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343
Minecraft.World/NetherBridgePieces.h
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343
Minecraft.World/NetherBridgePieces.h
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#pragma once
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#include "StructurePiece.h"
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class NetherBridgePieces
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{
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private:
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static const int MAX_DEPTH = 30;
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// the dungeon starts at 64 and traverses downwards to this point
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static const int LOWEST_Y_POSITION = 10;
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// 4J - added to replace use of Class<? extends NetherBridgePiece> within this class
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enum EPieceClass
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{
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EPieceClass_BridgeStraight,
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EPieceClass_BridgeEndFiller,
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EPieceClass_BridgeCrossing,
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EPieceClass_RoomCrossing,
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EPieceClass_StairsRoom,
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EPieceClass_MonsterThrone,
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EPieceClass_CastleEntrance,
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EPieceClass_CastleStalkRoom,
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EPieceClass_CastleSmallCorridorPiece,
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EPieceClass_CastleSmallCorridorCrossingPiece,
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EPieceClass_CastleSmallCorridorRightTurnPiece,
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EPieceClass_CastleSmallCorridorLeftTurnPiece,
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EPieceClass_CastleCorridorStairsPiece,
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EPieceClass_CastleCorridorTBalconyPiece
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};
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class PieceWeight
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{
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public:
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EPieceClass pieceClass;
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const int weight;
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int placeCount;
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int maxPlaceCount;
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bool allowInRow;
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PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount, bool allowInRow);
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PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount);
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bool doPlace(int depth);
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bool isValid();
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};
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static const int BRIDGE_PIECEWEIGHTS_COUNT = 6;
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static const int CASTLE_PIECEWEIGHTS_COUNT = 7;
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static NetherBridgePieces::PieceWeight *bridgePieceWeights[BRIDGE_PIECEWEIGHTS_COUNT];
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static NetherBridgePieces::PieceWeight *castlePieceWeights[CASTLE_PIECEWEIGHTS_COUNT];
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private:
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class NetherBridgePiece;
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static NetherBridgePiece *findAndCreateBridgePieceFactory(NetherBridgePieces::PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
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/**
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*
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*
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*/
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public:
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class StartPiece;
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private:
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class NetherBridgePiece : public StructurePiece
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{
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protected:
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NetherBridgePiece(int genDepth);
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private:
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int updatePieceWeight(list<PieceWeight *> *currentPieces);
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NetherBridgePiece *generatePiece(StartPiece *startPiece, list<NetherBridgePieces::PieceWeight *> *currentPieces, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
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StructurePiece *generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle);
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protected:
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StructurePiece *generateChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff, bool isCastle);
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StructurePiece *generateChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
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StructurePiece *generateChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
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static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param
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void generateLightPost(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z, int xOff, int zOff);
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void generateLightPostFacingRight(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
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void generateLightPostFacingLeft(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
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void generateLightPostFacingUp(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
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void generateLightPostFacingDown(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
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};
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/**
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*
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*
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*/
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class BridgeStraight : public NetherBridgePiece
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{
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private:
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static const int width = 5;
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static const int height = 10;
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static const int depth = 19;
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public:
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BridgeStraight(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static BridgeStraight *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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class BridgeEndFiller : public NetherBridgePiece
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{
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private:
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static const int width = 5;
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static const int height = 10;
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static const int depth = 8;
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int selfSeed;
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public:
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BridgeEndFiller(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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static BridgeEndFiller *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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class BridgeCrossing : public NetherBridgePiece
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{
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private:
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static const int width = 19;
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static const int height = 10;
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static const int depth = 19;
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public:
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BridgeCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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protected:
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BridgeCrossing(Random *random, int west, int north);
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public:
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static BridgeCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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public:
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class StartPiece : public BridgeCrossing
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{
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public:
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bool isLibraryAdded;
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PieceWeight *previousPiece;
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Level *m_level;
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list<PieceWeight *> availableBridgePieces;
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list<PieceWeight *> availableCastlePieces;
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// this queue is used so that the addChildren calls are
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// called in a random order
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vector<StructurePiece *> pendingChildren;
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StartPiece(Random *random, int west, int north, Level *level); // 4J Added level param
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};
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private:
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class RoomCrossing : public NetherBridgePiece
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{
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private:
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static const int width = 7;
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static const int height = 9;
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static const int depth = 7;
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public:
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RoomCrossing(int genDepth, Random *random, BoundingBox *box, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static RoomCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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class StairsRoom : public NetherBridgePiece
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{
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private:
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static const int width = 7;
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static const int height = 11;
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static const int depth = 7;
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public:
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StairsRoom(int genDepth, Random *random, BoundingBox *box, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static StairsRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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class MonsterThrone : public NetherBridgePiece
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{
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private:
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static const int width = 7;
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static const int height = 8;
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static const int depth = 9;
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bool hasPlacedMobSpawner;
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public:
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MonsterThrone(int genDepth, Random *random, BoundingBox *box, int direction);
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static MonsterThrone *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class CastleEntrance : public NetherBridgePiece
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{
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private:
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static const int width = 13;
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static const int height = 14;
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static const int depth = 13;
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public:
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CastleEntrance(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static CastleEntrance *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class CastleStalkRoom : public NetherBridgePiece
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{
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private:
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static const int width = 13;
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static const int height = 14;
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static const int depth = 13;
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public:
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CastleStalkRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static CastleStalkRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class CastleSmallCorridorPiece : public NetherBridgePiece
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{
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private:
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static const int width = 5;
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static const int height = 7;
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static const int depth = 5;
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public:
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CastleSmallCorridorPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static CastleSmallCorridorPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class CastleSmallCorridorCrossingPiece : public NetherBridgePiece
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{
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private:
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static const int width = 5;
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static const int height = 7;
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static const int depth = 5;
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public:
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CastleSmallCorridorCrossingPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static CastleSmallCorridorCrossingPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class CastleSmallCorridorRightTurnPiece : public NetherBridgePiece
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{
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private:
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static const int width = 5;
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static const int height = 7;
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static const int depth = 5;
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public:
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CastleSmallCorridorRightTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static CastleSmallCorridorRightTurnPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class CastleSmallCorridorLeftTurnPiece : public NetherBridgePiece
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{
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private:
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static const int width = 5;
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static const int height = 7;
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static const int depth = 5;
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public:
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CastleSmallCorridorLeftTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static CastleSmallCorridorLeftTurnPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class CastleCorridorStairsPiece : public NetherBridgePiece
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{
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private:
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static const int width = 5;
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static const int height = 14;
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static const int depth = 10;
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public:
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CastleCorridorStairsPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static CastleCorridorStairsPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class CastleCorridorTBalconyPiece : public NetherBridgePiece
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{
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private:
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static const int width = 9;
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static const int height = 7;
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static const int depth = 9;
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public:
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CastleCorridorTBalconyPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static CastleCorridorTBalconyPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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};
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