diff options
Diffstat (limited to 'Minecraft.World/StrongholdPieces.h')
| -rw-r--r-- | Minecraft.World/StrongholdPieces.h | 395 |
1 files changed, 395 insertions, 0 deletions
diff --git a/Minecraft.World/StrongholdPieces.h b/Minecraft.World/StrongholdPieces.h new file mode 100644 index 00000000..c9751bae --- /dev/null +++ b/Minecraft.World/StrongholdPieces.h @@ -0,0 +1,395 @@ +#pragma once +#include "StructurePiece.h" + +class StrongholdPieces +{ + +private: + static const int SMALL_DOOR_WIDTH = 3; + static const int SMALL_DOOR_HEIGHT = 3; + + static const int MAX_DEPTH = 50; + // the dungeon starts at 64 and traverses downwards to this point + static const int LOWEST_Y_POSITION = 10; + static const bool CHECK_AIR; + + // 4J - added to replace use of Class<? extends StrongholdPiece> within this class + enum EPieceClass + { + EPieceClass_NULL, + EPieceClass_Straight, + EPieceClass_PrisonHall, + EPieceClass_LeftTurn, + EPieceClass_RightTurn, + EPieceClass_RoomCrossing, + EPieceClass_StraightStairsDown, + EPieceClass_StairsDown, + EPieceClass_FiveCrossing, + EPieceClass_ChestCorridor, + EPieceClass_Library, + EPieceClass_PortalRoom + }; + + class PieceWeight + { + public: + EPieceClass pieceClass; // 4J - was Class<? extends StrongholdPiece> + const int weight; + int placeCount; + int maxPlaceCount; + + PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount); + virtual bool doPlace(int depth); + bool isValid(); + }; + + // 4J - added, java uses a local specialisation of these classes when instancing to achieve the same thing + class PieceWeight_Library : public PieceWeight + { + public: + PieceWeight_Library(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {} + virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 4; } + }; + + class PieceWeight_PortalRoom : public PieceWeight + { + public: + PieceWeight_PortalRoom(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {} + virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 5; } + }; + + static list<PieceWeight *> currentPieces; + static EPieceClass imposedPiece; + static int totalWeight; + +public: + static void resetPieces(); + class StartPiece; +private: + class StrongholdPiece; + static bool updatePieceWeight(); + static StrongholdPiece *findAndCreatePieceFactory(EPieceClass pieceClass, list<StructurePiece*> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth); + static StrongholdPiece *generatePieceFromSmallDoor(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth); + static StructurePiece *generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth); + + + /** + * + * + */ +private: + class StrongholdPiece : public StructurePiece + { + + protected: + StrongholdPiece(int genDepth); + + enum SmallDoorType + { + OPENING, WOOD_DOOR, GRATES, IRON_DOOR, + }; + + void generateSmallDoor(Level *level, Random *random, BoundingBox *chunkBB, SmallDoorType doorType, int footX, int footY, int footZ); + SmallDoorType randomSmallDoor(Random *random); + StructurePiece *generateSmallDoorChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff); + StructurePiece *generateSmallDoorChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff); + StructurePiece *generateSmallDoorChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff); + + static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param + }; + + /** + * Corridor pieces that connects unconnected ends. + * + */ +public: + class FillerCorridor : public StrongholdPiece + { + private: + const int steps; + + public: + FillerCorridor(int genDepth, Random *random, BoundingBox *corridorBox, int direction); + + static BoundingBox *findPieceBox(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + + /** + * + * + */ +public: + class StairsDown : public StrongholdPiece + { + private: + static const int width = 5; + static const int height = 11; + static const int depth = 5; + + const bool isSource; + const SmallDoorType entryDoor; + + public: + StairsDown(int genDepth, Random *random, int west, int north); + StairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + + virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + static StairsDown *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + +public: + class PortalRoom; + + class StartPiece : public StairsDown + { + public: + bool isLibraryAdded; + PieceWeight *previousPiece; + PortalRoom *portalRoomPiece; + Level *m_level; // 4J added + + // this queue is used so that the addChildren calls are + // called in a random order + vector<StructurePiece *> pendingChildren; + + StartPiece(int genDepth, Random *random, int west, int north, Level *level); // 4J Added level param + virtual TilePos *getLocatorPosition(); + }; + + /** + * + * + */ +public: + class Straight : public StrongholdPiece + { + private: + static const int width = 5; + static const int height = 5; + static const int depth = 7; + + const SmallDoorType entryDoor; + const bool leftChild; + const bool rightChild; + + public: + Straight(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + static Straight *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + + }; + + /** + * + * + */ + + class ChestCorridor : public StrongholdPiece + { + private: + static const int width = 5; + static const int height = 5; + static const int depth = 7; + static const int TREASURE_ITEMS_COUNT = 14; + static WeighedTreasure *treasureItems[TREASURE_ITEMS_COUNT]; + + const SmallDoorType entryDoor; + boolean hasPlacedChest; + + public: + ChestCorridor(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + static ChestCorridor *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + + /** + * + * + */ +public: + class StraightStairsDown : public StrongholdPiece + { + private: + static const int width = 5; + static const int height = 11; + static const int depth = 8; + + const SmallDoorType entryDoor; + + public: + StraightStairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + static StraightStairsDown *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + + /** + * + * + */ +public: + class LeftTurn : public StrongholdPiece + { + + protected: + static const int width = 5; + static const int height = 5; + static const int depth = 5; + + const SmallDoorType entryDoor; + + public: + LeftTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + static LeftTurn *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + + /** + * + * + */ +public: + class RightTurn : public LeftTurn + { + public: + RightTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + + /** + * + * + */ +public: + class RoomCrossing : public StrongholdPiece + { + private: + static const int SMALL_TREASURE_ITEMS_COUNT = 7; // 4J added + static WeighedTreasure *smallTreasureItems[SMALL_TREASURE_ITEMS_COUNT]; + + protected: + static const int width = 11; + static const int height = 7; + static const int depth = 11; + + protected: + const SmallDoorType entryDoor; + const int type; + public: + RoomCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + static RoomCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + + /** + * + * + */ +public: + class PrisonHall : public StrongholdPiece + { + protected: + static const int width = 9; + static const int height = 5; + static const int depth = 11; + + const SmallDoorType entryDoor; + + public: + PrisonHall(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + static PrisonHall *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + + /** + * + * + */ +public: + class Library : public StrongholdPiece + { + private: + static const int LIBRARY_TREASURE_ITEMS_COUNT = 4; // 4J added + static WeighedTreasure *libraryTreasureItems[LIBRARY_TREASURE_ITEMS_COUNT]; + + protected: + static const int width = 14; + static const int height = 6; + static const int tallHeight = 11; + static const int depth = 15; + + const SmallDoorType entryDoor; + private: + const bool isTall; + + public: + Library(int genDepth, Random *random, BoundingBox *roomBox, int direction); + static Library *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + + }; + + /** + * + * + */ +public: + class FiveCrossing : public StrongholdPiece + { + protected: + static const int width = 10; + static const int height = 9; + static const int depth = 11; + + const SmallDoorType entryDoor; + + private: + bool leftLow, leftHigh, rightLow, rightHigh; + + public: + FiveCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + static FiveCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + + /** + * + * + */ + + class PortalRoom : public StrongholdPiece + { + protected: + static const int width = 11; + static const int height = 8; + static const int depth = 16; + + private: + bool hasPlacedMobSpawner; + + public: + PortalRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction); + void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random); + static PortalRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); + bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); + }; + +private: + + class SmoothStoneSelector : public StructurePiece::BlockSelector + { + public: + virtual void next(Random *random, int worldX, int worldY, int worldZ, bool isEdge); + }; + + static const SmoothStoneSelector *smoothStoneSelector; +}; |
