diff options
| author | daoge <3523206925@qq.com> | 2026-03-03 03:04:10 +0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-03 03:04:10 +0800 |
| commit | b3feddfef372618c8a9d7a0abcaf18cfad866c18 (patch) | |
| tree | 267761c3bb39241ba5c347bfbe2254d06686e287 /Minecraft.World/StructurePiece.h | |
| parent | 84c31a2331f7a0ec85b9d438992e244f60e5020f (diff) | |
feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a43994725008e35fceb984d5549df9c8cea470.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
Diffstat (limited to 'Minecraft.World/StructurePiece.h')
| -rw-r--r-- | Minecraft.World/StructurePiece.h | 135 |
1 files changed, 78 insertions, 57 deletions
diff --git a/Minecraft.World/StructurePiece.h b/Minecraft.World/StructurePiece.h index f1ead433..2d5767f9 100644 --- a/Minecraft.World/StructurePiece.h +++ b/Minecraft.World/StructurePiece.h @@ -1,6 +1,7 @@ #pragma once #include "WeighedRandom.h" #include "BoundingBox.h" +#include "StructureFeatureIO.h" class Level; class Random; @@ -10,49 +11,52 @@ class ChestTileEntity; class TilePos; /** - * - * A structure piece is a construction or room, located somewhere in the world - * with a given orientatino (out of Direction.java). Structure pieces have a - * bounding box that says where the piece is located and its bounds, and the - * orientation is used to translate local coordinates into world coordinates. - * <p> - * The default orientation is Direction.UNDEFINED, in which case no translation - * will occur. If the orientation is Direction.NORTH, coordinate (0, 0, 0) will - * be at (boundingBox.x0, boundingBox.y0, boundingBox.z1). In other words, (1, - * 1, 1) will be translated to (boundingBox.x0 + 1, boundingBox.y0 + 1, - * boundingBox.z1 - 1). - * <p> - * When using Direction.SOUTH, the x coordinate will be the same, and the z - * coordinate will be flipped. In other words, the bounding box is NOT rotated! - * It is only flipped along the z axis. Also note that the bounding box is in - * world coordinates, so the local drawing must never reach outside of this. - * <p> - * When using east and west coordinates, the local z coordinate will be swapped - * with the local x coordinate. For example, (0, 0, 0) is (boundingBox.z1, - * boundingBox.y0, boundingBox.z0), and (1, 1, 1) becomes (boundingBox.x1 - 1, - * boundingBox.y0 + 1, boundingBox.z0 + 1) when using Direction.WEST. - * <p> - * When-ever a structure piece is placing blocks, it is VERY IMPORTANT to always - * make sure that all getTile and setTile calls are within the chunk's bounding - * box. Failing to check this will cause the level generator to create new - * chunks, leading to infinite loops and other errors. - */ +* +* A structure piece is a construction or room, located somewhere in the world +* with a given orientatino (out of Direction.java). Structure pieces have a +* bounding box that says where the piece is located and its bounds, and the +* orientation is used to translate local coordinates into world coordinates. +* <p> +* The default orientation is Direction.UNDEFINED, in which case no translation +* will occur. If the orientation is Direction.NORTH, coordinate (0, 0, 0) will +* be at (boundingBox.x0, boundingBox.y0, boundingBox.z1). In other words, (1, +* 1, 1) will be translated to (boundingBox.x0 + 1, boundingBox.y0 + 1, +* boundingBox.z1 - 1). +* <p> +* When using Direction.SOUTH, the x coordinate will be the same, and the z +* coordinate will be flipped. In other words, the bounding box is NOT rotated! +* It is only flipped along the z axis. Also note that the bounding box is in +* world coordinates, so the local drawing must never reach outside of this. +* <p> +* When using east and west coordinates, the local z coordinate will be swapped +* with the local x coordinate. For example, (0, 0, 0) is (boundingBox.z1, +* boundingBox.y0, boundingBox.z0), and (1, 1, 1) becomes (boundingBox.x1 - 1, +* boundingBox.y0 + 1, boundingBox.z0 + 1) when using Direction.WEST. +* <p> +* When-ever a structure piece is placing blocks, it is VERY IMPORTANT to always +* make sure that all getTile and setTile calls are within the chunk's bounding +* box. Failing to check this will cause the level generator to create new +* chunks, leading to infinite loops and other errors. +*/ class StructurePiece { public: - class BlockSelector + virtual EStructurePiece GetType() = 0; + +public: + class BlockSelector { protected: int nextId; - int nextData; + int nextData; public: virtual void next(Random *random, int worldX, int worldY, int worldZ, bool isEdge) {} virtual int getNextId() { return nextId; } virtual int getNextData() { return nextData; } - }; + }; public: // 4J is protected in java, but accessed from VillagePieces, not sure how BoundingBox *boundingBox; @@ -60,20 +64,37 @@ protected: int orientation; int genDepth; - StructurePiece(int genDepth); +public: + StructurePiece(); + +protected: + StructurePiece(int genDepth); + public: virtual ~StructurePiece(); + virtual CompoundTag *createTag(); + +protected: + virtual void addAdditonalSaveData(CompoundTag *tag) = 0; + +public: + virtual void load(Level *level, CompoundTag *tag); + +protected: + virtual void readAdditonalSaveData(CompoundTag *tag) = 0; + +public: virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB) = 0; - virtual BoundingBox *getBoundingBox(); + virtual BoundingBox *getBoundingBox(); - int getGenDepth(); + int getGenDepth(); public: bool isInChunk(ChunkPos *pos); - static StructurePiece *findCollisionPiece(list<StructurePiece *> *pieces, BoundingBox *box); + static StructurePiece *findCollisionPiece(list<StructurePiece *> *pieces, BoundingBox *box); virtual TilePos *getLocatorPosition(); protected: bool edgesLiquid(Level *level, BoundingBox *chunkBB); @@ -85,31 +106,31 @@ public: int getOrientationData(int tile, int data); virtual void placeBlock(Level *level, int block, int data, int x, int y, int z, BoundingBox *chunkBB); - /** - * The purpose of this method is to wrap the getTile call on Level, in order - * to prevent the level from generating chunks that shouldn't be loaded yet. - * Returns 0 if the call is out of bounds. - * - * @param level - * @param x - * @param y - * @param z - * @param chunkPosition - * @return - */ - virtual int getBlock(Level *level, int x, int y, int z, BoundingBox *chunkBB); + /** + * The purpose of this method is to wrap the getTile call on Level, in order + * to prevent the level from generating chunks that shouldn't be loaded yet. + * Returns 0 if the call is out of bounds. + * + * @param level + * @param x + * @param y + * @param z + * @param chunkPosition + * @return + */ + virtual int getBlock(Level *level, int x, int y, int z, BoundingBox *chunkBB); virtual void generateAirBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1); - virtual void generateBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, int edgeTile, int fillTile, bool skipAir); + virtual void generateBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, int edgeTile, int fillTile, bool skipAir); virtual void generateBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, int edgeTile, int edgeData, int fillTile, int fillData, bool skipAir); - virtual void generateBox(Level *level, BoundingBox *chunkBB, BoundingBox *boxBB, int edgeTile, int fillTile, bool skipAir); - virtual void generateBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, bool skipAir, Random *random, BlockSelector *selector); - virtual void generateBox(Level *level, BoundingBox *chunkBB, BoundingBox *boxBB, bool skipAir, Random *random, BlockSelector *selector); - virtual void generateMaybeBox(Level *level, BoundingBox *chunkBB, Random *random, float probability, int x0, int y0, int z0, int x1, int y1, int z1, int edgeTile, int fillTile, bool skipAir); - virtual void maybeGenerateBlock(Level *level, BoundingBox *chunkBB, Random *random, float probability, int x, int y, int z, int tile, int data); - virtual void generateUpperHalfSphere(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, int fillTile, bool skipAir); - virtual void generateAirColumnUp(Level *level, int x, int startY, int z, BoundingBox *chunkBB); - virtual void fillColumnDown(Level *level, int tile, int tileData, int x, int startY, int z, BoundingBox *chunkBB); - virtual bool createChest(Level *level, BoundingBox *chunkBB, Random *random, int x, int y, int z, WeighedTreasureArray treasure, int numRolls); + virtual void generateBox(Level *level, BoundingBox *chunkBB, BoundingBox *boxBB, int edgeTile, int fillTile, bool skipAir); + virtual void generateBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, bool skipAir, Random *random, BlockSelector *selector); + virtual void generateBox(Level *level, BoundingBox *chunkBB, BoundingBox *boxBB, bool skipAir, Random *random, BlockSelector *selector); + virtual void generateMaybeBox(Level *level, BoundingBox *chunkBB, Random *random, float probability, int x0, int y0, int z0, int x1, int y1, int z1, int edgeTile, int fillTile, bool skipAir); + virtual void maybeGenerateBlock(Level *level, BoundingBox *chunkBB, Random *random, float probability, int x, int y, int z, int tile, int data); + virtual void generateUpperHalfSphere(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, int fillTile, bool skipAir); + virtual void generateAirColumnUp(Level *level, int x, int startY, int z, BoundingBox *chunkBB); + virtual void fillColumnDown(Level *level, int tile, int tileData, int x, int startY, int z, BoundingBox *chunkBB); + virtual bool createChest(Level *level, BoundingBox *chunkBB, Random *random, int x, int y, int z, WeighedTreasureArray treasure, int numRolls); virtual bool createDispenser(Level *level, BoundingBox *chunkBB, Random *random, int x, int y, int z, int facing, WeighedTreasureArray items, int numRolls); protected: |
