/*
* 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.api.material.block.BlockFace;
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 StrongholdPrison 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);
public StrongholdPrison(Structure parent) {
super(parent, DEFAULT_NEXT);
}
@Override
public boolean canPlace() {
final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
box.setMinMax(-1, -1, -1, 9, 5, 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(0, 0, 0, 8, 4, 10).toggleIgnoreAir().fill();
box.toggleIgnoreAir();
// Place the door
StrongholdDoor.getRandomDoor(this, getRandom()).place(1, 1, 0);
// Make some room
box.setPicker(picker);
box.setMinMax(1, 1, 10, 3, 3, 10).fill();
// Cell walls
box.setPicker(stone);
box.setMinMax(4, 1, 1, 4, 3, 1).fill();
box.offsetMinMax(0, 0, 2, 0, 0, 2).fill();
box.offsetMinMax(0, 0, 4, 0, 0, 4).fill();
box.offsetMinMax(0, 0, 2, 0, 0, 2).fill();
// Build the cells
box.setPicker(picker);
picker.setOuterInnerMaterials(VanillaMaterials.IRON_BARS, VanillaMaterials.IRON_BARS);
box.setMinMax(4, 1, 4, 4, 3, 6).fill();
box.setMinMax(5, 1, 5, 7, 3, 5).fill();
setBlockMaterial(4, 3, 2, VanillaMaterials.IRON_BARS);
setBlockMaterial(4, 3, 8, VanillaMaterials.IRON_BARS);
// Add the cell doors
placeDoor(4, 1, 2, VanillaMaterials.IRON_DOOR_BLOCK, BlockFace.NORTH);
placeDoor(4, 1, 8, VanillaMaterials.IRON_DOOR_BLOCK, BlockFace.NORTH);
}
@Override
public void randomize() {
}
@Override
public List<StructurePiece> getNextPieces() {
final StructurePiece piece = getNextPiece();
piece.setPosition(position.add(rotate(0, 0, 11)));
piece.setRotation(rotation);
piece.randomize();
return Lists.newArrayList(piece);
}
@Override
public BoundingBox getBoundingBox() {
return new BoundingBox(transform(0, 0, 0), transform(8, 4, 10));
}
}