#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 ); } }