallCorridorCrossingPiece::CastleSmallCorridorCrossingPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+void NetherBridgePieces::CastleSmallCorridorCrossingPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true);
+ generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 1, true);
+ generateChildRight((StartPiece *) startPiece, pieces, random, 0, 1, true);
+}
+
+NetherBridgePieces::CastleSmallCorridorCrossingPiece *NetherBridgePieces::CastleSmallCorridorCrossingPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new CastleSmallCorridorCrossingPiece(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::CastleSmallCorridorCrossingPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
+
+ // walls
+ generateBox(level, chunkBB, 0, 2, 0, 0, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 4, 2, 0, 4, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 2, 4, 0, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 4, 2, 4, 4, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // roof
+ generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // supports
+ for (int x = 0; x <= 4; x++)
+ {
+ for (int z = 0; z <= 4; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+}
+
+
+NetherBridgePieces::CastleSmallCorridorRightTurnPiece::CastleSmallCorridorRightTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+void NetherBridgePieces::CastleSmallCorridorRightTurnPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildRight((StartPiece *) startPiece, pieces, random, 0, 1, true);
+}
+
+NetherBridgePieces::CastleSmallCorridorRightTurnPiece *NetherBridgePieces::CastleSmallCorridorRightTurnPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new CastleSmallCorridorRightTurnPiece(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::CastleSmallCorridorRightTurnPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
+
+ // walls
+ generateBox(level, chunkBB, 0, 2, 0, 0, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 0, 3, 1, 0, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 0, 3, 3, 0, 4, 3, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ generateBox(level, chunkBB, 4, 2, 0, 4, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ generateBox(level, chunkBB, 1, 2, 4, 4, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 3, 4, 1, 4, 4, Tile::netherFence_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 3, 3, 4, 3, 4, 4, Tile::netherFence_Id, Tile::netherBrick_Id, false);
+
+ // roof
+ generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // supports
+ for (int x = 0; x <= 4; x++)
+ {
+ for (int z = 0; z <= 4; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+}
+
+
+NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::CastleSmallCorridorLeftTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+void NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 1, true);
+}
+
+NetherBridgePieces::CastleSmallCorridorLeftTurnPiece *NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new CastleSmallCorridorLeftTurnPiece(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 0, 0, 4, 1, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 0, 2, 0, 4, 5, 4, 0, 0, false);
+
+ // walls
+ generateBox(level, chunkBB, 4, 2, 0, 4, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 4, 3, 1, 4, 4, 1, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 4, 3, 3, 4, 4, 3, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ generateBox(level, chunkBB, 0, 2, 0, 0, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ generateBox(level, chunkBB, 0, 2, 4, 3, 5, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 3, 4, 1, 4, 4, Tile::netherFence_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 3, 3, 4, 3, 4, 4, Tile::netherFence_Id, Tile::netherBrick_Id, false);
+
+ // roof
+ generateBox(level, chunkBB, 0, 6, 0, 4, 6, 4, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // supports
+ for (int x = 0; x <= 4; x++)
+ {
+ for (int z = 0; z <= 4; z++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+}
+
+
+NetherBridgePieces::CastleCorridorStairsPiece::CastleCorridorStairsPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+void NetherBridgePieces::CastleCorridorStairsPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true);
+}
+
+NetherBridgePieces::CastleCorridorStairsPiece *NetherBridgePieces::CastleCorridorStairsPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -7, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new CastleCorridorStairsPiece(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::CastleCorridorStairsPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // generate stairs
+ int stairsData = getOrientationData(Tile::stairs_netherBricks_Id, 2);
+ for (int step = 0; step <= 9; step++)
+ {
+ int floor = max(1, 7 - step);
+ int roof = min(max(floor + 5, 14 - step), 13);
+ int z = step;
+
+ // floor
+ generateBox(level, chunkBB, 0, 0, z, 4, floor, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 1, floor + 1, z, 3, roof - 1, z, 0, 0, false);
+ if (step <= 6)
+ {
+ placeBlock(level, Tile::stairs_netherBricks_Id, stairsData, 1, floor + 1, z, chunkBB);
+ placeBlock(level, Tile::stairs_netherBricks_Id, stairsData, 2, floor + 1, z, chunkBB);
+ placeBlock(level, Tile::stairs_netherBricks_Id, stairsData, 3, floor + 1, z, chunkBB);
+ }
+ // roof
+ generateBox(level, chunkBB, 0, roof, z, 4, roof, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // walls
+ generateBox(level, chunkBB, 0, floor + 1, z, 0, roof - 1, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 4, floor + 1, z, 4, roof - 1, z, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ if ((step & 1) == 0)
+ {
+ generateBox(level, chunkBB, 0, floor + 2, z, 0, floor + 3, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 4, floor + 2, z, 4, floor + 3, z, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ }
+
+ // supports
+ for (int x = 0; x <= 4; x++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+
+
+ return true;
+}
+
+
+NetherBridgePieces::CastleCorridorTBalconyPiece::CastleCorridorTBalconyPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : NetherBridgePiece(genDepth)
+{
+ orientation = direction;
+ boundingBox = stairsBox;
+}
+
+void NetherBridgePieces::CastleCorridorTBalconyPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
+{
+ int zOff = 1;
+ // compensate for weird negative-facing behaviour
+ if (orientation == Direction::WEST || orientation == Direction::NORTH)
+ {
+ zOff = 5;
+ }
+
+ generateChildLeft((StartPiece *) startPiece, pieces, random, 0, zOff, random->nextInt(8) > 0);
+ generateChildRight((StartPiece *) startPiece, pieces, random, 0, zOff, random->nextInt(8) > 0);
+}
+
+NetherBridgePieces::CastleCorridorTBalconyPiece *NetherBridgePieces::CastleCorridorTBalconyPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
+{
+ BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -3, 0, 0, width, height, depth, direction);
+
+ StartPiece *startPiece = NULL;
+ if(pieces != NULL) startPiece = ((NetherBridgePieces::StartPiece *) pieces->front());
+
+ if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL)
+ {
+ delete box;
+ return NULL;
+ }
+
+ return new CastleCorridorTBalconyPiece(genDepth, random, box, direction);
+}
+
+bool NetherBridgePieces::CastleCorridorTBalconyPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // floor
+ generateBox(level, chunkBB, 0, 0, 0, 8, 1, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ // room air
+ generateBox(level, chunkBB, 0, 2, 0, 8, 5, 8, 0, 0, false);
+ // corridor roof
+ generateBox(level, chunkBB, 0, 6, 0, 8, 6, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+
+ // inside walls
+ generateBox(level, chunkBB, 0, 2, 0, 2, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 6, 2, 0, 8, 5, 0, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 3, 0, 1, 4, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 7, 3, 0, 7, 4, 0, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ // balcony floor
+ generateBox(level, chunkBB, 0, 2, 4, 8, 2, 8, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 1, 4, 2, 2, 4, 0, 0, false);
+ generateBox(level, chunkBB, 6, 1, 4, 7, 2, 4, 0, 0, false);
+
+ // hand rails
+ generateBox(level, chunkBB, 0, 3, 8, 8, 3, 8, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 0, 3, 6, 0, 3, 7, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 8, 3, 6, 8, 3, 7, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ // balcony walls
+ generateBox(level, chunkBB, 0, 3, 4, 0, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 8, 3, 4, 8, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 3, 5, 2, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 6, 3, 5, 7, 5, 5, Tile::netherBrick_Id, Tile::netherBrick_Id, false);
+ generateBox(level, chunkBB, 1, 4, 5, 1, 5, 5, Tile::netherFence_Id, Tile::netherFence_Id, false);
+ generateBox(level, chunkBB, 7, 4, 5, 7, 5, 5, Tile::netherFence_Id, Tile::netherFence_Id, false);
+
+ // supports
+ for (int z = 0; z <= 5; z++)
+ {
+ for (int x = 0; x <= 8; x++)
+ {
+ fillColumnDown(level, Tile::netherBrick_Id, 0, x, -1, z, chunkBB);
+ }
+ }
+
+ return true;
+}
+
+