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

Source Code of org.spout.vanilla.world.generator.normal.structure.stronghold.StrongholdChestCorridor

/*
* 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.stronghold;

import java.util.List;

import com.google.common.collect.Lists;

import org.spout.vanilla.material.VanillaMaterials;
import org.spout.vanilla.material.block.misc.Slab;
import org.spout.vanilla.world.generator.normal.object.LootChestObject;
import org.spout.vanilla.world.generator.normal.structure.stronghold.StrongholdDoor.EmptyDoorway;
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 StrongholdChestCorridor extends WeightedNextStructurePiece {
  private static final WeightedNextPieceCache DEFAULT_NEXT = new WeightedNextPieceCache().
      add(StrongholdLibrary.class, 5).
      add(StrongholdLargeIntersection.class, 5).
      add(StrongholdSpiralStaircase.class, 15).
      add(StrongholdRoom.class, 15).
      add(StrongholdPrison.class, 15).
      add(StrongholdIntersection.class, 15).
      add(StrongholdStaircase.class, 15).
      add(StrongholdTurn.class, 15);
  private final LootChestObject chestObject;

  public StrongholdChestCorridor(Structure parent) {
    super(parent, DEFAULT_NEXT);
    chestObject = new LootChestObject(getRandom());
    chestObject.setMinNumberOfStacks(2);
    chestObject.setMaxNumberOfStacks(3);
    chestObject.addMaterial(VanillaMaterials.ENDER_PEARL, 10, 1, 1)
        .addMaterial(VanillaMaterials.DIAMOND, 3, 1, 3)
        .addMaterial(VanillaMaterials.IRON_INGOT, 10, 1, 5)
        .addMaterial(VanillaMaterials.GOLD_INGOT, 5, 1, 3)
        .addMaterial(VanillaMaterials.REDSTONE_DUST, 5, 4, 9)
        .addMaterial(VanillaMaterials.BREAD, 15, 1, 3)
        .addMaterial(VanillaMaterials.RED_APPLE, 15, 1, 3)
        .addMaterial(VanillaMaterials.IRON_PICKAXE, 5, 1, 1)
        .addMaterial(VanillaMaterials.IRON_SWORD, 5, 1, 1)
        .addMaterial(VanillaMaterials.IRON_CHESTPLATE, 5, 1, 1)
        .addMaterial(VanillaMaterials.IRON_HELMET, 5, 1, 1)
        .addMaterial(VanillaMaterials.IRON_LEGGINGS, 5, 1, 1)
        .addMaterial(VanillaMaterials.IRON_BOOTS, 5, 1, 1)
        .addMaterial(VanillaMaterials.GOLDEN_APPLE, 1, 1, 1);
  }

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

  @Override
  public void place() {
    // Building objects
    final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
    // General shape
    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 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);
    setBlockMaterial(3, 2, 4, Slab.STONE);
    for (int i = 2; i <= 4; i++) {
      setBlockMaterial(2, 1, i, Slab.STONE);
    }
    // Place the loot chest
    chestObject.setRandom(getRandom());
    placeObject(3, 2, 3, chestObject);
  }

  @Override
  public void randomize() {
  }

  @Override
  public List<StructurePiece> getNextPieces() {
    final StructurePiece piece = getNextPiece();
    piece.setPosition(position.add(rotate(0, 0, 7)));
    piece.setRotation(rotation);
    piece.randomize();
    return Lists.newArrayList(piece);
  }

  @Override
  public BoundingBox getBoundingBox() {
    return new BoundingBox(transform(0, 0, 0), transform(4, 4, 6));
  }
}
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