#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.level.material.h"
#include "net.minecraft.world.level.tile.entity.h"
#include "net.minecraft.world.entity.h"
#include "WeighedTreasure.h"
#include "StructurePiece.h"
#include "BoundingBox.h"
#include "Direction.h"
#include "JavaMath.h"
#include "Facing.h"
#include "DoorItem.h"
/**
*
* A structure piece is a construction or room, located somewhere in the world
* with a given orientatino (out of Direction.java). Structure pieces have a
* bounding box that says where the piece is located and its bounds, and the
* orientation is used to translate local coordinates into world coordinates.
*
* The default orientation is Direction.UNDEFINED, in which case no translation
* will occur. If the orientation is Direction::NORTH, coordinate (0, 0, 0) will
* be at (boundingBox.x0, boundingBox.y0, boundingBox.z1). In other words, (1,
* 1, 1) will be translated to (boundingBox.x0 + 1, boundingBox.y0 + 1,
* boundingBox.z1 - 1).
*
* When using Direction::SOUTH, the x coordinate will be the same, and the z
* coordinate will be flipped. In other words, the bounding box is NOT rotated!
* It is only flipped along the z axis. Also note that the bounding box is in
* world coordinates, so the local drawing must never reach outside of this.
*
* When using east and west coordinates, the local z coordinate will be swapped
* with the local x coordinate. For example, (0, 0, 0) is (boundingBox.z1,
* boundingBox.y0, boundingBox.z0), and (1, 1, 1) becomes (boundingBox.x1 - 1,
* boundingBox.y0 + 1, boundingBox.z0 + 1) when using Direction::WEST.
*
* When-ever a structure piece is placing blocks, it is VERY IMPORTANT to always
* make sure that all getTile and setTile calls are within the chunk's bounding
* box. Failing to check this will cause the level generator to create new
* chunks, leading to infinite loops and other errors.
*/
StructurePiece::StructurePiece( int genDepth )
{
boundingBox = NULL;
this->genDepth = genDepth;
orientation = Direction::UNDEFINED;
}
StructurePiece::~StructurePiece()
{
if(boundingBox != NULL) delete boundingBox;
}
void StructurePiece::addChildren( StructurePiece* startPiece, list< StructurePiece* > *pieces, Random* random )
{
}
BoundingBox* StructurePiece::getBoundingBox()
{
return boundingBox;
}
int StructurePiece::getGenDepth()
{
return genDepth;
}
bool StructurePiece::isInChunk( ChunkPos* pos )
{
int cx = ( pos->x << 4 );
int cz = ( pos->z << 4 );
return boundingBox->intersects( cx, cz, cx + 15, cz + 15 );
}
StructurePiece* StructurePiece::findCollisionPiece( list< StructurePiece* > *pieces, BoundingBox* box )
{
for ( AUTO_VAR(it, pieces->begin()); it != pieces->end(); it++ )
{
StructurePiece* piece = *it;
if ( piece->getBoundingBox() != NULL && piece->getBoundingBox()->intersects( box ) )
{
return piece;
}
}
return NULL;
}
// 4J-PB - Added from 1.2.3
TilePos *StructurePiece::getLocatorPosition()
{
return new TilePos(boundingBox->getXCenter(), boundingBox->getYCenter(), boundingBox->getZCenter());
}
bool StructurePiece::edgesLiquid( Level* level, BoundingBox* chunkBB )
{
int x0 = Math::_max( boundingBox->x0 - 1, chunkBB->x0 );
int y0 = Math::_max( boundingBox->y0 - 1, chunkBB->y0 );
int z0 = Math::_max( boundingBox->z0 - 1, chunkBB->z0 );
int x1 = Math::_min( boundingBox->x1 + 1, chunkBB->x1 );
int y1 = Math::_min( boundingBox->y1 + 1, chunkBB->y1 );
int z1 = Math::_min( boundingBox->z1 + 1, chunkBB->z1 );
// roof and floor
for ( int x = x0; x <= x1; x++ )
{
for ( int z = z0; z <= z1; z++ )
{
int tile = level->getTile( x, y0, z );
if ( tile > 0 && Tile::tiles[tile]->material->isLiquid() )
{
return true;
}
tile = level->getTile( x, y1, z );
if ( tile > 0 && Tile::tiles[tile]->material->isLiquid() )
{
return true;
}
}
}
// north and south
for ( int x = x0; x <= x1; x++ )
{
for ( int y = y0; y <= y1; y++ )
{
int tile = level->getTile( x, y, z0 );
if ( tile > 0 && Tile::tiles[tile]->material->isLiquid() )
{
return true;
}
tile = level->getTile( x, y, z1 );
if ( tile > 0 && Tile::tiles[tile]->material->isLiquid() )
{
return true;
}
}
}
// east and west
for ( int z = z0; z <= z1; z++ )
{
for ( int y = y0; y <= y1; y++ )
{
int tile = level->getTile( x0, y, z );
if ( tile > 0 && Tile::tiles[tile]->material->isLiquid() )
{
return true;
}
tile = level->getTile( x1, y, z );
if ( tile > 0 && Tile::tiles[tile]->material->isLiquid() )
{
return true;
}
}
}
return false;
}
int StructurePiece::getWorldX( int x, int z )
{
switch ( orientation )
{
case Direction::NORTH:
case Direction::SOUTH:
return boundingBox->x0 + x;
case Direction::WEST:
return boundingBox->x1 - z;
case Direction::EAST:
return boundingBox->x0 + z;
default:
return x;
}
}
int StructurePiece::getWorldY( int y )
{
if ( orientation == Direction::UNDEFINED )
{
return y;
}
return y + boundingBox->y0;
}
int StructurePiece::getWorldZ( int x, int z )
{
switch ( orientation )
{
case Direction::NORTH:
return boundingBox->z1 - z;
case Direction::SOUTH:
return boundingBox->z0 + z;
case Direction::WEST:
case Direction::EAST:
return boundingBox->z0 + x;
default:
return z;
}
}
int StructurePiece::getOrientationData( int tile, int data )
{
if ( tile == Tile::rail->id )
{
if ( orientation == Direction::WEST || orientation == Direction::EAST )
{
if ( data == RailTile::DIR_FLAT_X )
{
return RailTile::DIR_FLAT_Z;
}
else
{
return RailTile::DIR_FLAT_X;
}
}
}
else if ( tile == Tile::door_wood_Id || tile == Tile::door_iron_Id )
{
if ( orientation == Direction::SOUTH )
{
if ( data == 0 )
{
return 2;
}
if ( data == 2 )
{
return 0;
}
}
else if ( orientation == Direction::WEST )
{
// 0 = 1
// 1 = 2
// 2 = 3
// 3 = 0
return ( data + 1 ) & 3;
}
else if ( orientation == Direction::EAST )
{
// 0 = 3
// 1 = 0
// 2 = 1
// 3 = 2
return ( data + 3 ) & 3;
}
}
else if ( tile == Tile::stairs_stone_Id || tile == Tile::stairs_wood_Id || tile == Tile::stairs_netherBricks_Id || tile == Tile::stairs_stoneBrickSmooth_Id || tile == Tile::stairs_sandstone_Id)
{
if ( orientation == Direction::SOUTH )
{
if ( data == 2 )
{
return 3;
}
if ( data == 3 )
{
return 2;
}
}
else if ( orientation == Direction::WEST )
{
if ( data == 0 )
{
return 2;
}
if ( data == 1 )
{
return 3;
}
if ( data == 2 )
{
return 0;
}
if ( data == 3 )
{
return 1;
}
}
else if ( orientation == Direction::EAST )
{
if ( data == 0 )
{
return 2;
}
if ( data == 1 )
{
return 3;
}
if ( data == 2 )
{
return 1;
}
if ( data == 3 )
{
return 0;
}
}
}
else if ( tile == Tile::ladder->id )
{
if ( orientation == Direction::SOUTH )
{
if ( data == Facing::NORTH )
{
return Facing::SOUTH;
}
if ( data == Facing::SOUTH )
{
return Facing::NORTH;
}
}
else if ( orientation == Direction::WEST )
{
if ( data == Facing::NORTH )
{
return Facing::WEST;
}
if ( data == Facing::SOUTH )
{
return Facing::EAST;
}
if ( data == Facing::WEST )
{
return Facing::NORTH;
}
if ( data == Facing::EAST )
{
return Facing::SOUTH;
}
}
else if ( orientation == Direction::EAST )
{
if ( data == Facing::NORTH )
{
return Facing::EAST;
}
if ( data == Facing::SOUTH )
{
return Facing::WEST;
}
if ( data == Facing::WEST )
{
return Facing::NORTH;
}
if ( data == Facing::EAST )
{
return Facing::SOUTH;
}
}
}
else if ( tile == Tile::button->id )
{
if ( orientation == Direction::SOUTH )
{
if ( data == 3 )
{
return 4;
}
if ( data == 4 )
{
return 3;
}
}
else if ( orientation == Direction::WEST )
{
if ( data == 3 )
{
return 1;
}
if ( data == 4 )
{
return 2;
}
if ( data == 2 )
{
return 3;
}
if ( data == 1 )
{
return 4;
}
}
else if ( orientation == Direction::EAST )
{
if ( data == 3 )
{
return 2;
}
if ( data == 4 )
{
return 1;
}
if ( data == 2 )
{
return 3;
}
if ( data == 1 )
{
return 4;
}
}
}
else if (tile == Tile::tripWireSource_Id || (Tile::tiles[tile] != NULL && dynamic_cast(Tile::tiles[tile])))
{
if (orientation == Direction::SOUTH)
{
if (data == Direction::SOUTH || data == Direction::NORTH)
{
return Direction::DIRECTION_OPPOSITE[data];
}
}
else if (orientation == Direction::WEST)
{
if (data == Direction::NORTH)
{
return Direction::WEST;
}
if (data == Direction::SOUTH)
{
return Direction::EAST;
}
if (data == Direction::WEST)
{
return Direction::NORTH;
}
if (data == Direction::EAST)
{
return Direction::SOUTH;
}
}
else if (orientation == Direction::EAST)
{
if (data == Direction::NORTH)
{
return Direction::EAST;
}
if (data == Direction::SOUTH)
{
return Direction::WEST;
}
if (data == Direction::WEST)
{
return Direction::NORTH;
}
if (data == Direction::EAST)
{
return Direction::SOUTH;
}
}
}
else if (tile == Tile::pistonBase_Id || tile == Tile::pistonStickyBase_Id || tile == Tile::lever_Id || tile == Tile::dispenser_Id)
{
if (orientation == Direction::SOUTH)
{
if (data == Facing::NORTH || data == Facing::SOUTH)
{
return Facing::OPPOSITE_FACING[data];
}
}
else if (orientation == Direction::WEST)
{
if (data == Facing::NORTH)
{
return Facing::WEST;
}
if (data == Facing::SOUTH)
{
return Facing::EAST;
}
if (data == Facing::WEST)
{
return Facing::NORTH;
}
if (data == Facing::EAST)
{
return Facing::SOUTH;
}
} else if (orientation == Direction::EAST)
{
if (data == Facing::NORTH)
{
return Facing::EAST;
}
if (data == Facing::SOUTH)
{
return Facing::WEST;
}
if (data == Facing::WEST)
{
return Facing::NORTH;
}
if (data == Facing::EAST)
{
return Facing::SOUTH;
}
}
}
return data;
}
void StructurePiece::placeBlock( Level* level, int block, int data, int x, int y, int z, BoundingBox* chunkBB )
{
int worldX = getWorldX( x, z );
int worldY = getWorldY( y );
int worldZ = getWorldZ( x, z );
if ( !chunkBB->isInside( worldX, worldY, worldZ ) )
{
return;
}
// 4J Stu - We shouldn't be removing bedrock when generating things (eg in SuperFlat)
if(worldY == 0) return;
level->setTileAndDataNoUpdate( worldX, worldY, worldZ, block, data );
}
/**
* The purpose of this method is to wrap the getTile call on Level, in order
* to prevent the level from generating chunks that shouldn't be loaded yet.
* Returns 0 if the call is out of bounds.
*
* @param level
* @param x
* @param y
* @param z
* @param chunkPosition
* @return
*/
int StructurePiece::getBlock( Level* level, int x, int y, int z, BoundingBox* chunkBB )
{
int worldX = getWorldX( x, z );
int worldY = getWorldY( y );
int worldZ = getWorldZ( x, z );
if ( !chunkBB->isInside( worldX, worldY, worldZ ) )
{
return 0;
}
return level->getTile( worldX, worldY, worldZ );
}
void StructurePiece::generateAirBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1)
{
for (int y = y0; y <= y1; y++)
{
for (int x = x0; x <= x1; x++)
{
for (int z = z0; z <= z1; z++)
{
placeBlock(level, 0, 0, x, y, z, chunkBB);
}
}
}
}
void StructurePiece::generateBox( Level* level, BoundingBox* chunkBB, int x0, int y0, int z0, int x1, int y1, int z1,
int edgeTile, int fillTile, bool skipAir )
{
for ( int y = y0; y <= y1; y++ )
{
for ( int x = x0; x <= x1; x++ )
{
for ( int z = z0; z <= z1; z++ )
{
if ( skipAir && getBlock( level, x, y, z, chunkBB ) == 0 )
{
continue;
}
if ( y == y0 || y == y1 || x == x0 || x == x1 || z == z0 || z == z1 )
{
placeBlock( level, edgeTile, 0, x, y, z, chunkBB );
}
else
{
placeBlock( level, fillTile, 0, x, y, z, chunkBB );
}
}
}
}
}
void StructurePiece::generateBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, int edgeTile, int edgeData, int fillTile, int fillData, bool skipAir)
{
for (int y = y0; y <= y1; y++)
{
for (int x = x0; x <= x1; x++)
{
for (int z = z0; z <= z1; z++)
{
if (skipAir && getBlock(level, x, y, z, chunkBB) == 0)
{
continue;
}
if (y == y0 || y == y1 || x == x0 || x == x1 || z == z0 || z == z1)
{
placeBlock(level, edgeTile, edgeData, x, y, z, chunkBB);
}
else
{
placeBlock(level, fillTile, fillData, x, y, z, chunkBB);
}
}
}
}
}
void StructurePiece::generateBox( Level* level, BoundingBox* chunkBB, BoundingBox* boxBB, int edgeTile, int fillTile,
bool skipAir )
{
generateBox( level, chunkBB, boxBB->x0, boxBB->y0, boxBB->z0, boxBB->x1, boxBB->y1, boxBB->z1, edgeTile, fillTile,
skipAir );
}
void StructurePiece::generateBox( Level* level, BoundingBox* chunkBB, int x0, int y0, int z0, int x1, int y1, int z1,
bool skipAir, Random* random, StructurePiece::BlockSelector* selector )
{
for ( int y = y0; y <= y1; y++ )
{
for ( int x = x0; x <= x1; x++ )
{
for ( int z = z0; z <= z1; z++ )
{
if ( skipAir && getBlock( level, x, y, z, chunkBB ) == 0 )
{
continue;
}
selector->next( random, x, y, z, y == y0 || y == y1 || x == x0 || x == x1 || z == z0 || z == z1 );
placeBlock( level, selector->getNextId(), selector->getNextData(), x, y, z, chunkBB );
}
}
}
}
void StructurePiece::generateBox( Level* level, BoundingBox* chunkBB, BoundingBox* boxBB, bool skipAir, Random* random,
StructurePiece::BlockSelector* selector )
{
generateBox( level, chunkBB, boxBB->x0, boxBB->y0, boxBB->z0, boxBB->x1, boxBB->y1, boxBB->z1, skipAir, random,
selector );
}
void StructurePiece::generateMaybeBox( Level* level, BoundingBox* chunkBB, Random *random, float probability, int x0,
int y0, int z0, int x1, int y1, int z1, int edgeTile, int fillTile,
bool skipAir )
{
for ( int y = y0; y <= y1; y++ )
{
for ( int x = x0; x <= x1; x++ )
{
for ( int z = z0; z <= z1; z++ )
{
if ( random->nextFloat() > probability )
{
continue;
}
if ( skipAir && getBlock( level, x, y, z, chunkBB ) == 0 )
{
continue;
}
if ( y == y0 || y == y1 || x == x0 || x == x1 || z == z0 || z == z1 )
{
placeBlock( level, edgeTile, 0, x, y, z, chunkBB );
}
else
{
placeBlock( level, fillTile, 0, x, y, z, chunkBB );
}
}
}
}
}
void StructurePiece::maybeGenerateBlock( Level* level, BoundingBox* chunkBB, Random *random, float probability, int x,
int y, int z, int tile, int data )
{
if ( random->nextFloat() < probability )
{
placeBlock( level, tile, data, x, y, z, chunkBB );
}
}
void StructurePiece::generateUpperHalfSphere( Level* level, BoundingBox* chunkBB, int x0, int y0, int z0, int x1,
int y1, int z1, int fillTile, bool skipAir )
{
float diagX = (float)( x1 - x0 + 1 );
float diagY = (float)( y1 - y0 + 1 );
float diagZ = (float)( z1 - z0 + 1 );
float cx = x0 + diagX / 2;
float cz = z0 + diagZ / 2;
for ( int y = y0; y <= y1; y++ )
{
float normalizedYDistance = ( float )( y - y0 ) / diagY;
for ( int x = x0; x <= x1; x++ )
{
float normalizedXDistance = ( float )( x - cx ) / ( diagX * 0.5f );
for ( int z = z0; z <= z1; z++ )
{
float normalizedZDistance = ( float )( z - cz ) / ( diagZ * 0.5f );
if ( skipAir && getBlock( level, x, y, z, chunkBB ) == 0 )
{
continue;
}
float dist = ( normalizedXDistance * normalizedXDistance ) + ( normalizedYDistance *
normalizedYDistance ) + ( normalizedZDistance * normalizedZDistance );
if ( dist <= 1.05f )
{
placeBlock( level, fillTile, 0, x, y, z, chunkBB );
}
}
}
}
}
void StructurePiece::generateAirColumnUp( Level* level, int x, int startY, int z, BoundingBox* chunkBB )
{
int worldX = getWorldX( x, z );
int worldY = getWorldY( startY );
int worldZ = getWorldZ( x, z );
if ( !chunkBB->isInside( worldX, worldY, worldZ ) )
{
return;
}
while ( !level->isEmptyTile( worldX, worldY, worldZ ) && worldY < Level::maxBuildHeight - 1 )
{
level->setTileAndDataNoUpdate( worldX, worldY, worldZ, 0, 0 );
worldY++;
}
}
void StructurePiece::fillColumnDown( Level* level, int tile, int tileData, int x, int startY, int z,
BoundingBox* chunkBB )
{
int worldX = getWorldX( x, z );
int worldY = getWorldY( startY );
int worldZ = getWorldZ( x, z );
if ( !chunkBB->isInside( worldX, worldY, worldZ ) )
{
return;
}
while ( ( level->isEmptyTile( worldX, worldY, worldZ ) || level->getMaterial( worldX, worldY, worldZ )->isLiquid() ) && worldY > 1 )
{
level->setTileAndDataNoUpdate( worldX, worldY, worldZ, tile, tileData );
worldY--;
}
}
bool StructurePiece::createChest( Level* level, BoundingBox* chunkBB, Random* random, int x, int y, int z,
WeighedTreasureArray treasure, int numRolls )
{
int worldX = getWorldX( x, z );
int worldY = getWorldY( y );
int worldZ = getWorldZ( x, z );
if ( chunkBB->isInside( worldX, worldY, worldZ ) )
{
if ( level->getTile( worldX, worldY, worldZ ) != Tile::chest->id )
{
level->setTile( worldX, worldY, worldZ, Tile::chest->id );
shared_ptr chest = dynamic_pointer_cast(level->getTileEntity( worldX, worldY, worldZ ));
if ( chest != NULL ) WeighedTreasure::addChestItems( random, treasure, chest, numRolls );
return true;
}
}
return false;
}
bool StructurePiece::createDispenser(Level *level, BoundingBox *chunkBB, Random *random, int x, int y, int z, int facing, WeighedTreasureArray items, int numRolls)
{
int worldX = getWorldX(x, z);
int worldY = getWorldY(y);
int worldZ = getWorldZ(x, z);
if (chunkBB->isInside(worldX, worldY, worldZ))
{
if (level->getTile(worldX, worldY, worldZ) != Tile::dispenser_Id)
{
level->setTileAndData(worldX, worldY, worldZ, Tile::dispenser_Id, getOrientationData(Tile::dispenser_Id, facing));
shared_ptr dispenser = dynamic_pointer_cast(level->getTileEntity(worldX, worldY, worldZ));
if (dispenser != NULL) WeighedTreasure::addDispenserItems(random, items, dispenser, numRolls);
return true;
}
}
return false;
}
void StructurePiece::createDoor( Level* level, BoundingBox* chunkBB, Random* random, int x, int y, int z,
int orientation )
{
int worldX = getWorldX( x, z );
int worldY = getWorldY( y );
int worldZ = getWorldZ( x, z );
if ( chunkBB->isInside( worldX, worldY, worldZ ) )
{
DoorItem::place( level, worldX, worldY, worldZ, orientation, Tile::door_wood );
}
}