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

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

/*
* 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.math.imaginary.Quaternionf;
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 StrongholdTurn 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).
      add(StrongholdIntersection.class, 2);
  private boolean left = false;

  public StrongholdTurn(Structure parent) {
    super(parent, DEFAULT_NEXT);
  }

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

  @Override
  public void randomize() {
    left = getRandom().nextBoolean();
  }

  @Override
  public List<StructurePiece> getNextPieces() {
    final StructurePiece piece = getNextPiece();
    if (left) {
      piece.setPosition(position.add(rotate(5, 0, 4)));
      piece.setRotation(Quaternionf.fromAngleDegAxis(90, 0, 1, 0).mul(rotation));
    } else {
      piece.setPosition(position.add(rotate(-1, 0, 0)));
      piece.setRotation(Quaternionf.fromAngleDegAxis(-90, 0, 1, 0).mul(rotation));
    }
    piece.randomize();
    return Lists.newArrayList(piece);
  }

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

  public void setLeft(boolean left) {
    this.left = left;
  }

  public boolean isLeft() {
    return left;
  }
}
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