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