/*
* 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;
}
}