/*
* 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.normal.object.LootChestObject;
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 StrongholdRoom 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 final LootChestObject chestObject;
private StrongholdRoomType type = null;
public StrongholdRoom(Structure parent) {
super(parent, DEFAULT_NEXT);
chestObject = new LootChestObject(getRandom());
chestObject.setMinNumberOfStacks(1);
chestObject.setMaxNumberOfStacks(4);
chestObject.addMaterial(VanillaMaterials.IRON_INGOT, 10, 1, 5)
.addMaterial(VanillaMaterials.GOLD_INGOT, 5, 1, 3)
.addMaterial(VanillaMaterials.REDSTONE_DUST, 5, 4, 9)
.addMaterial(VanillaMaterials.COAL, 10, 3, 8)
.addMaterial(VanillaMaterials.BREAD, 15, 1, 3)
.addMaterial(VanillaMaterials.RED_APPLE, 15, 1, 3)
.addMaterial(VanillaMaterials.IRON_PICKAXE, 1, 1, 1);
}
@Override
public boolean canPlace() {
final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
box.setMinMax(-4, -1, -1, 8, 7, 11);
return !box.intersectsLiquids();
}
@Override
public void place() {
// General shape
final PieceCuboidBuilder box = new PieceCuboidBuilder(this);
box.setPicker(new StrongholdBlockMaterialPicker(getRandom()));
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) {
return;
}
switch (type) {
case CENTRAL_PILLAR:
// The pillar
setBlockMaterial(2, 1, 5, VanillaMaterials.STONE_BRICK);
setBlockMaterial(2, 2, 5, VanillaMaterials.STONE_BRICK);
setBlockMaterial(2, 3, 5, VanillaMaterials.STONE_BRICK);
// Torches on the pillar
attachMaterial(1, 3, 5, VanillaMaterials.TORCH);
attachMaterial(3, 3, 5, VanillaMaterials.TORCH);
attachMaterial(2, 3, 4, VanillaMaterials.TORCH);
attachMaterial(2, 3, 6, VanillaMaterials.TORCH);
// Slabs all around
setBlockMaterial(1, 1, 4, VanillaMaterials.SLAB);
setBlockMaterial(1, 1, 5, VanillaMaterials.SLAB);
setBlockMaterial(1, 1, 6, VanillaMaterials.SLAB);
setBlockMaterial(3, 1, 4, VanillaMaterials.SLAB);
setBlockMaterial(3, 1, 5, VanillaMaterials.SLAB);
setBlockMaterial(3, 1, 6, VanillaMaterials.SLAB);
setBlockMaterial(2, 1, 4, VanillaMaterials.SLAB);
setBlockMaterial(2, 1, 6, VanillaMaterials.SLAB);
break;
case FOUNTAIN:
// The pool
for (int i = 0; i < 5; i++) {
setBlockMaterial(0, 1, 3 + i, VanillaMaterials.STONE_BRICK);
setBlockMaterial(4, 1, 3 + i, VanillaMaterials.STONE_BRICK);
setBlockMaterial(i, 1, 3, VanillaMaterials.STONE_BRICK);
setBlockMaterial(i, 1, 7, VanillaMaterials.STONE_BRICK);
}
// Pillar at the center of the fountain
setBlockMaterial(2, 1, 5, VanillaMaterials.STONE_BRICK);
setBlockMaterial(2, 2, 5, VanillaMaterials.STONE_BRICK);
setBlockMaterial(2, 3, 5, VanillaMaterials.STONE_BRICK);
// The water source
setBlockMaterial(2, 4, 5, VanillaMaterials.WATER);
break;
case TWO_FLOORS:
// Cobblestone ring for the upper floor
for (int i = 1; i <= 9; i++) {
setBlockMaterial(-2, 3, i, VanillaMaterials.COBBLESTONE);
setBlockMaterial(6, 3, i, VanillaMaterials.COBBLESTONE);
setBlockMaterial(i - 3, 3, 1, VanillaMaterials.COBBLESTONE);
setBlockMaterial(i - 3, 3, 9, VanillaMaterials.COBBLESTONE);
}
// Second and third cobblestone rings on the bottom and upper floors
setBlockMaterial(2, 1, 4, VanillaMaterials.COBBLESTONE);
setBlockMaterial(2, 1, 6, VanillaMaterials.COBBLESTONE);
setBlockMaterial(2, 3, 4, VanillaMaterials.COBBLESTONE);
setBlockMaterial(2, 3, 6, VanillaMaterials.COBBLESTONE);
setBlockMaterial(1, 1, 5, VanillaMaterials.COBBLESTONE);
setBlockMaterial(3, 1, 5, VanillaMaterials.COBBLESTONE);
setBlockMaterial(1, 3, 5, VanillaMaterials.COBBLESTONE);
setBlockMaterial(3, 3, 5, VanillaMaterials.COBBLESTONE);
// Cobblestone pillars to the upper floor in the middle
for (int i = 1; i <= 3; i++) {
setBlockMaterial(1, i, 4, VanillaMaterials.COBBLESTONE);
setBlockMaterial(3, i, 4, VanillaMaterials.COBBLESTONE);
setBlockMaterial(1, i, 6, VanillaMaterials.COBBLESTONE);
setBlockMaterial(3, i, 6, VanillaMaterials.COBBLESTONE);
}
// A torch in the middle
attachMaterial(2, 3, 5, VanillaMaterials.TORCH);
// A wood ring to complete the upper floor
for (int i = 2; i <= 8; ++i) {
setBlockMaterial(-1, 3, i, VanillaMaterials.PLANK);
setBlockMaterial(0, 3, i, VanillaMaterials.PLANK);
if (i <= 3 || i >= 7) {
setBlockMaterial(1, 3, i, VanillaMaterials.PLANK);
setBlockMaterial(2, 3, i, VanillaMaterials.PLANK);
setBlockMaterial(3, 3, i, VanillaMaterials.PLANK);
}
setBlockMaterial(4, 3, i, VanillaMaterials.PLANK);
setBlockMaterial(5, 3, i, VanillaMaterials.PLANK);
}
// A ladder to the upper floor
setBlockMaterial(6, 1, 3, VanillaMaterials.LADDER, (short) 4);
setBlockMaterial(6, 2, 3, VanillaMaterials.LADDER, (short) 4);
setBlockMaterial(6, 3, 3, VanillaMaterials.LADDER, (short) 4);
// Place the loot chest
chestObject.setRandom(getRandom());
placeObject(0, 4, 8, chestObject);
break;
}
}
@Override
public void randomize() {
final Random random = getRandom();
if (random.nextInt(5) < 3) {
type = StrongholdRoomType.getRandomType(random);
} else {
type = null;
}
}
@Override
public List<StructurePiece> getNextPieces() {
final List<StructurePiece> pieces = new ArrayList<StructurePiece>();
final StructurePiece nextFront = getNextPiece();
nextFront.setPosition(position.add(rotate(0, 0, 11)));
nextFront.setRotation(rotation);
nextFront.randomize();
pieces.add(nextFront);
final StructurePiece nextRight = getNextPiece();
nextRight.setPosition(position.add(rotate(-4, 0, 3)));
nextRight.setRotation(Quaternionf.fromAngleDegAxis(-90, 0, 1, 0).mul(rotation));
nextRight.randomize();
pieces.add(nextRight);
final StructurePiece nextLeft = getNextPiece();
nextLeft.setPosition(position.add(rotate(8, 0, 7)));
nextLeft.setRotation(Quaternionf.fromAngleDegAxis(90, 0, 1, 0).mul(rotation));
nextLeft.randomize();
pieces.add(nextLeft);
return pieces;
}
@Override
public BoundingBox getBoundingBox() {
return new BoundingBox(transform(-3, 0, 0), transform(7, 6, 10));
}
public StrongholdRoomType getType() {
return type;
}
public void setType(StrongholdRoomType type) {
this.type = type;
}
public static enum StrongholdRoomType {
CENTRAL_PILLAR,
FOUNTAIN,
TWO_FLOORS;
public static StrongholdRoomType getRandomType(Random random) {
final StrongholdRoomType[] types = StrongholdRoomType.values();
return types[random.nextInt(types.length)];
}
}
}