private void step(IWorldEditor editor, Random rand, ITheme theme, Cardinal dir, Coord origin) { if (editor.getBlock(origin).isOpaqueCube()) return; Coord start; Coord end; IStair stair = theme.getPrimaryStair(); IBlockFactory blocks = theme.getPrimaryWall(); Cardinal[] orth = Cardinal.orthogonal(dir); start = new Coord(origin); end = new Coord(origin); start.add(orth[0]); end.add(orth[1]); end = new Coord(end.getX(), 60, end.getZ()); RectSolid.fill(editor, rand, start, end, blocks, true, true); start = new Coord(origin); end = new Coord(origin); start.add(orth[0]); end.add(orth[1]); stair.setOrientation(dir, false); RectSolid.fill(editor, rand, start, end, stair, true, true); origin.add(Cardinal.DOWN); origin.add(dir); step(editor, rand, theme, dir, origin); }
@Override public void generate(IWorldEditor editor, Random rand, ITheme theme, Coord dungeon) { IBlockFactory primary = theme.getPrimaryWall(); IBlockFactory pillar = theme.getSecondaryPillar(); IStair stair = theme.getSecondaryStair(); Coord floor = Tower.getBaseCoord(editor, dungeon); Coord start = new Coord(floor); Coord end = new Coord(start); Coord cursor; int x = dungeon.getX(); int z = dungeon.getZ(); start.add(Cardinal.NORTH, 3); start.add(Cardinal.WEST, 3); end.add(Cardinal.SOUTH, 3); end.add(Cardinal.EAST, 3); end.add(Cardinal.UP, 4); // WorldGenPrimitive.fillRectSolid(rand, start, end, air, true, true); start.add(Cardinal.NORTH); start.add(Cardinal.WEST); start.add(Cardinal.DOWN); end.add(Cardinal.SOUTH); end.add(Cardinal.EAST); end.add(Cardinal.UP); RectHollow.fill(editor, rand, start, end, primary, true, true); for (Cardinal dir : Cardinal.directions) { Cardinal[] orth = Cardinal.orthogonal(dir); start = new Coord(floor); start.add(dir, 3); start.add(orth[0], 3); end = new Coord(start); end.add(Cardinal.UP, 6); RectSolid.fill(editor, rand, start, end, pillar, true, true); for (Cardinal o : orth) { start = new Coord(floor); start.add(dir, 5); start.add(o, 4); end = new Coord(start); end.add(Cardinal.UP, 4); start.add(Cardinal.DOWN, 10); RectSolid.fill(editor, rand, start, end, pillar, true, true); end.add(Cardinal.UP); stair.setOrientation(dir, false).set(editor, end); end.add(Cardinal.reverse(dir)); end.add(Cardinal.reverse(o)); stair.setOrientation(Cardinal.reverse(o), false).set(editor, end); end.add(Cardinal.reverse(o)); start = new Coord(end); start.add(Cardinal.reverse(o), 2); RectSolid.fill(editor, rand, start, end, stair.setOrientation(dir, false), true, true); end.add(Cardinal.reverse(dir)); end.add(Cardinal.UP); start.add(Cardinal.reverse(dir)); start.add(Cardinal.UP); RectSolid.fill(editor, rand, start, end, stair.setOrientation(dir, false), true, true); stair.setOrientation(Cardinal.reverse(o), false).set(editor, end); start = new Coord(floor); start.add(dir, 3); start.add(Cardinal.UP, 4); end = new Coord(start); end.add(o, 2); RectSolid.fill( editor, rand, start, end, stair.setOrientation(Cardinal.reverse(dir), true), true, true); start.add(Cardinal.reverse(dir)); start.add(Cardinal.UP); end = new Coord(start); end.add(o, 2); RectSolid.fill( editor, rand, start, end, stair.setOrientation(Cardinal.reverse(dir), true), true, true); start.add(Cardinal.UP); end.add(Cardinal.UP); RectSolid.fill(editor, rand, start, end, pillar, true, true); cursor = new Coord(end); start = new Coord(end); start.add(Cardinal.UP, 3); RectSolid.fill(editor, rand, start, end, pillar, true, true); cursor.add(Cardinal.reverse(o)); cursor.add(Cardinal.UP); stair.setOrientation(Cardinal.reverse(o), false).set(editor, cursor); cursor.add(Cardinal.UP, 2); stair.setOrientation(Cardinal.reverse(o), true).set(editor, cursor); start.add(Cardinal.UP); end = new Coord(start); end.add(Cardinal.reverse(o), 2); RectSolid.fill(editor, rand, start, end, stair.setOrientation(dir, false), true, true); cursor = new Coord(end); cursor.add(Cardinal.reverse(dir)); stair.setOrientation(Cardinal.reverse(dir), true).set(editor, cursor); cursor.add(o); stair.setOrientation(Cardinal.reverse(dir), true).set(editor, cursor); cursor.add(Cardinal.UP); stair.setOrientation(dir, false).set(editor, cursor); cursor.add(Cardinal.reverse(o)); stair.setOrientation(dir, false).set(editor, cursor); } } Cardinal front = Cardinal.NORTH; for (Cardinal dir : Cardinal.directions) { cursor = new Coord(floor); cursor.add(dir, 6); if (editor.isAirBlock(cursor)) { front = dir; break; } } for (Cardinal dir : Cardinal.directions) { if (dir == front) { for (Cardinal o : Cardinal.orthogonal(dir)) { cursor = new Coord(floor); cursor.add(dir, 5); cursor.add(o, 2); primary.set(editor, rand, cursor); cursor.add(o); stair.setOrientation(o, false).set(editor, cursor); cursor.add(dir); stair.setOrientation(o, false).set(editor, cursor); cursor.add(Cardinal.reverse(o)); stair.setOrientation(dir, false).set(editor, cursor); cursor.add(Cardinal.reverse(dir)); cursor.add(Cardinal.UP); stair.setOrientation(Cardinal.reverse(o), false).set(editor, cursor); cursor.add(Cardinal.UP); stair.setOrientation(dir, false).set(editor, cursor); cursor.add(o); stair.setOrientation(o, false).set(editor, cursor); cursor.add(Cardinal.reverse(o)); cursor.add(Cardinal.UP); stair.setOrientation(Cardinal.reverse(o), false).set(editor, cursor); cursor.add(Cardinal.reverse(o)); stair.setOrientation(Cardinal.reverse(o), true).set(editor, cursor); cursor.add(Cardinal.reverse(o)); cursor.add(Cardinal.UP); stair.setOrientation(dir, false).set(editor, cursor); cursor.add(o); stair.setOrientation(dir, false).set(editor, cursor); cursor.add(o); stair.setOrientation(o, false).set(editor, cursor); } // carve doorway Cardinal[] orth = Cardinal.orthogonal(dir); cursor = new Coord(floor); cursor.add(dir, 4); start = new Coord(cursor); end = new Coord(start); start.add(orth[0]); end.add(Cardinal.UP, 2); end.add(orth[1]); RectSolid.fill(editor, rand, start, end, BlockType.get(BlockType.AIR), true, true); cursor = new Coord(floor); cursor.add(dir, 6); cursor.add(Cardinal.DOWN); step(editor, rand, theme, dir, cursor); continue; } for (Cardinal o : Cardinal.orthogonal(dir)) { start = new Coord(floor); start.add(Cardinal.UP, 4); start.add(dir, 5); end = new Coord(start); start.add(o, 2); RectSolid.fill(editor, rand, start, end, stair.setOrientation(dir, false), true, true); start.add(o); stair.setOrientation(Cardinal.reverse(o), false).set(editor, start); start.add(Cardinal.DOWN); stair.setOrientation(Cardinal.reverse(o), true).set(editor, start); } } for (int i = floor.getY() - 1; i >= 50; --i) { editor.spiralStairStep(rand, new Coord(x, i, z), stair, theme.getPrimaryPillar()); } }
public boolean generate( WorldEditor editor, Random inRandom, LevelSettings settings, Cardinal[] entrances, Coord origin) { ITheme theme = settings.getTheme(); this.editor = editor; rand = inRandom; originX = origin.getX(); originY = origin.getY(); originZ = origin.getZ(); MetaBlock air = new MetaBlock(Blocks.air); IBlockFactory wall = theme.getPrimaryWall(); IBlockFactory deco = theme.getSecondaryWall(); MetaBlock rug1 = ColorBlock.get(Blocks.carpet, rand); MetaBlock rug2 = ColorBlock.get(Blocks.carpet, rand); MetaBlock rug3 = ColorBlock.get(Blocks.carpet, rand); // fill air editor.fillRectSolid( inRandom, originX - 5, originY, originZ - 5, originX + 5, originY + 3, originZ + 5, air); // shell editor.fillRectHollow( rand, new Coord(originX - 6, originY - 2, originZ - 6), new Coord(originX + 6, originY + 5, originZ + 6), wall, false, true); // floor editor.fillRectSolid( rand, originX - 5, originY - 1, originZ - 5, originX + 5, originY - 1, originZ + 5, deco, true, true); editor.fillRectSolid( rand, originX - 3, originY, originZ - 3, originX + 3, originY, originZ + 3, rug1, true, true); editor.fillRectSolid( rand, originX - 2, originY, originZ - 2, originX + 2, originY, originZ + 2, rug2, true, true); editor.fillRectSolid( rand, originX - 1, originY, originZ - 1, originX + 1, originY, originZ + 1, rug3, true, true); // WALLS MetaBlock log = Log.getLog(Log.OAK); // vertical beams editor.fillRectSolid( inRandom, originX - 2, originY, originZ - 5, originX - 2, originY + 2, originZ - 5, log, true, true); editor.fillRectSolid( inRandom, originX + 2, originY, originZ - 5, originX + 2, originY + 2, originZ - 5, log, true, true); editor.fillRectSolid( inRandom, originX - 2, originY, originZ + 5, originX - 2, originY + 2, originZ + 5, log, true, true); editor.fillRectSolid( inRandom, originX + 2, originY, originZ + 5, originX + 2, originY + 2, originZ + 5, log, true, true); editor.fillRectSolid( rand, originX - 5, originY, originZ - 2, originX - 5, originY + 2, originZ - 2, log, true, true); editor.fillRectSolid( rand, originX - 5, originY, originZ + 2, originX - 5, originY + 2, originZ + 2, log, true, true); editor.fillRectSolid( rand, originX + 5, originY, originZ - 2, originX + 5, originY + 2, originZ - 2, log, true, true); editor.fillRectSolid( rand, originX + 5, originY, originZ + 2, originX + 5, originY + 2, originZ + 2, log, true, true); editor.fillRectSolid( rand, originX - 5, originY, originZ - 5, originX - 5, originY + 2, originZ - 5, log, true, true); editor.fillRectSolid( rand, originX - 5, originY, originZ + 5, originX - 5, originY + 2, originZ + 5, log, true, true); editor.fillRectSolid( rand, originX + 5, originY, originZ - 5, originX + 5, originY + 2, originZ - 5, log, true, true); editor.fillRectSolid( rand, originX + 5, originY, originZ + 5, originX + 5, originY + 2, originZ + 5, log, true, true); // shelves editor.fillRectSolid( rand, originX - 4, originY, originZ - 5, originX - 3, originY, originZ - 5, deco, true, true); editor.fillRectSolid( rand, originX + 3, originY, originZ - 5, originX + 4, originY, originZ - 5, deco, true, true); editor.fillRectSolid( rand, originX - 4, originY, originZ + 5, originX - 3, originY, originZ + 5, deco, true, true); editor.fillRectSolid( rand, originX + 3, originY, originZ + 5, originX + 4, originY, originZ + 5, deco, true, true); editor.fillRectSolid( rand, originX - 5, originY, originZ - 4, originX - 5, originY, originZ - 3, deco, true, true); editor.fillRectSolid( rand, originX - 5, originY, originZ + 3, originX - 5, originY, originZ + 4, deco, true, true); editor.fillRectSolid( rand, originX + 5, originY, originZ - 4, originX + 5, originY, originZ - 3, deco, true, true); editor.fillRectSolid( rand, originX + 5, originY, originZ + 3, originX + 5, originY, originZ + 4, deco, true, true); HashSet<Coord> chestSpace = new HashSet<Coord>(); chestSpace.addAll( WorldEditor.getRectSolid( originX - 4, originY + 1, originZ - 5, originX - 3, originY + 1, originZ - 5)); chestSpace.addAll( WorldEditor.getRectSolid( originX + 3, originY + 1, originZ - 5, originX + 4, originY + 1, originZ - 5)); chestSpace.addAll( WorldEditor.getRectSolid( originX - 4, originY + 1, originZ + 5, originX - 3, originY + 1, originZ + 5)); chestSpace.addAll( WorldEditor.getRectSolid( originX + 3, originY + 1, originZ + 5, originX + 4, originY + 1, originZ + 5)); chestSpace.addAll( WorldEditor.getRectSolid( originX - 5, originY + 1, originZ - 4, originX - 5, originY + 1, originZ - 3)); chestSpace.addAll( WorldEditor.getRectSolid( originX - 5, originY + 1, originZ + 3, originX - 5, originY + 1, originZ + 4)); chestSpace.addAll( WorldEditor.getRectSolid( originX + 5, originY + 1, originZ - 4, originX + 5, originY + 1, originZ - 3)); chestSpace.addAll( WorldEditor.getRectSolid( originX + 5, originY + 1, originZ + 3, originX + 5, originY + 1, originZ + 4)); TreasureChest.generate( editor, rand, settings, new ArrayList<Coord>(chestSpace), TreasureChest.MUSIC); // horizontal beams editor.fillRectSolid( rand, originX - 5, originY + 3, originZ - 5, originX - 5, originY + 3, originZ + 5, log, true, true); editor.fillRectSolid( rand, originX - 5, originY + 3, originZ - 5, originX + 5, originY + 3, originZ - 5, log, true, true); editor.fillRectSolid( rand, originX - 5, originY + 3, originZ + 5, originX + 5, originY + 3, originZ + 5, log, true, true); editor.fillRectSolid( rand, originX + 5, originY + 3, originZ - 5, originX + 5, originY + 3, originZ + 5, log, true, true); // ceiling cross beams editor.fillRectSolid( rand, originX - 2, originY + 4, originZ - 5, originX - 2, originY + 4, originZ + 5, log, true, true); editor.fillRectSolid( rand, originX + 2, originY + 4, originZ - 5, originX + 2, originY + 4, originZ + 5, log, true, true); editor.fillRectSolid( rand, originX - 5, originY + 4, originZ - 2, originX + 5, originY + 4, originZ - 2, log, true, true); editor.fillRectSolid( rand, originX - 5, originY + 4, originZ + 2, originX + 5, originY + 4, originZ + 2, log, true, true); // ceiling lamp editor.setBlock(originX, originY + 4, originZ, Blocks.redstone_block); editor.setBlock(originX - 1, originY + 4, originZ, Blocks.redstone_lamp); editor.setBlock(originX + 1, originY + 4, originZ, Blocks.redstone_lamp); editor.setBlock(originX, originY + 4, originZ - 1, Blocks.redstone_lamp); editor.setBlock(originX, originY + 4, originZ + 1, Blocks.redstone_lamp); // ceiling fill editor.fillRectSolid( rand, originX - 5, originY + 4, originZ - 5, originX + 5, originY + 4, originZ + 5, deco, true, false); // music box editor.setBlock(originX, originY, originZ, Blocks.jukebox); return true; }