Example #1
0
 private void generateMineAlcove(
     WorldGenerator generator, RealChunk chunk, int x, int y, int z, int prizeX, int prizeZ) {
   if (chunkRandom.nextDouble() < 0.66) {
     if (!chunk.isEmpty(x, y, z)
         && !chunk.isEmpty(x + 1, y, z)
         && !chunk.isEmpty(x, y, z + 1)
         && !chunk.isEmpty(x + 1, y, z + 1)) {
       chunk.setBlocks(x, x + 2, y + 1, y + 4, z, z + 2, Material.AIR);
       generateMineCeiling(chunk, x, x + 2, y + 3, z, z + 2);
       if (chunkRandom.nextDouble() < 0.66) {
         if (chunkRandom.nextDouble() < 0.33)
           generateMineTreat(generator, chunk, prizeX, y + 1, prizeZ);
         else generateMineTrick(generator, chunk, prizeX, y + 1, prizeZ);
       }
     }
   }
 }
Example #2
0
  private void generateVerticalMineLevel(WorldGenerator generator, RealChunk chunk, int y) {
    int y1 = y + 6;
    boolean stairsFound = false;

    // going down?
    if (isShaftableLevel(generator, y - 16)) {
      if (generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y, chunk.chunkZ)
          && generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y - 16, chunk.chunkZ)) {

        // draw the going down bit
        placeMineStairBase(chunk, 10, y1, 15);
        placeMineStairStep(chunk, 10, y1, 14, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 1, 13, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 2, 12, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 3, 11, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 4, 10, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 5, 9, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 6, 8, Stair.SOUTH, Stair.NORTHFLIP);
        stairsFound = true;
      }

      if (!stairsFound
          && generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y, chunk.chunkZ)
          && generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y - 16, chunk.chunkZ)) {

        // draw the going down bit
        placeMineStairBase(chunk, 15, y1, 10);
        placeMineStairStep(chunk, 14, y1, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 13, y1 - 1, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 12, y1 - 2, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 11, y1 - 3, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 10, y1 - 4, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 9, y1 - 5, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 8, y1 - 6, 10, Stair.EAST, Stair.WESTFLIP);
      }
    }

    // reset the stairs flag
    stairsFound = false;

    // going up?
    if (isShaftableLevel(generator, y + 32)) {
      if (generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y, chunk.chunkZ)
          && generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y + 16, chunk.chunkZ)) {

        // draw the going up bit
        placeMineStairBase(chunk, 5, y1, 15);
        placeMineStairStep(chunk, 5, y1 + 1, 14, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 2, 13, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 3, 12, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 4, 11, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 5, 10, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 6, 9, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 7, 8, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 8, 7, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairBase(chunk, 5, y1 + 8, 6);
        placeMineStairBase(chunk, 6, y1 + 8, 6);
        placeMineStairBase(chunk, 7, y1 + 8, 6);
        placeMineStairBase(chunk, 8, y1 + 8, 6);
        placeMineStairBase(chunk, 9, y1 + 8, 6);
        placeMineStairBase(chunk, 10, y1 + 8, 6);
        placeMineStairStep(chunk, 10, y1 + 9, 7, Stair.SOUTH, Stair.NORTHFLIP);

        generateMineSupport(chunk, 6, y1 + 7, 7);
        generateMineSupport(chunk, 9, y1 + 7, 7);

        stairsFound = true;
      }

      if (!stairsFound
          && generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y, chunk.chunkZ)
          && generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y + 16, chunk.chunkZ)) {

        // draw the going up bit
        placeMineStairBase(chunk, 15, y1, 5);
        placeMineStairStep(chunk, 14, y1 + 1, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 13, y1 + 2, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 12, y1 + 3, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 11, y1 + 4, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 10, y1 + 5, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 9, y1 + 6, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 8, y1 + 7, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 7, y1 + 8, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairBase(chunk, 6, y1 + 8, 5);
        placeMineStairBase(chunk, 6, y1 + 8, 6);
        placeMineStairBase(chunk, 6, y1 + 8, 7);
        placeMineStairBase(chunk, 6, y1 + 8, 8);
        placeMineStairBase(chunk, 6, y1 + 8, 9);
        placeMineStairBase(chunk, 6, y1 + 8, 10);
        placeMineStairStep(chunk, 7, y1 + 9, 10, Stair.EAST, Stair.WESTFLIP);

        generateMineSupport(chunk, 7, y1 + 7, 6);
        generateMineSupport(chunk, 7, y1 + 7, 9);
      }
    }

    // make the ceiling pretty
    boolean pathFound = false;
    if (generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y, chunk.chunkZ)) {
      generateMineCeiling(chunk, 6, 10, y1 + 3, 0, 6);
      generateMineCeiling(chunk, 6, 10, y1 + 3, 10, 16);

      generateMineAlcove(generator, chunk, 4, y1, 2, 4, 2);
      generateMineAlcove(generator, chunk, 10, y1, 2, 11, 3);

      pathFound = true;
    }
    if (generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y, chunk.chunkZ)) {
      generateMineCeiling(chunk, 0, 6, y1 + 3, 6, 10);
      generateMineCeiling(chunk, 10, 16, y1 + 3, 6, 10);

      generateMineAlcove(generator, chunk, 2, y1, 4, 2, 4);
      generateMineAlcove(generator, chunk, 2, y1, 10, 3, 11);

      pathFound = true;
    }

    // draw the center bit
    if (pathFound) generateMineCeiling(chunk, 6, 10, y1 + 3, 6, 10);
  }