/*
* 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.List;
import com.google.common.collect.Lists;
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 FortressBridge extends WeightedNextStructurePiece {
private static final WeightedNextPieceCache DEFAULT_NEXT = new WeightedNextPieceCache().
add(FortressBlazeBalcony.class, 1).
add(FortressNetherWartStairs.class, 1).
add(FortressRoom.class, 3).
add(FortressStairRoom.class, 4).
add(FortressBalconyIntersection.class, 4).
add(FortressGateIntersection.class, 4).
add(FortressBridgeIntersection.class, 8).
add(FortressBridge.class, 12);
public FortressBridge(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(0, 0, 0, 4, 1, 18).fill();
// Clear some space
picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
box.setMinMax(1, 2, 0, 3, 4, 18).fill();
// Side walls
picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
box.setMinMax(0, 2, 0, 0, 2, 18).fill();
box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
// Add material under the bridge to make an arch
box.setMinMax(0, -1, 0, 4, -1, 5).fill();
box.offsetMinMax(0, 0, 13, 0, 0, 13).fill();
box.setMinMax(0, -3, 0, 4, -2, 3).fill();
box.offsetMinMax(0, 0, 15, 0, 0, 15).fill();
// Build the pillars on the both ends downwards
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, 18 - zz, 50, VanillaMaterials.NETHER_BRICK);
}
}
// Decoration fences on the side of the bridge
picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK_FENCE, VanillaMaterials.NETHER_BRICK_FENCE);
box.setMinMax(0, 0, 4, 0, 1, 4).fill();
box.offsetMinMax(0, 0, 10, 0, 0, 10).fill();
box.setMinMax(4, 0, 4, 4, 1, 4).fill();
box.offsetMinMax(0, 0, 10, 0, 0, 10).fill();
box.setMinMax(0, -2, 1, 0, 1, 1).fill();
box.offsetMinMax(0, 0, 16, 0, 0, 16).fill();
box.setMinMax(4, -2, 1, 4, 1, 1).fill();
box.offsetMinMax(0, 0, 16, 0, 0, 16).fill();
}
@Override
public void randomize() {
}
@Override
public List<StructurePiece> getNextPieces() {
final StructurePiece piece = getNextPiece();
piece.setPosition(position.add(rotate(0, 0, 19)));
piece.setRotation(rotation);
piece.randomize();
return Lists.newArrayList(piece);
}
@Override
public BoundingBox getBoundingBox() {
return new BoundingBox(transform(0, -3, 0), transform(4, 4, 18));
}
}