diff options
| author | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
|---|---|---|
| committer | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
| commit | b691c43c44ff180d10e7d4a9afc83b98551ff586 (patch) | |
| tree | 3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.World/NetherBridgePieces.cpp | |
| parent | def8cb415354ac390b7e89052a50605285f1aca9 (diff) | |
Initial commit
Diffstat (limited to 'Minecraft.World/NetherBridgePieces.cpp')
| -rw-r--r-- | Minecraft.World/NetherBridgePieces.cpp | 1453 |
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; +} + + |
