#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 *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 *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 *currentPieces, list *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 *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 *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 *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 *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 *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 *pieces, Random *random) { generateChildForward((StartPiece *) startPiece, pieces, random, 1, 3, false); } NetherBridgePieces::BridgeStraight *NetherBridgePieces::BridgeStraight::createPiece(list *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 *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 *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 *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 *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 *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 *pieces, Random *random) { generateChildRight((StartPiece *) startPiece, pieces, random, 6, 2, false); } NetherBridgePieces::StairsRoom *NetherBridgePieces::StairsRoom::createPiece(list *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 *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 entity = dynamic_pointer_cast( 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 *pieces, Random *random) { generateChildForward((StartPiece *) startPiece, pieces, random, 5, 3, true); } NetherBridgePieces::CastleEntrance *NetherBridgePieces::CastleEntrance::createPiece(list *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 *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 *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 *pieces, Random *random) { generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true); } NetherBridgePieces::CastleSmallCorridorPiece *NetherBridgePieces::CastleSmallCorridorPiece::createPiece(list *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 *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 *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 *pieces, Random *random) { generateChildRight((StartPiece *) startPiece, pieces, random, 0, 1, true); } NetherBridgePieces::CastleSmallCorridorRightTurnPiece *NetherBridgePieces::CastleSmallCorridorRightTurnPiece::createPiece(list *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 *pieces, Random *random) { generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 1, true); } NetherBridgePieces::CastleSmallCorridorLeftTurnPiece *NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::createPiece(list *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 *pieces, Random *random) { generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true); } NetherBridgePieces::CastleCorridorStairsPiece *NetherBridgePieces::CastleCorridorStairsPiece::createPiece(list *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 *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 *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; }