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

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


  @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++) {
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  @Override
  public void place() {
    // building objects
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    final SimpleBlockMaterialPicker picker = new SimpleBlockMaterialPicker();
    box.setPicker(picker);
    // hollow out some space
    picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    if (hasTwoFloors()) {
      // for the extra floor
      box.setMinMax(0, 0, 0, 2, 2, 4).fill();
      box.offsetMinMax(-1, 0, 1, 1, 0, -1).fill();
      box.setMinMax(0, height - 2, 0, 2, height, 4).fill();
      box.offsetMinMax(-1, 0, 1, 1, 0, -1).fill();
      box.setMinMax(0, 3, 1, 2, 3, 3).fill();
    } else {
      box.setMinMax(0, 0, 0, 2, height, 4).fill();
      box.offsetMinMax(-1, 0, 1, 1, 0, -1).fill();
    }
    // wooden pillars
    picker.setOuterMaterial(VanillaMaterials.PLANK);
    box.setMinMax(0, 0, 1, 0, height, 1).fill();
    box.setMinMax(0, 0, 3, 0, height, 3).fill();
    box.setMinMax(2, 0, 1, 2, height, 1).fill();
    box.setMinMax(2, 0, 3, 2, height, 3).fill();
    // bridge gaps
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  @Override
  public void place() {
    // Building objects
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    final SimpleBlockMaterialPicker air = new SimpleBlockMaterialPicker();
    air.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    final JungleTempleBlockMaterialPicker cobble = new JungleTempleBlockMaterialPicker(getRandom());
    // Basic shape: a box with two floors on full box
    box.setPicker(cobble);
    box.setMinMax(0, -4, 0, 11, 0, 14).fill();
    box.setMinMax(2, 1, 2, 9, 2, 2).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);
    // Floors for both bridges
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(0, 0, 0, 4, 1, 18).fill();
    box.offsetMinMax(-7, 0, 7, 7, 0, -7).fill();
    // Clear some space
    picker.setOuterInnerMaterials(VanillaMaterials.AIR, VanillaMaterials.AIR);
    box.setMinMax(1, 2, 0, 3, 4, 18).fill();
    box.offsetMinMax(-8, 0, 8, 8, 0, -8).fill();
    // Side walls for the bridges
    picker.setOuterInnerMaterials(VanillaMaterials.NETHER_BRICK, VanillaMaterials.NETHER_BRICK);
    box.setMinMax(0, 2, 0, 0, 2, 7).fill();
    box.offsetMinMax(0, 0, 11, 0, 0, 11).fill();
    box.offsetMinMax(4, 0, -11, 4, 0, -11).fill();
    box.offsetMinMax(0, 0, 11, 0, 0, 11).fill();
    box.offsetMinMax(-11, 0, -4, -4, 0, -11).fill();
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    box.setMinMax(0, 0, 0, 4, 4, 4).toggleIgnoreAir().fill();
    box.toggleIgnoreAir();
    // Place the door
    StrongholdDoor.getRandomDoor(this, getRandom()).place(1, 1, 0);
    // Place the access way depending on the direction
    box.setPicker(new SimpleBlockMaterialPicker());
    if (left) {
      box.setMinMax(4, 1, 1, 4, 3, 3).fill();
    } else {
      box.setMinMax(0, 1, 1, 0, 3, 3).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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    box.setMinMax(-3, 0, 0, 7, 6, 10).toggleIgnoreAir().fill();
    box.toggleIgnoreAir();
    // Place the door
    StrongholdDoor.getRandomDoor(this, getRandom()).place(1, 1, 0);
    // More access ways
    box.setPicker(new SimpleBlockMaterialPicker());
    box.setMinMax(1, 1, 10, 3, 3, 10).fill();
    box.setMinMax(-3, 1, 4, -3, 3, 6).fill();
    box.offsetMinMax(10, 0, 0, 10, 0, 0).fill();
    // Add the features for the room type
    if (type == null) {
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    box.toggleIgnoreAir();
    // Place the doors
    StrongholdDoor.getRandomDoor(this, getRandom()).place(1, 1, 0);
    new EmptyDoorway(this).place(1, 1, 6);
    // Place the floor
    box.setPicker(new SimpleBlockMaterialPicker(VanillaMaterials.STONE_BRICK, VanillaMaterials.STONE_BRICK));
    box.setMinMax(3, 1, 2, 3, 1, 4).fill();
    // Build the loot chest pedestal
    setBlockMaterial(3, 1, 1, Slab.STONE);
    setBlockMaterial(3, 1, 5, Slab.STONE);
    setBlockMaterial(3, 2, 2, Slab.STONE);
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  @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, 0, 0, 7, 7, 15).fill();
    // Place the door
    new IronFenceDoor(this).place(1, 1, 0);
    // Some stone for the side lava pools and ceiling
    box.setMinMax(-2, 6, 1, -2, 6, 14).fill();
    box.offsetMinMax(8, 0, 0, 8, 0, 0).fill();
    box.setMinMax(-2, 6, 1, 5, 6, 2).fill();
    box.offsetMinMax(0, 0, 13, 0, 0, 12).fill();
    box.setMinMax(-2, 1, 1, -1, 1, 4).fill();
    box.offsetMinMax(7, 0, 0, 7, 0, 0).fill();
    // Fill the side lava pools
    box.setPicker(picker);
    picker.setOuterInnerMaterials(VanillaMaterials.STATIONARY_LAVA, VanillaMaterials.STATIONARY_LAVA);
    box.setMinMax(-2, 1, 1, -2, 1, 3).fill();
    box.offsetMinMax(8, 0, 0, 8, 0, 0).fill();
    // Place the stone for the portal lava pool
    box.setPicker(stone);
    box.setMinMax(0, 1, 8, 4, 1, 12).fill();
    // Place the lava for the portal lava pool
    box.setPicker(picker);
    box.offsetMinMax(1, 0, 1, -1, 0, -1).fill();
    // Add iron bars to decorate the walls
    picker.setOuterInnerMaterials(VanillaMaterials.IRON_BARS, VanillaMaterials.IRON_BARS);
    for (int i = 3; i < 14; i += 2) {
      box.setMinMax(-3, 3, i, -3, 4, i).fill();
      box.offsetMinMax(10, 0, 0, 10, 0, 0).fill();
    }
    for (int i = -1; i < 6; i += 2) {
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  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);
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