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

Source Code of org.spout.vanilla.world.generator.nether.structure.fortress.FortressBalconyIntersection

/*
* This file is part of Vanilla.
*
* Copyright (c) 2011 Spout LLC <http://www.spout.org/>
* Vanilla is licensed under the Spout License Version 1.
*
* Vanilla is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* In addition, 180 days after any changes are published, you can use the
* software, incorporating those changes, under the terms of the MIT license,
* as described in the Spout License Version 1.
*
* Vanilla is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License,
* the MIT license and the Spout License Version 1 along with this program.
* If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public
* License and see <http://spout.in/licensev1> for the full license, including
* the MIT license.
*/
package org.spout.vanilla.world.generator.nether.structure.fortress;

import java.util.ArrayList;
import java.util.List;

import org.spout.math.imaginary.Quaternionf;
import org.spout.vanilla.material.VanillaMaterials;
import org.spout.vanilla.world.generator.structure.PieceCuboidBuilder;
import org.spout.vanilla.world.generator.structure.SimpleBlockMaterialPicker;
import org.spout.vanilla.world.generator.structure.Structure;
import org.spout.vanilla.world.generator.structure.StructurePiece;
import org.spout.vanilla.world.generator.structure.WeightedNextStructurePiece;

public class FortressBalconyIntersection extends WeightedNextStructurePiece {
  private static final WeightedNextPieceCache DEFAULT_NEXT = new WeightedNextPieceCache().
      add(FortressBlazeBalcony.class, 1).
      add(FortressNetherWartStairs.class, 1).
      add(FortressStaircase.class, 3).
      add(FortressRoom.class, 3).
      add(FortressStairRoom.class, 4).
      add(FortressTurn.class, 6).
      add(FortressBridgeIntersection.class, 6).
      add(FortressBridge.class, 8).
      add(FortressCorridor.class, 10);

  public FortressBalconyIntersection(Structure parent) {
    super(parent, DEFAULT_NEXT);
  }

  @Override
  public boolean canPlace() {
    return true;
  }

  @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(-2, 0, 0, 6, 1, 8).fill();
    // Interior space
    picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    box.offsetMinMax(0, 2, 0, 0, 4, 0).fill();
    // Roof
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(-2, 6, 0, 6, 6, 5).fill();
    // First wall
    box.setMinMax(-2, 2, 0, 0, 5, 0).fill();
    box.offsetMinMax(6, 0, 0, 6, 0, 0).fill();
    // Windows for the first wall
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK_FENCE, VanillaMaterials.NETHER_BRICK_FENCE);
    box.setMinMax(-1, 3, 0, -1, 4, 0).fill();
    box.offsetMinMax(6, 0, 0, 6, 0, 0).fill();
    // Balcony floor
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(-2, 2, 4, 6, 2, 8).fill();
    // Air spaces next to the balcony entrance
    picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    box.setMinMax(-1, 1, 4, 0, 2, 4).fill();
    box.offsetMinMax(5, 0, 0, 5, 0, 0).fill();
    // Fences for the balcony
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK_FENCE, VanillaMaterials.NETHER_BRICK_FENCE);
    box.setMinMax(-2, 3, 8, 6, 3, 8).fill();
    box.setMinMax(-2, 3, 6, -2, 3, 7).fill();
    box.offsetMinMax(8, 0, 0, 8, 0, 0).fill();
    // Wall separating the room and balcony
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(-2, 3, 4, -2, 5, 5).fill();
    box.offsetMinMax(8, 0, 0, 8, 0, 0).fill();
    box.setMinMax(-1, 3, 5, 0, 5, 5).fill();
    box.offsetMinMax(5, 0, 0, 5, 0, 0).fill();
    // Windows for that wall
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK_FENCE, VanillaMaterials.NETHER_BRICK_FENCE);
    box.setMinMax(-1, 4, 5, -1, 5, 5).fill();
    box.offsetMinMax(6, 0, 0, 6, 0, 0).fill();
    // Fill down to the ground
    for (int xx = -2; xx <= 6; xx++) {
      for (int zz = 0; zz <= 5; zz++) {
        fillDownwards(xx, -1, zz, 50, VanillaMaterials.NETHER_BRICK);
      }
    }
  }

  @Override
  public void randomize() {
  }

  @Override
  public List<StructurePiece> getNextPieces() {
    final List<StructurePiece> pieces = new ArrayList<StructurePiece>(2);
    final StructurePiece right = getNextPiece();
    right.setPosition(position.add(rotate(-2, 0, 0)));
    right.setRotation(Quaternionf.fromAngleDegAxis(-90, 0, 1, 0).mul(rotation));
    right.randomize();
    pieces.add(right);
    final StructurePiece left = getNextPiece();
    left.setPosition(position.add(rotate(7, 0, 4)));
    left.setRotation(Quaternionf.fromAngleDegAxis(90, 0, 1, 0).mul(rotation));
    left.randomize();
    pieces.add(left);
    return pieces;
  }

  @Override
  public BoundingBox getBoundingBox() {
    return new BoundingBox(transform(-2, 0, 0), transform(6, 6, 8));
  }
}
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