/*
* 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.ArrayList;
import java.util.List;
import java.util.Random;
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 StrongholdLargeIntersection extends WeightedNextStructurePiece {
private static final WeightedNextPieceCache DEFAULT_NEXT = new WeightedNextPieceCache().
add(StrongholdChestCorridor.class, 1).
add(StrongholdPrison.class, 2).
add(StrongholdCorridor.class, 2).
add(StrongholdSpiralStaircase.class, 2).
add(StrongholdStaircase.class, 2);
private boolean nextComponentRightLow = false;
private boolean nextComponentRightHigh = false;
private boolean nextComponentLeftLow = false;
private boolean nextComponentLeftHigh = false;
public StrongholdLargeIntersection(Structure parent) {
super(parent, DEFAULT_NEXT);
}
@Override
public boolean canPlace() {
final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
box.setMinMax(-4, -3, -1, 7, 7, 11);
return !box.intersectsLiquids();
}
@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, -2, 0, 6, 6, 10).toggleIgnoreAir().fill();
box.toggleIgnoreAir();
// Place the door
StrongholdDoor.getRandomDoor(this, getRandom()).place(1, 1, 0);
// Access to the next components of the intersection
box.setPicker(picker);
if (nextComponentRightLow) {
box.setMinMax(-3, 1, 1, -3, 3, 3).fill();
}
if (nextComponentRightHigh) {
box.setMinMax(-3, 3, 7, -3, 5, 9).fill();
}
if (nextComponentLeftLow) {
box.setMinMax(6, 1, 1, 6, 3, 3).fill();
}
if (nextComponentLeftHigh) {
box.setMinMax(6, 3, 7, 6, 5, 9).fill();
}
// The bottom access way
box.setMinMax(2, -1, 10, 4, 1, 10).fill();
// Finish the interior
box.setPicker(stone);
box.setMinMax(-2, 0, 1, 5, 0, 6).fill();
box.setMinMax(1, -1, 5, 1, 2, 9).fill();
box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
box.setMinMax(-2, 2, 7, 0, 2, 9).fill();
box.setMinMax(-2, 1, 5, 0, 1, 6).fill();
picker.setOuterInnerMaterials(VanillaMaterials.SLAB, VanillaMaterials.SLAB);
box.setPicker(picker);
box.setMinMax(-2, 1, 4, 0, 1, 4).fill();
box.offsetMinMax(0, 1, 2, 0, 1, 2).fill();
box.setPicker(stone);
box.setMinMax(2, -1, 7, 4, -1, 8).fill();
box.setPicker(picker);
box.offsetMinMax(0, 0, 2, 0, 0, 1).fill();
box.offsetMinMax(0, 1, -2, 0, 1, -2).fill();
box.setMinMax(1, 3, 7, 1, 3, 9).fill();
box.offsetMinMax(4, 0, 0, 4, 0, 0).fill();
box.offsetMinMax(-3, 0, 0, -1, 0, 0).fill();
// Place a torch
attachMaterial(3, 3, 6, VanillaMaterials.TORCH);
}
@Override
public void randomize() {
final Random random = getRandom();
nextComponentRightLow = random.nextBoolean();
nextComponentRightHigh = random.nextBoolean();
nextComponentLeftLow = random.nextBoolean();
nextComponentLeftHigh = random.nextInt(3) > 0;
}
@Override
public List<StructurePiece> getNextPieces() {
final List<StructurePiece> pieces = new ArrayList<StructurePiece>();
final StructurePiece piece = getNextPiece();
piece.setPosition(position.add(rotate(1, -2, 11)));
piece.setRotation(rotation);
piece.randomize();
pieces.add(piece);
if (nextComponentRightLow) {
final StructurePiece next = getNextPiece();
next.setPosition(position.add(rotate(-4, 0, 0)));
next.setRotation(Quaternionf.fromAngleDegAxis(-90, 0, 1, 0).mul(rotation));
next.randomize();
pieces.add(next);
}
if (nextComponentRightHigh) {
final StructurePiece next = getNextPiece();
next.setPosition(position.add(rotate(-4, 2, 6)));
next.setRotation(Quaternionf.fromAngleDegAxis(-90, 0, 1, 0).mul(rotation));
next.randomize();
pieces.add(next);
}
if (nextComponentLeftLow) {
final StructurePiece next = getNextPiece();
next.setPosition(position.add(rotate(7, 0, 4)));
next.setRotation(Quaternionf.fromAngleDegAxis(90, 0, 1, 0).mul(rotation));
next.randomize();
pieces.add(next);
}
if (nextComponentLeftHigh) {
final StructurePiece next = getNextPiece();
next.setPosition(position.add(rotate(7, 2, 10)));
next.setRotation(Quaternionf.fromAngleDegAxis(90, 0, 1, 0).mul(rotation));
next.randomize();
pieces.add(next);
}
return pieces;
}
@Override
public BoundingBox getBoundingBox() {
return new BoundingBox(transform(-3, -2, 0), transform(6, 6, 10));
}
public boolean hasNextComponentRightLow() {
return nextComponentRightLow;
}
public void setNextComponentRightLow(boolean nextComponentRightLow) {
this.nextComponentRightLow = nextComponentRightLow;
}
public boolean hasNextComponentRightHigh() {
return nextComponentRightHigh;
}
public void setNextComponentRightHigh(boolean nextComponentRightHigh) {
this.nextComponentRightHigh = nextComponentRightHigh;
}
public boolean hasNextComponentLeftLow() {
return nextComponentLeftLow;
}
public void setNextComponentLeftLow(boolean nextComponentLeftLow) {
this.nextComponentLeftLow = nextComponentLeftLow;
}
public boolean hasNextComponentLeftHigh() {
return nextComponentLeftHigh;
}
public void setNextComponentLeftHigh(boolean nextComponentLeftHigh) {
this.nextComponentLeftHigh = nextComponentLeftHigh;
}
}