Package org.spout.vanilla.world.generator.structure

Examples of org.spout.vanilla.world.generator.structure.PieceCuboidBuilder


  }

  @Override
  public void place() {
    // Building objects
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    final SimpleBlockMaterialPicker picker = new SimpleBlockMaterialPicker();
    final StrongholdBlockMaterialPicker stone = new StrongholdBlockMaterialPicker(getRandom());
    // General shape
    box.setPicker(stone);
    box.setMinMax(-3, -2, 0, 6, 6, 10).toggleIgnoreAir().fill();
    box.toggleIgnoreAir();
    // Place the door
    StrongholdDoor.getRandomDoor(this, getRandom()).place(1, 1, 0);
    // Access to the next components of the intersection
    box.setPicker(picker);
    if (nextComponentRightLow) {
      box.setMinMax(-3, 1, 1, -3, 3, 3).fill();
    }
    if (nextComponentRightHigh) {
      box.setMinMax(-3, 3, 7, -3, 5, 9).fill();
    }
    if (nextComponentLeftLow) {
      box.setMinMax(6, 1, 1, 6, 3, 3).fill();
    }
    if (nextComponentLeftHigh) {
      box.setMinMax(6, 3, 7, 6, 5, 9).fill();
    }
    // The bottom access way
    box.setMinMax(2, -1, 10, 4, 1, 10).fill();
    // Finish the interior
    box.setPicker(stone);
    box.setMinMax(-2, 0, 1, 5, 0, 6).fill();
    box.setMinMax(1, -1, 5, 1, 2, 9).fill();
    box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
    box.setMinMax(-2, 2, 7, 0, 2, 9).fill();
    box.setMinMax(-2, 1, 5, 0, 1, 6).fill();
    picker.setOuterInnerMaterials(VanillaMaterials.SLAB, VanillaMaterials.SLAB);
    box.setPicker(picker);
    box.setMinMax(-2, 1, 4, 0, 1, 4).fill();
    box.offsetMinMax(0, 1, 2, 0, 1, 2).fill();
    box.setPicker(stone);
    box.setMinMax(2, -1, 7, 4, -1, 8).fill();
    box.setPicker(picker);
    box.offsetMinMax(0, 0, 2, 0, 0, 1).fill();
    box.offsetMinMax(0, 1, -2, 0, 1, -2).fill();
    box.setMinMax(1, 3, 7, 1, 3, 9).fill();
    box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
    box.offsetMinMax(-3, 0, 0, -1, 0, 0).fill();
    // Place a torch
    attachMaterial(3, 3, 6, VanillaMaterials.TORCH);
  }
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  }

  @Override
  public void place() {
    // Building objects
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    final SimpleBlockMaterialPicker picker = new SimpleBlockMaterialPicker();
    box.setPicker(picker);
    // Clear some space
    picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    box.setMinMax(-1, 2, 0, 5, 7, 7).fill();
    // Base of the balcony
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(0, 0, 0, 4, 1, 7).fill();
    // Stairs to the balcony
    box.setMinMax(0, 2, 1, 4, 2, 7).fill();
    box.offsetMinMax(0, 1, 1, 0, 1, 0).fill();
    box.offsetMinMax(0, 1, 1, 0, 1, 0).fill();
    // Walls on the sides of the stairs
    box.setMinMax(0, 2, 0, 0, 4, 2).fill();
    box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
    box.setMinMax(0, 5, 2, 0, 5, 3).fill();
    box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
    // Side walls of the balcony
    box.setMinMax(-1, 5, 3, -1, 5, 8).fill();
    box.offsetMinMax(6, 0, 0, 6, 0, 0).fill();
    box.setMinMax(0, 5, 8, 4, 5, 8).fill();
    // Fences above the side walls of the balcony
    setBlockMaterial(0, 6, 3, VanillaMaterials.NETHER_BRICK_FENCE);
    setBlockMaterial(4, 6, 3, VanillaMaterials.NETHER_BRICK_FENCE);
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK_FENCE, VanillaMaterials.NETHER_BRICK_FENCE);
    box.setMinMax(-1, 6, 3, -1, 6, 8).fill();
    box.offsetMinMax(6, 0, 0, 6, 0, 0).fill();
    box.setMinMax(0, 6, 8, 4, 7, 8).fill();
    box.setMinMax(1, 8, 8, -3, 8, 8).fill();
    setBlockMaterial(2, 5, 5, VanillaMaterials.MONSTER_SPAWNER);
    // Fill down to the ground
    for (int xx = -1; xx <= 5; xx++) {
      for (int zz = 0; zz <= 6; zz++) {
        fillDownwards(xx, -1, zz, 50, VanillaMaterials.NETHER_BRICK);
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  }

  @Override
  public void place() {
    // Building objects
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    final SimpleBlockMaterialPicker picker = new SimpleBlockMaterialPicker();
    box.setPicker(picker);
    // Floor
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(-1, 0, 0, 5, 1, 6).fill();
    // Interior space
    picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    box.offsetMinMax(0, 2, 0, 0, 9, 0).fill();
    // Walls
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(-1, 2, 0, 0, 8, 0).fill();
    box.offsetMinMax(5, 0, 0, 5, 0, 0).fill();
    box.setMinMax(-1, 2, 1, -1, 8, 6).fill();
    box.offsetMinMax(6, 0, 0, 6, 0, 0).fill();
    box.setMinMax(0, 2, 6, 4, 8, 6).fill();
    // Windows
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK_FENCE, VanillaMaterials.NETHER_BRICK_FENCE);
    box.setMinMax(-1, 3, 2, -1, 5, 4).fill();
    box.offsetMinMax(6, 0, 0, 6, 0, -2).fill();
    box.offsetMinMax(0, 0, 2, 0, 0, 2).fill();
    // Stairs to the roof
    setBlockMaterial(4, 2, 5, VanillaMaterials.NETHER_BRICK);
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(3, 2, 5, 3, 3, 5).fill();
    box.offsetMinMax(-1, 0, 0, -1, 1, 0).fill();
    box.offsetMinMax(-1, 0, 0, -1, 1, 0).fill();
    box.offsetMinMax(-1, 0, 0, -1, 1, 0).fill();
    // Roof
    box.setMinMax(0, 7, 1, 4, 7, 4).fill();
    // Remove part of the side wall on the roof to make an entrance
    picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    box.setMinMax(5, 8, 2, 5, 8, 4).fill();
    // Material above the lower entrance to make shorter
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(1, 6, 0, 3, 8, 0).fill();
    // Fences above the lower entrance to make a gateway
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK_FENCE, VanillaMaterials.NETHER_BRICK_FENCE);
    box.setMinMax(1, 5, 0, 3, 5, 0).fill();
    // Fill down to the ground
    for (int xx = -1; xx <= 5; xx++) {
      for (int zz = 0; zz <= 6; zz++) {
        fillDownwards(xx, -1, zz, 50, VanillaMaterials.NETHER_BRICK);
      }
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    super(parent, DEFAULT_NEXT);
  }

  @Override
  public boolean canPlace() {
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    box.setMinMax(-1, -1, -1, 9, 5, 11);
    return !box.intersectsLiquids();
  }
View Full Code Here

  }

  @Override
  public void place() {
    // Building objects
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    final SimpleBlockMaterialPicker picker = new SimpleBlockMaterialPicker();
    final StrongholdBlockMaterialPicker stone = new StrongholdBlockMaterialPicker(getRandom());
    // General shape
    box.setPicker(stone);
    box.setMinMax(0, 0, 0, 8, 4, 10).toggleIgnoreAir().fill();
    box.toggleIgnoreAir();
    // Place the door
    StrongholdDoor.getRandomDoor(this, getRandom()).place(1, 1, 0);
    // Make some room
    box.setPicker(picker);
    box.setMinMax(1, 1, 10, 3, 3, 10).fill();
    // Cell walls
    box.setPicker(stone);
    box.setMinMax(4, 1, 1, 4, 3, 1).fill();
    box.offsetMinMax(0, 0, 2, 0, 0, 2).fill();
    box.offsetMinMax(0, 0, 4, 0, 0, 4).fill();
    box.offsetMinMax(0, 0, 2, 0, 0, 2).fill();
    // Build the cells
    box.setPicker(picker);
    picker.setOuterInnerMaterials(VanillaMaterials.IRON_BARS, VanillaMaterials.IRON_BARS);
    box.setMinMax(4, 1, 4, 4, 3, 6).fill();
    box.setMinMax(5, 1, 5, 7, 3, 5).fill();
    setBlockMaterial(4, 3, 2, VanillaMaterials.IRON_BARS);
    setBlockMaterial(4, 3, 8, VanillaMaterials.IRON_BARS);
    // Add the cell doors
    placeDoor(4, 1, 2, VanillaMaterials.IRON_DOOR_BLOCK, BlockFace.NORTH);
    placeDoor(4, 1, 8, VanillaMaterials.IRON_DOOR_BLOCK, BlockFace.NORTH);
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      super(parent);
    }

    @Override
    public void place(int xx, int yy, int zz) {
      final PieceCuboidBuilder box = new PieceCuboidBuilder(parent);
      box.setPicker(new SimpleBlockMaterialPicker());
      box.setMinMax(xx, yy, zz, xx + 2, yy + 2, zz).fill();
    }
View Full Code Here

  }

  @Override
  public void place() {
    // Building objects
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    final SimpleBlockMaterialPicker picker = new SimpleBlockMaterialPicker();
    box.setPicker(picker);
    // Floor
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(-4, 0, 0, 8, 1, 12).fill();
    // Interior space
    picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    box.offsetMinMax(0, 2, 0, 0, 9, 0).fill();
    // The too walls without entrances
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(-4, 2, 0, -3, 9, 12).fill();
    box.offsetMinMax(11, 0, 0, 11, 0, 0).fill();
    box.setMinMax(-2, 2, 11, 0, 9, 12).fill();
    box.offsetMinMax(6, 0, 0, 6, 0, 0).fill();
    // The two other walls
    box.setMinMax(1, 6, 0, 3, 9, 1).fill();
    box.offsetMinMax(0, 0, 11, 0, 0, 11).fill();
    box.setMinMax(-2, 2, 0, 0, 9, 1).fill();
    box.offsetMinMax(6, 0, 0, 6, 0, 0).fill();
    // Roof
    box.setMinMax(-2, 8, 2, 6, 9, 10).fill();
    // Fences to create a get out of one of the entrances
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK_FENCE, VanillaMaterials.NETHER_BRICK_FENCE);
    box.setMinMax(1, 5, 0, 3, 5, 0).fill();
    // Decorate the outside
    for (int xxzz = 1; xxzz <= 11; xxzz += 2) {
      // Fences on the outside walls
      box.setMinMax(xxzz - 4, 7, 0, xxzz - 4, 8, 0).fill();
      box.offsetMinMax(0, 0, 12, 0, 0, 12).fill();
      box.setMinMax(-4, 7, xxzz, -4, 8, xxzz).fill();
      box.offsetMinMax(12, 0, 0, 12, 0, 0).fill();
      // Fences and brick on the roof
      setBlockMaterial(xxzz - 4, 10, 0, VanillaMaterials.NETHER_BRICK);
      setBlockMaterial(xxzz - 4, 10, 12, VanillaMaterials.NETHER_BRICK);
      setBlockMaterial(-4, 10, xxzz, VanillaMaterials.NETHER_BRICK);
      setBlockMaterial(8, 10, xxzz, VanillaMaterials.NETHER_BRICK);
      setBlockMaterial(xxzz - 3, 10, 0, VanillaMaterials.NETHER_BRICK_FENCE);
      setBlockMaterial(xxzz - 3, 10, 12, VanillaMaterials.NETHER_BRICK_FENCE);
      setBlockMaterial(-4, 10, xxzz + 1, VanillaMaterials.NETHER_BRICK_FENCE);
      setBlockMaterial(8, 10, xxzz + 1, VanillaMaterials.NETHER_BRICK_FENCE);
    }
    // Corner fences for the roof
    setBlockMaterial(-4, 10, 0, VanillaMaterials.NETHER_BRICK_FENCE);
    setBlockMaterial(-4, 10, 12, VanillaMaterials.NETHER_BRICK_FENCE);
    setBlockMaterial(-4, 10, 0, VanillaMaterials.NETHER_BRICK_FENCE);
    setBlockMaterial(8, 10, 0, VanillaMaterials.NETHER_BRICK_FENCE);
    // Fences on the inside
    for (int zz = 3; zz <= 9; zz += 2) {
      box.setMinMax(-3, 4, zz, -3, 5, zz).fill();
      box.offsetMinMax(10, 0, 0, 10, 0, 0).fill();
    }
    // Material just above the pillar to create some arch shape
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(0, -1, 0, 4, -1, 12).fill();
    box.offsetMinMax(-4, 0, 4, 4, 0, -4).fill();
    box.setMinMax(0, -3, 0, 4, -2, 3).fill();
    box.offsetMinMax(0, 0, 9, 0, 0, 9).fill();
    box.setMinMax(-4, -3, 4, -1, -2, 8).fill();
    box.offsetMinMax(9, 0, 0, 9, 0, 0).fill();
    // Build the four pillars down to the gound
    for (int xx = 0; xx <= 4; xx++) {
      for (int zz = 0; zz <= 2; zz++) {
        fillDownwards(xx, -4, zz, 50, VanillaMaterials.NETHER_BRICK);
        fillDownwards(xx, -4, 12 - zz, 50, VanillaMaterials.NETHER_BRICK);
      }
    }
    for (int xx = -4; xx <= -2; xx++) {
      for (int zz = 4; zz <= 8; zz++) {
        fillDownwards(xx, -4, zz, 50, VanillaMaterials.NETHER_BRICK);
        fillDownwards(4 - xx, -4, zz, 50, VanillaMaterials.NETHER_BRICK);
      }
    }
    // Lava in the middle of the room falling bellow
    box.setMinMax(1, 2, 5, 3, 2, 7).fill();
    picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    box.setMinMax(2, -2, 6, 2, 1, 6).fill();
    setBlockMaterial(2, -3, 6, VanillaMaterials.NETHER_BRICK);
    final Block lava = getBlock(2, 2, 6);
    lava.setMaterial(VanillaMaterials.LAVA);
    Liquid.performInstantFlow(lava);
  }
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    super(parent, DEFAULT_NEXT);
  }

  @Override
  public boolean canPlace() {
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    box.setMinMax(-1, -1, -1, 5, 5, 5);
    return !box.intersectsLiquids();
  }
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    super(parent, DEFAULT_NEXT);
  }

  @Override
  public boolean canPlace() {
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    box.setMinMax(-1, -1, -1, 5, 5, 7);
    return !box.intersectsLiquids();
  }
View Full Code Here

  }

  @Override
  public void place() {
    // General shape
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    box.setPicker(new StrongholdBlockMaterialPicker(getRandom()));
    box.setMinMax(0, 0, 0, 4, 4, 6).toggleIgnoreAir().fill();
    box.toggleIgnoreAir();
    // Place the doors
    StrongholdDoor.getRandomDoor(this, getRandom()).place(1, 1, 0);
    new EmptyDoorway(this).place(1, 1, 6);
    // Place random torches
    attachMaterial(0.1f, 1, 2, 1, VanillaMaterials.TORCH);
    attachMaterial(0.1f, 3, 2, 1, VanillaMaterials.TORCH);
    attachMaterial(0.1f, 1, 2, 5, VanillaMaterials.TORCH);
    attachMaterial(0.1f, 3, 2, 5, VanillaMaterials.TORCH);
    // Access for the next components
    box.setPicker(new SimpleBlockMaterialPicker());
    if (nextComponentRight) {
      box.setMinMax(0, 1, 2, 0, 3, 4).fill();
    }
    if (nextComponentLeft) {
      box.setMinMax(4, 1, 2, 4, 3, 4).fill();
    }
  }
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