/*
* 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.normal.structure.temple;
import java.util.Collections;
import java.util.List;
import org.spout.api.material.block.BlockFace;
import org.spout.api.material.block.BlockFaces;
import org.spout.math.imaginary.Quaternionf;
import org.spout.math.vector.Vector3f;
import org.spout.vanilla.material.VanillaMaterials;
import org.spout.vanilla.material.block.misc.Slab;
import org.spout.vanilla.material.block.solid.Sandstone;
import org.spout.vanilla.material.block.solid.Wool;
import org.spout.vanilla.world.generator.normal.object.LootChestObject;
import org.spout.vanilla.world.generator.structure.BlockMaterialLayout;
import org.spout.vanilla.world.generator.structure.PieceCuboidBuilder;
import org.spout.vanilla.world.generator.structure.PieceLayoutBuilder;
import org.spout.vanilla.world.generator.structure.PiecePlaneBuilder;
import org.spout.vanilla.world.generator.structure.SimpleBlockMaterialPicker;
import org.spout.vanilla.world.generator.structure.Structure;
import org.spout.vanilla.world.generator.structure.StructurePiece;
public class DesertTemple extends StructurePiece {
private static final BlockMaterialLayout CENTER_CROSS;
private static final BlockMaterialLayout TOWER;
private static final BlockMaterialLayout DOOR;
private final LootChestObject chestObject;
static {
CENTER_CROSS = new BlockMaterialLayout(""
+ "...o...\n"
+ "...o...\n"
+ "..o.o..\n"
+ "oo.b.oo\n"
+ "..o.o..\n"
+ "...o...\n"
+ "...o...");
CENTER_CROSS.setBlockMaterial('o', Wool.ORANGE_WOOL);
CENTER_CROSS.setBlockMaterial('b', Wool.BLUE_WOOL);
TOWER = new BlockMaterialLayout(""
+ "-oo-o--\n"
+ "-o=o=oo\n"
+ "-oo-o--");
TOWER.setBlockMaterial('-', Sandstone.SMOOTH);
TOWER.setBlockMaterial('o', Wool.ORANGE_WOOL);
TOWER.setBlockMaterial('=', Sandstone.DECORATIVE);
DOOR = new BlockMaterialLayout(""
+ ".--\n"
+ "-o-\n"
+ "-=-\n"
+ "-o-\n"
+ ".--");
DOOR.setBlockMaterial('-', Sandstone.SMOOTH);
DOOR.setBlockMaterial('o', Wool.ORANGE_WOOL);
DOOR.setBlockMaterial('=', Sandstone.DECORATIVE);
}
public DesertTemple(Structure parent) {
super(parent);
chestObject = new LootChestObject(getRandom());
chestObject.setMinNumberOfStacks(2);
chestObject.setMaxNumberOfStacks(6);
chestObject.addMaterial(VanillaMaterials.DIAMOND, 3, 1, 3)
.addMaterial(VanillaMaterials.IRON_INGOT, 10, 1, 5)
.addMaterial(VanillaMaterials.GOLD_INGOT, 15, 2, 7)
.addMaterial(VanillaMaterials.EMERALD, 2, 1, 3)
.addMaterial(VanillaMaterials.BONE, 20, 4, 6)
.addMaterial(VanillaMaterials.ROTTEN_FLESH, 16, 3, 7);
}
@Override
public void randomize() {
}
@Override
public void place() {
// Building objects
final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
final PiecePlaneBuilder plane = new PiecePlaneBuilder(this);
final PieceLayoutBuilder painter = new PieceLayoutBuilder(this);
final SimpleBlockMaterialPicker picker = new SimpleBlockMaterialPicker();
box.setPicker(picker);
plane.setPicker(picker);
// Foundations
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.SANDSTONE);
box.setMinMax(0, -4, 0, 20, 0, 20).fill();
// Pyramid
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.AIR);
plane.setMinMax(0, 0, 0, 20, 0, 20);
for (byte yy = 1; yy < 10; yy++) {
plane.offsetMinMax(1, 1, 1, -1, 1, -1);
plane.fill();
}
// Fill the land under
for (byte xx = 0; xx < 21; xx++) {
for (byte zz = 0; zz < 21; zz++) {
fillDownwards(xx, -5, zz, 50, VanillaMaterials.SANDSTONE);
}
}
// Tower bodies
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.AIR);
box.setMinMax(0, 0, 0, 4, 9, 4).fill();
box.offsetMinMax(16, 0, 0, 16, 0, 0).fill();
picker.setInnerMaterial(VanillaMaterials.SANDSTONE);
box.setMinMax(1, 10, 1, 3, 10, 3).fill();
box.offsetMinMax(16, 0, 0, 16, 0, 0).fill();
setBlockMaterial(2, 10, 0, VanillaMaterials.STAIRS_SANDSTONE, (short) 2);
setBlockMaterial(2, 10, 4, VanillaMaterials.STAIRS_SANDSTONE, (short) 3);
setBlockMaterial(0, 10, 2, VanillaMaterials.STAIRS_SANDSTONE, (short) 0);
setBlockMaterial(4, 10, 2, VanillaMaterials.STAIRS_SANDSTONE, (short) 1);
setBlockMaterial(18, 10, 0, VanillaMaterials.STAIRS_SANDSTONE, (short) 2);
setBlockMaterial(18, 10, 4, VanillaMaterials.STAIRS_SANDSTONE, (short) 3);
setBlockMaterial(16, 10, 2, VanillaMaterials.STAIRS_SANDSTONE, (short) 0);
setBlockMaterial(20, 10, 2, VanillaMaterials.STAIRS_SANDSTONE, (short) 1);
// Entry way
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.AIR);
box.setMinMax(8, 0, 0, 12, 4, 4).fill();
picker.setOuterMaterial(VanillaMaterials.AIR);
box.offsetMinMax(1, 1, 0, -1, -1, 0).fill();
setBlockMaterial(9, 1, 1, Sandstone.SMOOTH);
setBlockMaterial(9, 2, 1, Sandstone.SMOOTH);
setBlockMaterial(9, 3, 1, Sandstone.SMOOTH);
setBlockMaterial(10, 3, 1, Sandstone.SMOOTH);
setBlockMaterial(11, 3, 1, Sandstone.SMOOTH);
setBlockMaterial(11, 2, 1, Sandstone.SMOOTH);
setBlockMaterial(11, 1, 1, Sandstone.SMOOTH);
// Passage ways to the towers
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.AIR);
box.setMinMax(4, 1, 1, 8, 3, 3).fill();
picker.setOuterMaterial(VanillaMaterials.AIR);
box.offsetMinMax(0, 0, 1, 0, -1, -1).fill();
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.AIR);
box.setMinMax(12, 1, 1, 16, 3, 3).fill();
picker.setOuterMaterial(VanillaMaterials.AIR);
box.offsetMinMax(0, 0, 1, 0, -1, -1).fill();
// Second floor
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.SANDSTONE);
box.setMinMax(5, 4, 5, 15, 4, 15).fill();
picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
box.offsetMinMax(4, 0, 4, -4, 0, -4).fill();
// Columns on the first floor
picker.setOuterInnerMaterials(Sandstone.SMOOTH, Sandstone.SMOOTH);
box.setMinMax(8, 1, 8, 8, 3, 8).fill();
box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
box.offsetMinMax(-4, 0, 4, -4, 0, 4).fill();
box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
// Side passage ways to the pyramid on the second floor
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.SANDSTONE);
box.setMinMax(1, 1, 5, 4, 4, 11).fill();
box.offsetMinMax(15, 0, 0, 15, 0, 0).fill();
// The door ways for the passages mentioned above
box.setMinMax(6, 7, 9, 6, 7, 11).fill();
box.offsetMinMax(8, 0, 0, 8, 0, 0).fill();
picker.setOuterInnerMaterials(Sandstone.SMOOTH, Sandstone.SMOOTH);
box.setMinMax(5, 5, 9, 5, 7, 11).fill();
box.offsetMinMax(10, 0, 0, 10, 0, 0).fill();
picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
box.setMinMax(5, 5, 10, 6, 6, 10).fill();
box.offsetMinMax(9, 0, 0, 9, 0, 0).fill();
// Side entry ways to the towers on the second floor
box.setMinMax(2, 4, 4, 2, 6, 4).fill();
box.offsetMinMax(16, 0, 0, 16, 0, 0).fill();
// The staircases for the towers
setBlockMaterial(2, 4, 5, VanillaMaterials.STAIRS_SANDSTONE, (short) 2);
setBlockMaterial(2, 3, 4, VanillaMaterials.STAIRS_SANDSTONE, (short) 2);
setBlockMaterial(18, 4, 5, VanillaMaterials.STAIRS_SANDSTONE, (short) 2);
setBlockMaterial(18, 3, 4, VanillaMaterials.STAIRS_SANDSTONE, (short) 2);
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.SANDSTONE);
box.setMinMax(1, 1, 3, 2, 2, 3).fill();
box.offsetMinMax(17, 0, 0, 17, 0, 0).fill();
setBlockMaterial(1, 1, 2, VanillaMaterials.STAIRS_SANDSTONE, (short) 0);
setBlockMaterial(19, 1, 2, VanillaMaterials.STAIRS_SANDSTONE, (short) 0);
setBlockMaterial(1, 2, 2, Slab.SANDSTONE);
setBlockMaterial(19, 2, 2, Slab.SANDSTONE);
setBlockMaterial(2, 1, 2, VanillaMaterials.STAIRS_SANDSTONE, (short) 1);
setBlockMaterial(18, 1, 2, VanillaMaterials.STAIRS_SANDSTONE, (short) 0);
// Setup the spaces for the rows of columns inside
box.setMinMax(4, 3, 5, 4, 3, 17).fill();
box.offsetMinMax(12, 0, 0, 12, 0, 0).fill();
picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
box.setMinMax(3, 1, 5, 4, 2, 16).fill();
box.offsetMinMax(13, 0, 0, 13, 0, 0).fill();
// Now place the columns
for (int zz = 5; zz < 18; zz += 2) {
setBlockMaterial(4, 1, zz, Sandstone.SMOOTH);
setBlockMaterial(4, 2, zz, Sandstone.DECORATIVE);
setBlockMaterial(16, 1, zz, Sandstone.SMOOTH);
setBlockMaterial(16, 2, zz, Sandstone.DECORATIVE);
}
// Apply the center cross above the loot pit, in the center of the pyramid
painter.setLayout(CENTER_CROSS).setPosition(7, 0, 7).fill();
// Apply the glyphs on the towers
painter.setLayout(TOWER).setPosition(1, 8, 0).setRotation(Quaternionf.fromAngleDegAxis(90, 1, 0, 0)).fill();
painter.offsetPosition(16, 0, 0).fill();
// Apply the glyph on the main door
painter.setLayout(DOOR).setPosition(8, 6, 0).fill();
// Dig the loot pit
picker.setOuterInnerMaterials(Sandstone.SMOOTH, Sandstone.SMOOTH);
box.setMinMax(8, -14, 8, 12, -11, 12).fill();
picker.setOuterInnerMaterials(Sandstone.DECORATIVE, Sandstone.DECORATIVE);
box.offsetMinMax(0, 4, 0, 0, 1, 0).fill();
picker.setOuterInnerMaterials(Sandstone.SMOOTH, Sandstone.SMOOTH);
box.offsetMinMax(0, 1, 0, 0, 1, 0).fill();
picker.setOuterInnerMaterials(VanillaMaterials.SANDSTONE, VanillaMaterials.SANDSTONE);
box.setMinMax(8, -8, 8, 12, -1, 12).fill();
picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
box.offsetMinMax(1, -3, 1, -1, 0, -1).fill();
// It's a trap! (TNT bellow the floor and stone pressure plate in the middle)
setBlockMaterial(10, -11, 10, VanillaMaterials.STONE_PRESSURE_PLATE);
picker.setOuterInnerMaterials(VanillaMaterials.TNT, VanillaMaterials.TNT);
box.setMinMax(9, -13, 9, 11, -13, 11).fill();
// Setup the chest spaces
picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
box.setMinMax(8, -11, 10, 8, -10, 10).fill();
setBlockMaterial(7, -10, 10, Sandstone.DECORATIVE);
setBlockMaterial(7, -11, 10, Sandstone.SMOOTH);
box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
setBlockMaterial(13, -10, 10, Sandstone.DECORATIVE);
setBlockMaterial(13, -11, 10, Sandstone.SMOOTH);
box.offsetMinMax(-2, 0, -2, -2, 0, -2).fill();
setBlockMaterial(10, -10, 7, Sandstone.DECORATIVE);
setBlockMaterial(10, -11, 7, Sandstone.SMOOTH);
box.offsetMinMax(0, 0, 4, 0, 0, 4).fill();
setBlockMaterial(10, -10, 13, Sandstone.DECORATIVE);
setBlockMaterial(10, -11, 13, Sandstone.SMOOTH);
// Place the loot chests
chestObject.setRandom(getRandom());
for (BlockFace face : BlockFaces.NSEW) {
final Vector3f chestPos = face.getOffset().mul(2).add(10, -11, 10);
placeObject(chestPos.getFloorX(), chestPos.getFloorY(), chestPos.getFloorZ(), chestObject);
}
}
@Override
public boolean canPlace() {
return true;
}
@Override
public List<StructurePiece> getNextPieces() {
return Collections.emptyList();
}
@Override
public BoundingBox getBoundingBox() {
return new BoundingBox(transform(0, 0, 0), transform(20, 14, 20));
}
}