fix: structure connection through chunks
still needs a bit more work, also changed the license,
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LICENSE
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LICENSE
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MIT License
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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (c) 2026 Aleksander Medvedev
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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Permission is hereby granted, free of charge, to any person obtaining a copy
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Preamble
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The above copyright notice and this permission notice shall be included in all
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||||||
|
"Additional permissions" are terms that supplement the terms of this
|
||||||
|
License by making exceptions from one or more of its conditions.
|
||||||
|
Additional permissions that are applicable to the entire Program shall
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by
|
||||||
|
this License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option
|
||||||
|
remove any additional permissions from that copy, or from any part of
|
||||||
|
it. (Additional permissions may be written to require their own
|
||||||
|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or
|
||||||
|
run a copy of the Program. Ancillary propagation of a covered work
|
||||||
|
occurring solely as a consequence of using peer-to-peer transmission
|
||||||
|
to receive a copy likewise does not require acceptance. However,
|
||||||
|
nothing other than this License grants you permission to propagate or
|
||||||
|
modify any covered work. These actions infringe copyright if you do
|
||||||
|
not accept this License. Therefore, by modifying or propagating a
|
||||||
|
covered work, you indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An "entity transaction" is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered
|
||||||
|
work results from an entity transaction, each party to that
|
||||||
|
transaction who receives a copy of the work also receives whatever
|
||||||
|
licenses to the work the party's predecessor in interest had or could
|
||||||
|
give under the previous paragraph, plus a right to possession of the
|
||||||
|
Corresponding Source of the work from the predecessor in interest, if
|
||||||
|
the predecessor has it or can get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may
|
||||||
|
not impose a license fee, royalty, or other charge for exercise of
|
||||||
|
rights granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||||
|
any patent claim is infringed by making, using, selling, offering for
|
||||||
|
sale, or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
11. Patents.
|
||||||
|
|
||||||
|
A "contributor" is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The
|
||||||
|
work thus licensed is called the contributor's "contributor version".
|
||||||
|
|
||||||
|
A contributor's "essential patent claims" are all patent claims
|
||||||
|
owned or controlled by the contributor, whether already acquired or
|
||||||
|
hereafter acquired, that would be infringed by some manner, permitted
|
||||||
|
by this License, of making, using, or selling its contributor version,
|
||||||
|
but do not include claims that would be infringed only as a
|
||||||
|
consequence of further modification of the contributor version. For
|
||||||
|
purposes of this definition, "control" includes the right to grant
|
||||||
|
patent sublicenses in a manner consistent with the requirements of
|
||||||
|
this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to
|
||||||
|
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a "patent license" is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To "grant" such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license,
|
||||||
|
and the Corresponding Source of the work is not available for anyone
|
||||||
|
to copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. "Knowingly relying" means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify
|
||||||
|
or convey a specific copy of the covered work, then the patent license
|
||||||
|
you grant is automatically extended to all recipients of the covered
|
||||||
|
work and works based on it.
|
||||||
|
|
||||||
|
A patent license is "discriminatory" if it does not include within
|
||||||
|
the scope of its coverage, prohibits the exercise of, or is
|
||||||
|
conditioned on the non-exercise of one or more of the rights that are
|
||||||
|
specifically granted under this License. You may not convey a covered
|
||||||
|
work if you are a party to an arrangement with a third party that is
|
||||||
|
in the business of distributing software, under which you make payment
|
||||||
|
to the third party based on the extent of your activity of conveying
|
||||||
|
the work, and under which the third party grants, to any of the
|
||||||
|
parties who would receive the covered work from you, a discriminatory
|
||||||
|
patent license (a) in connection with copies of the covered work
|
||||||
|
conveyed by you (or copies made from those copies), or (b) primarily
|
||||||
|
for and in connection with specific products or compilations that
|
||||||
|
contain the covered work, unless you entered into that arrangement,
|
||||||
|
or that patent license was granted, prior to 28 March 2007.
|
||||||
|
|
||||||
|
Nothing in this License shall be construed as excluding or limiting
|
||||||
|
any implied license or other defenses to infringement that may
|
||||||
|
otherwise be available to you under applicable patent law.
|
||||||
|
|
||||||
|
12. No Surrender of Others' Freedom.
|
||||||
|
|
||||||
|
If conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you may
|
||||||
|
not convey it at all. For example, if you agree to terms that obligate you
|
||||||
|
to collect a royalty for further conveying from those to whom you convey
|
||||||
|
the Program, the only way you could satisfy both those terms and this
|
||||||
|
License would be to refrain entirely from conveying the Program.
|
||||||
|
|
||||||
|
13. Use with the GNU Affero General Public License.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have
|
||||||
|
permission to link or combine any covered work with a work licensed
|
||||||
|
under version 3 of the GNU Affero General Public License into a single
|
||||||
|
combined work, and to convey the resulting work. The terms of this
|
||||||
|
License will continue to apply to the part which is the covered work,
|
||||||
|
but the special requirements of the GNU Affero General Public License,
|
||||||
|
section 13, concerning interaction through a network will apply to the
|
||||||
|
combination as such.
|
||||||
|
|
||||||
|
14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU General Public License from time to time. Such new versions will
|
||||||
|
be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the
|
||||||
|
Program specifies that a certain numbered version of the GNU General
|
||||||
|
Public License "or any later version" applies to it, you have the
|
||||||
|
option of following the terms and conditions either of that numbered
|
||||||
|
version or of any later version published by the Free Software
|
||||||
|
Foundation. If the Program does not specify a version number of the
|
||||||
|
GNU General Public License, you may choose any version ever published
|
||||||
|
by the Free Software Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future
|
||||||
|
versions of the GNU General Public License can be used, that proxy's
|
||||||
|
public statement of acceptance of a version permanently authorizes you
|
||||||
|
to choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different
|
||||||
|
permissions. However, no additional obligations are imposed on any
|
||||||
|
author or copyright holder as a result of your choosing to follow a
|
||||||
|
later version.
|
||||||
|
|
||||||
|
15. Disclaimer of Warranty.
|
||||||
|
|
||||||
|
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||||
|
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||||
|
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||||
|
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||||
|
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||||
|
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. Limitation of Liability.
|
||||||
|
|
||||||
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||||
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||||
|
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||||
|
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||||
|
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||||
|
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||||
|
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||||
|
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||||
|
SUCH DAMAGES.
|
||||||
|
|
||||||
|
17. Interpretation of Sections 15 and 16.
|
||||||
|
|
||||||
|
If the disclaimer of warranty and limitation of liability provided
|
||||||
|
above cannot be given local legal effect according to their terms,
|
||||||
|
reviewing courts shall apply local law that most closely approximates
|
||||||
|
an absolute waiver of all civil liability in connection with the
|
||||||
|
Program, unless a warranty or assumption of liability accompanies a
|
||||||
|
copy of the Program in return for a fee.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Programs
|
||||||
|
|
||||||
|
If you develop a new program, and you want it to be of the greatest
|
||||||
|
possible use to the public, the best way to achieve this is to make it
|
||||||
|
free software which everyone can redistribute and change under these terms.
|
||||||
|
|
||||||
|
To do so, attach the following notices to the program. It is safest
|
||||||
|
to attach them to the start of each source file to most effectively
|
||||||
|
state the exclusion of warranty; and each file should have at least
|
||||||
|
the "copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the program's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This program is free software: you can redistribute it and/or modify
|
||||||
|
it under the terms of the GNU General Public License as published by
|
||||||
|
the Free Software Foundation, either version 3 of the License, or
|
||||||
|
(at your option) any later version.
|
||||||
|
|
||||||
|
This program 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 General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
If the program does terminal interaction, make it output a short
|
||||||
|
notice like this when it starts in an interactive mode:
|
||||||
|
|
||||||
|
<program> Copyright (C) <year> <name of author>
|
||||||
|
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||||
|
This is free software, and you are welcome to redistribute it
|
||||||
|
under certain conditions; type `show c' for details.
|
||||||
|
|
||||||
|
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||||
|
parts of the General Public License. Of course, your program's commands
|
||||||
|
might be different; for a GUI interface, you would use an "about box".
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or school,
|
||||||
|
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||||
|
For more information on this, and how to apply and follow the GNU GPL, see
|
||||||
|
<https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
The GNU General Public License does not permit incorporating your program
|
||||||
|
into proprietary programs. If your program is a subroutine library, you
|
||||||
|
may consider it more useful to permit linking proprietary applications with
|
||||||
|
the library. If this is what you want to do, use the GNU Lesser General
|
||||||
|
Public License instead of this License. But first, please read
|
||||||
|
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||||
@ -4,7 +4,7 @@
|
|||||||
|
|
||||||

|

|
||||||
[](https://discord.gg/wT8XjrjKkf)
|
[](https://discord.gg/wT8XjrjKkf)
|
||||||
[](https://opensource.org/licenses/MIT)
|
[](https://opensource.org/licenses/gpl-3-0)
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -145,10 +145,12 @@ impl BlockBox {
|
|||||||
|
|
||||||
#[must_use]
|
#[must_use]
|
||||||
pub const fn intersects(&self, other: &Self) -> bool {
|
pub const fn intersects(&self, other: &Self) -> bool {
|
||||||
self.min.x < other.max.x
|
self.max.x >= other.min.x
|
||||||
&& self.max.x > other.min.x
|
&& self.min.x <= other.max.x
|
||||||
&& self.min.y < other.max.y
|
&& self.max.z >= other.min.z
|
||||||
&& self.max.y > other.min.y
|
&& self.min.z <= other.max.z
|
||||||
|
&& self.max.y >= other.min.y
|
||||||
|
&& self.min.y <= other.max.y
|
||||||
}
|
}
|
||||||
|
|
||||||
#[must_use]
|
#[must_use]
|
||||||
|
|||||||
@ -935,6 +935,20 @@ impl GenerationCache for Cache {
|
|||||||
.then(|| self.chunks[(dx * self.size + dz) as usize].get_proto_chunk())
|
.then(|| self.chunks[(dx * self.size + dz) as usize].get_proto_chunk())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn try_get_proto_chunk(&self, chunk_x: i32, chunk_z: i32) -> Option<&ProtoChunk> {
|
||||||
|
let dx = chunk_x - self.x;
|
||||||
|
let dz = chunk_z - self.z;
|
||||||
|
|
||||||
|
if dx < 0 || dx >= self.size || dz < 0 || dz >= self.size {
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
|
||||||
|
match &self.chunks[(dx * self.size + dz) as usize] {
|
||||||
|
Chunk::Proto(chunk) => Some(chunk),
|
||||||
|
Chunk::Level(_) => None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fn get_center_chunk(&self) -> &ProtoChunk {
|
fn get_center_chunk(&self) -> &ProtoChunk {
|
||||||
let mid = ((self.size * self.size) >> 1) as usize;
|
let mid = ((self.size * self.size) >> 1) as usize;
|
||||||
self.chunks[mid].get_proto_chunk()
|
self.chunks[mid].get_proto_chunk()
|
||||||
|
|||||||
@ -350,11 +350,6 @@ impl<'a> ChunkNoiseRouter<'a> {
|
|||||||
ChunkNoiseFunctionComponent::PassThrough(pass_through.clone())
|
ChunkNoiseFunctionComponent::PassThrough(pass_through.clone())
|
||||||
}
|
}
|
||||||
ProtoNoiseFunctionComponent::Wrapper(wrapper) => {
|
ProtoNoiseFunctionComponent::Wrapper(wrapper) => {
|
||||||
//NOTE: Due to our previous invariant with the proto-function, it is guaranteed
|
|
||||||
// that the wrapped function is already on the stack
|
|
||||||
|
|
||||||
// NOTE: Current wrapped functions do not give different values than what they
|
|
||||||
// wrap. If they do, maxs and mins need to be changed here
|
|
||||||
let min_value = component_stack[wrapper.input_index].min();
|
let min_value = component_stack[wrapper.input_index].min();
|
||||||
let max_value = component_stack[wrapper.input_index].max();
|
let max_value = component_stack[wrapper.input_index].max();
|
||||||
|
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
use std::pin::Pin;
|
use std::pin::Pin;
|
||||||
|
use std::sync::Arc;
|
||||||
|
|
||||||
use pumpkin_data::block_properties::is_air;
|
use pumpkin_data::block_properties::is_air;
|
||||||
use pumpkin_data::dimension::Dimension;
|
use pumpkin_data::dimension::Dimension;
|
||||||
@ -53,6 +54,8 @@ pub trait GenerationCache: HeightLimitView + BlockAccessor {
|
|||||||
fn get_chunk_mut(&mut self, chunk_x: i32, chunk_z: i32) -> Option<&mut ProtoChunk>;
|
fn get_chunk_mut(&mut self, chunk_x: i32, chunk_z: i32) -> Option<&mut ProtoChunk>;
|
||||||
fn get_chunk(&self, chunk_x: i32, chunk_z: i32) -> Option<&ProtoChunk>;
|
fn get_chunk(&self, chunk_x: i32, chunk_z: i32) -> Option<&ProtoChunk>;
|
||||||
|
|
||||||
|
fn try_get_proto_chunk(&self, chunk_x: i32, chunk_z: i32) -> Option<&ProtoChunk>;
|
||||||
|
|
||||||
fn get_block_state(&self, pos: &Vector3<i32>) -> RawBlockState;
|
fn get_block_state(&self, pos: &Vector3<i32>) -> RawBlockState;
|
||||||
fn get_fluid_and_fluid_state(&self, position: &Vector3<i32>) -> (Fluid, FluidState);
|
fn get_fluid_and_fluid_state(&self, position: &Vector3<i32>) -> (Fluid, FluidState);
|
||||||
fn set_block_state(&mut self, pos: &Vector3<i32>, block_state: &BlockState);
|
fn set_block_state(&mut self, pos: &Vector3<i32>, block_state: &BlockState);
|
||||||
@ -987,6 +990,9 @@ impl ProtoChunk {
|
|||||||
let mut tasks = Vec::new();
|
let mut tasks = Vec::new();
|
||||||
{
|
{
|
||||||
let center_chunk = cache.get_center_chunk();
|
let center_chunk = cache.get_center_chunk();
|
||||||
|
let center_x = center_chunk.x;
|
||||||
|
let center_z = center_chunk.z;
|
||||||
|
|
||||||
for (id, instance) in ¢er_chunk.structure_starts {
|
for (id, instance) in ¢er_chunk.structure_starts {
|
||||||
if let Some(s) = STRUCTURES.get(id)
|
if let Some(s) = STRUCTURES.get(id)
|
||||||
&& s.step.ordinal() != step
|
&& s.step.ordinal() != step
|
||||||
@ -1008,6 +1014,72 @@ impl ProtoChunk {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
let radius = 8;
|
||||||
|
for dx in -radius..=radius {
|
||||||
|
for dz in -radius..=radius {
|
||||||
|
if dx == 0 && dz == 0 {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
let neighbor_x = center_x + dx;
|
||||||
|
let neighbor_z = center_z + dz;
|
||||||
|
|
||||||
|
if let Some(neighbor) = cache.try_get_proto_chunk(neighbor_x, neighbor_z) {
|
||||||
|
for (id, instance) in &neighbor.structure_starts {
|
||||||
|
if let Some(s) = STRUCTURES.get(id)
|
||||||
|
&& s.step.ordinal() != step
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
match instance {
|
||||||
|
StructureInstance::Start(pos) => {
|
||||||
|
let start_x = chunk_pos::start_block_x(center_x);
|
||||||
|
let start_z = chunk_pos::start_block_z(center_z);
|
||||||
|
let end_x = start_x + 15;
|
||||||
|
let end_z = start_z + 15;
|
||||||
|
|
||||||
|
if pos
|
||||||
|
.get_bounding_box()
|
||||||
|
.intersects_raw_xz(start_x, start_z, end_x, end_z)
|
||||||
|
{
|
||||||
|
let collector_arc = pos.collector.clone();
|
||||||
|
if !tasks.iter().any(|t| Arc::ptr_eq(t, &collector_arc)) {
|
||||||
|
tasks.push(collector_arc);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
StructureInstance::Reference(origin_block_pos) => {
|
||||||
|
let origin_chunk_x = origin_block_pos.0.x >> 4;
|
||||||
|
let origin_chunk_z = origin_block_pos.0.z >> 4;
|
||||||
|
if let Some(origin_neighbor) =
|
||||||
|
cache.try_get_proto_chunk(origin_chunk_x, origin_chunk_z)
|
||||||
|
&& let Some(StructureInstance::Start(pos)) =
|
||||||
|
origin_neighbor.structure_starts.get(id)
|
||||||
|
{
|
||||||
|
let start_x = chunk_pos::start_block_x(center_x);
|
||||||
|
let start_z = chunk_pos::start_block_z(center_z);
|
||||||
|
let end_x = start_x + 15;
|
||||||
|
let end_z = start_z + 15;
|
||||||
|
|
||||||
|
if pos
|
||||||
|
.get_bounding_box()
|
||||||
|
.intersects_raw_xz(start_x, start_z, end_x, end_z)
|
||||||
|
{
|
||||||
|
let collector_arc = pos.collector.clone();
|
||||||
|
if !tasks.iter().any(|t| Arc::ptr_eq(t, &collector_arc))
|
||||||
|
{
|
||||||
|
tasks.push(collector_arc);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
let decorator_seed = get_decorator_seed(population_seed, 0, step as u64);
|
let decorator_seed = get_decorator_seed(population_seed, 0, step as u64);
|
||||||
|
|||||||
@ -170,7 +170,7 @@ impl ConcentricRingsStructurePlacement {
|
|||||||
// ^ (salt as i64);
|
// ^ (salt as i64);
|
||||||
|
|
||||||
// (seed.abs() % 400) == 0
|
// (seed.abs() % 400) == 0
|
||||||
rand::random_bool(1.0 / 1000.0)
|
rand::random_bool(1.0 / 100.0)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -9,6 +9,8 @@ use pumpkin_util::{
|
|||||||
random::{RandomGenerator, RandomImpl, get_carver_seed, xoroshiro128::Xoroshiro},
|
random::{RandomGenerator, RandomImpl, get_carver_seed, xoroshiro128::Xoroshiro},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
use crate::generation::structure::structures::stronghold::PieceWeight;
|
||||||
|
use crate::generation::structure::structures::stronghold::StrongholdPieceType;
|
||||||
use crate::{
|
use crate::{
|
||||||
ProtoChunk,
|
ProtoChunk,
|
||||||
generation::{
|
generation::{
|
||||||
@ -46,10 +48,16 @@ pub trait StructurePieceBase: Send + Sync {
|
|||||||
/// Places the blocks for this piece into the chunk.
|
/// Places the blocks for this piece into the chunk.
|
||||||
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, seed: i64);
|
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, seed: i64);
|
||||||
|
|
||||||
|
#[expect(clippy::too_many_arguments)]
|
||||||
fn fill_openings(
|
fn fill_openings(
|
||||||
&self,
|
&self,
|
||||||
_start: &StructurePiece,
|
_start: &StructurePiece,
|
||||||
_random: &mut RandomGenerator,
|
_random: &mut RandomGenerator,
|
||||||
|
// TODO: this is only for Stronghold and should not be here
|
||||||
|
_weights: &mut Vec<PieceWeight>,
|
||||||
|
_last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
_collector: &mut StructurePiecesCollector,
|
_collector: &mut StructurePiecesCollector,
|
||||||
_pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
_pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
@ -361,9 +369,9 @@ impl StructurePiece {
|
|||||||
pub fn get_random_horizontal_direction(random: &mut impl RandomImpl) -> BlockDirection {
|
pub fn get_random_horizontal_direction(random: &mut impl RandomImpl) -> BlockDirection {
|
||||||
match random.next_bounded_i32(4) {
|
match random.next_bounded_i32(4) {
|
||||||
0 => BlockDirection::North,
|
0 => BlockDirection::North,
|
||||||
1 => BlockDirection::South,
|
1 => BlockDirection::East,
|
||||||
2 => BlockDirection::West,
|
2 => BlockDirection::South,
|
||||||
_ => BlockDirection::East,
|
_ => BlockDirection::West,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -409,21 +417,17 @@ impl StructurePiecesCollector {
|
|||||||
self.cached_box = None;
|
self.cached_box = None;
|
||||||
}
|
}
|
||||||
|
|
||||||
#[expect(clippy::borrowed_box)]
|
|
||||||
#[must_use]
|
#[must_use]
|
||||||
pub fn get_intersecting(
|
pub fn get_intersecting(&self, box_to_check: &BlockBox) -> Option<&dyn StructurePieceBase> {
|
||||||
&self,
|
|
||||||
box_to_check: &BlockBox,
|
|
||||||
) -> Option<&Box<dyn StructurePieceBase>> {
|
|
||||||
self.pieces
|
self.pieces
|
||||||
.iter()
|
.iter()
|
||||||
.find(|&piece| {
|
.find(|piece| {
|
||||||
piece
|
piece
|
||||||
.get_structure_piece()
|
.get_structure_piece()
|
||||||
.bounding_box
|
.bounding_box
|
||||||
.intersects(box_to_check)
|
.intersects(box_to_check)
|
||||||
})
|
})
|
||||||
.map(|v| v as _)
|
.map(|v| v.as_ref() as &dyn StructurePieceBase)
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Iterates over all pieces and generates them if they intersect the current chunk.
|
/// Iterates over all pieces and generates them if they intersect the current chunk.
|
||||||
|
|||||||
@ -11,7 +11,10 @@ use crate::{
|
|||||||
piece::StructurePieceType,
|
piece::StructurePieceType,
|
||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
stronghold::{
|
||||||
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@ -68,11 +71,24 @@ impl StructurePieceBase for ChestCorridorPiece {
|
|||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
random: &mut RandomGenerator,
|
random: &mut RandomGenerator,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
self.piece
|
self.piece.fill_forward_opening(
|
||||||
.fill_forward_opening(start, collector, random, 1, 1, pieces_to_process, None);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
None,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, _seed: i64) {
|
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, _seed: i64) {
|
||||||
@ -133,7 +149,6 @@ impl StructurePieceBase for ChestCorridorPiece {
|
|||||||
// // Note: In a full implementation, you would use a helper to set the LootTable NBT here
|
// // Note: In a full implementation, you would use a helper to set the LootTable NBT here
|
||||||
// inner.add_block(chunk, &chest_state, 3, 2, 3, &box_limit);
|
// inner.add_block(chunk, &chest_state, 3, 2, 3, &box_limit);
|
||||||
|
|
||||||
// // If Pumpkin has a loot provider, you'd hook into it here:
|
|
||||||
// // chunk.set_loot_table(chest_pos, "minecraft:chests/stronghold_corridor");
|
// // chunk.set_loot_table(chest_pos, "minecraft:chests/stronghold_corridor");
|
||||||
// }
|
// }
|
||||||
// }
|
// }
|
||||||
|
|||||||
@ -11,7 +11,10 @@ use crate::{
|
|||||||
piece::StructurePieceType,
|
piece::StructurePieceType,
|
||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
stronghold::{
|
||||||
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@ -70,20 +73,49 @@ impl StructurePieceBase for CorridorPiece {
|
|||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
random: &mut RandomGenerator,
|
random: &mut RandomGenerator,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
self.piece
|
self.piece.fill_forward_opening(
|
||||||
.fill_forward_opening(start, collector, random, 1, 1, pieces_to_process, None);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
None,
|
||||||
|
);
|
||||||
|
|
||||||
if self.left_exit {
|
if self.left_exit {
|
||||||
self.piece
|
self.piece.fill_nw_opening(
|
||||||
.fill_nw_opening(start, collector, random, 1, 2, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
2,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
if self.right_exit {
|
if self.right_exit {
|
||||||
self.piece
|
self.piece.fill_se_opening(
|
||||||
.fill_se_opening(start, collector, random, 1, 2, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
2,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -174,7 +206,6 @@ impl SmallCorridorPiece {
|
|||||||
// so it perfectly abuts the intersecting piece.
|
// so it perfectly abuts the intersecting piece.
|
||||||
if intersecting.bounding_box().min.y == block_box.min.y {
|
if intersecting.bounding_box().min.y == block_box.min.y {
|
||||||
for j in (1..=2).rev() {
|
for j in (1..=2).rev() {
|
||||||
// Corresponds to for (int j = 2; j >= 1; --j)
|
|
||||||
block_box = BlockBox::rotated(x, y, z, -1, -1, 0, 5, 5, j, orientation);
|
block_box = BlockBox::rotated(x, y, z, -1, -1, 0, 5, 5, j, orientation);
|
||||||
|
|
||||||
if !intersecting.bounding_box().intersects(&block_box) {
|
if !intersecting.bounding_box().intersects(&block_box) {
|
||||||
|
|||||||
@ -1,4 +1,7 @@
|
|||||||
use pumpkin_data::Block;
|
use pumpkin_data::{
|
||||||
|
Block, BlockState,
|
||||||
|
block_properties::{BlockProperties, ResinBrickSlabLikeProperties, SlabType},
|
||||||
|
};
|
||||||
use pumpkin_util::{
|
use pumpkin_util::{
|
||||||
BlockDirection,
|
BlockDirection,
|
||||||
math::block_box::BlockBox,
|
math::block_box::BlockBox,
|
||||||
@ -11,7 +14,10 @@ use crate::{
|
|||||||
piece::StructurePieceType,
|
piece::StructurePieceType,
|
||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
stronghold::{
|
||||||
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@ -74,6 +80,10 @@ impl StructurePieceBase for FiveWayCrossingPiece {
|
|||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
random: &mut RandomGenerator,
|
random: &mut RandomGenerator,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
@ -86,25 +96,66 @@ impl StructurePieceBase for FiveWayCrossingPiece {
|
|||||||
j = 8 - j;
|
j = 8 - j;
|
||||||
}
|
}
|
||||||
|
|
||||||
self.piece
|
self.piece.fill_forward_opening(
|
||||||
.fill_forward_opening(start, collector, random, 5, 1, pieces_to_process, None);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
5,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
None,
|
||||||
|
);
|
||||||
|
|
||||||
if self.lower_left_exists {
|
if self.lower_left_exists {
|
||||||
self.piece
|
self.piece.fill_nw_opening(
|
||||||
.fill_nw_opening(start, collector, random, i, 1, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
i,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
if self.upper_left_exists {
|
if self.upper_left_exists {
|
||||||
self.piece
|
self.piece.fill_nw_opening(
|
||||||
.fill_nw_opening(start, collector, random, j, 7, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
j,
|
||||||
|
7,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
if self.lower_right_exists {
|
if self.lower_right_exists {
|
||||||
self.piece
|
self.piece.fill_se_opening(
|
||||||
.fill_se_opening(start, collector, random, i, 1, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
i,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
if self.upper_right_exists {
|
if self.upper_right_exists {
|
||||||
self.piece
|
self.piece.fill_se_opening(
|
||||||
.fill_se_opening(start, collector, random, j, 7, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
j,
|
||||||
|
7,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -236,8 +287,22 @@ impl StructurePieceBase for FiveWayCrossingPiece {
|
|||||||
inner.fill_with_outline(chunk, &box_limit, false, 4, 5, 7, 4, 5, 9, slab, slab);
|
inner.fill_with_outline(chunk, &box_limit, false, 4, 5, 7, 4, 5, 9, slab, slab);
|
||||||
inner.fill_with_outline(chunk, &box_limit, false, 8, 5, 7, 8, 5, 9, slab, slab);
|
inner.fill_with_outline(chunk, &box_limit, false, 8, 5, 7, 8, 5, 9, slab, slab);
|
||||||
|
|
||||||
// let double_slab = Block::SMOOTH_STONE_SLAB.default_state.with("type", "double");
|
let mut props = ResinBrickSlabLikeProperties::default(&Block::SMOOTH_STONE_SLAB);
|
||||||
// inner.fill_with_outline(chunk, &box_limit, false, 5, 5, 7, 7, 5, 9, &double_slab, &double_slab);
|
props.r#type = SlabType::Double;
|
||||||
|
let double_slab = BlockState::from_id(props.to_state_id(&Block::SMOOTH_STONE_SLAB));
|
||||||
|
inner.fill_with_outline(
|
||||||
|
chunk,
|
||||||
|
&box_limit,
|
||||||
|
false,
|
||||||
|
5,
|
||||||
|
5,
|
||||||
|
7,
|
||||||
|
7,
|
||||||
|
5,
|
||||||
|
9,
|
||||||
|
double_slab,
|
||||||
|
double_slab,
|
||||||
|
);
|
||||||
|
|
||||||
// let torch = Block::WALL_TORCH.default_state.with("facing", "south");
|
// let torch = Block::WALL_TORCH.default_state.with("facing", "south");
|
||||||
// inner.add_block(chunk, &torch, 6, 5, 6, &box_limit);
|
// inner.add_block(chunk, &torch, 6, 5, 6, &box_limit);
|
||||||
|
|||||||
@ -11,7 +11,10 @@ use crate::{
|
|||||||
piece::StructurePieceType,
|
piece::StructurePieceType,
|
||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
stronghold::{
|
||||||
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@ -64,17 +67,37 @@ impl StructurePieceBase for LeftTurnPiece {
|
|||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
random: &mut RandomGenerator,
|
random: &mut RandomGenerator,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
let facing = self.piece.piece.facing.unwrap_or(BlockDirection::North);
|
let facing = self.piece.piece.facing.unwrap_or(BlockDirection::North);
|
||||||
|
|
||||||
if facing == BlockDirection::North || facing == BlockDirection::East {
|
if facing == BlockDirection::North || facing == BlockDirection::East {
|
||||||
self.piece
|
self.piece.fill_nw_opening(
|
||||||
.fill_nw_opening(start, collector, random, 1, 1, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
} else {
|
} else {
|
||||||
self.piece
|
self.piece.fill_se_opening(
|
||||||
.fill_se_opening(start, collector, random, 1, 1, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -1,4 +1,7 @@
|
|||||||
use pumpkin_data::Block;
|
use pumpkin_data::{
|
||||||
|
Block, BlockState,
|
||||||
|
block_properties::{BlockProperties, HorizontalFacing, LadderLikeProperties},
|
||||||
|
};
|
||||||
use pumpkin_util::{
|
use pumpkin_util::{
|
||||||
BlockDirection,
|
BlockDirection,
|
||||||
math::block_box::BlockBox,
|
math::block_box::BlockBox,
|
||||||
@ -194,10 +197,12 @@ impl StructurePieceBase for LibraryPiece {
|
|||||||
// }
|
// }
|
||||||
|
|
||||||
// // Ladder
|
// // Ladder
|
||||||
// let ladder = Block::LADDER.default_state.with("facing", "south");
|
let mut props = LadderLikeProperties::default(&Block::LADDER);
|
||||||
// for y in 1..=7 {
|
props.facing = HorizontalFacing::South;
|
||||||
// inner.add_block(chunk, &ladder, 10, y, 13, &box_limit);
|
let ladder = BlockState::from_id(props.to_state_id(&Block::LADDER));
|
||||||
// }
|
for y in 1..=7 {
|
||||||
|
inner.add_block(chunk, ladder, 10, y, 13, &box_limit);
|
||||||
|
}
|
||||||
|
|
||||||
// // Chandelier (The central structure)
|
// // Chandelier (The central structure)
|
||||||
// let f_e = Block::OAK_FENCE.default_state.with("east", "true");
|
// let f_e = Block::OAK_FENCE.default_state.with("east", "true");
|
||||||
|
|||||||
@ -1,12 +1,17 @@
|
|||||||
use std::sync::{Arc, Mutex};
|
use std::sync::{Arc, Mutex};
|
||||||
|
|
||||||
use pumpkin_data::{Block, BlockState};
|
use pumpkin_data::{
|
||||||
|
Block, BlockState,
|
||||||
|
block_properties::{
|
||||||
|
BlockProperties, DoubleBlockHalf, HorizontalFacing, LeverLikeProperties,
|
||||||
|
OakDoorLikeProperties, OakFenceLikeProperties,
|
||||||
|
},
|
||||||
|
};
|
||||||
use pumpkin_util::{
|
use pumpkin_util::{
|
||||||
BlockDirection,
|
BlockDirection,
|
||||||
math::{block_box::BlockBox, position::BlockPos},
|
math::{block_box::BlockBox, position::BlockPos},
|
||||||
random::{RandomGenerator, RandomImpl},
|
random::{RandomGenerator, RandomImpl},
|
||||||
};
|
};
|
||||||
// Removed unused rand imports to avoid confusion with Pumpkin's random
|
|
||||||
use serde::Deserialize;
|
use serde::Deserialize;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
@ -36,7 +41,6 @@ use crate::{
|
|||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
// Assuming these modules exist as per your import
|
|
||||||
pub mod chest_corridor;
|
pub mod chest_corridor;
|
||||||
pub mod corridor;
|
pub mod corridor;
|
||||||
pub mod five_way_crossing;
|
pub mod five_way_crossing;
|
||||||
@ -49,6 +53,7 @@ pub mod spiral_staircase;
|
|||||||
pub mod square_room;
|
pub mod square_room;
|
||||||
pub mod stairs;
|
pub mod stairs;
|
||||||
|
|
||||||
|
/// Great reference: https://minecraft.wiki/w/Stronghold
|
||||||
#[derive(Deserialize)]
|
#[derive(Deserialize)]
|
||||||
pub struct StrongholdGenerator;
|
pub struct StrongholdGenerator;
|
||||||
|
|
||||||
@ -57,12 +62,14 @@ impl StructureGenerator for StrongholdGenerator {
|
|||||||
&self,
|
&self,
|
||||||
context: StructureGeneratorContext,
|
context: StructureGeneratorContext,
|
||||||
) -> Option<StructurePosition> {
|
) -> Option<StructurePosition> {
|
||||||
let mut retry_count: i32 = 0;
|
|
||||||
let mut collector = StructurePiecesCollector::default();
|
let mut collector = StructurePiecesCollector::default();
|
||||||
let mut random = context.random;
|
let mut random = context.random;
|
||||||
|
|
||||||
loop {
|
loop {
|
||||||
collector.clear();
|
collector.clear();
|
||||||
|
let mut weights = get_initial_weights();
|
||||||
|
let mut last_piece_type: Option<StrongholdPieceType> = None;
|
||||||
|
let mut has_portal_room = false;
|
||||||
|
|
||||||
// let attempt_seed = get_carver_seed(
|
// let attempt_seed = get_carver_seed(
|
||||||
// &mut context.random,
|
// &mut context.random,
|
||||||
@ -86,6 +93,9 @@ impl StructureGenerator for StrongholdGenerator {
|
|||||||
start_piece.fill_openings(
|
start_piece.fill_openings(
|
||||||
&start_piece.piece.piece,
|
&start_piece.piece.piece,
|
||||||
&mut random,
|
&mut random,
|
||||||
|
&mut weights,
|
||||||
|
&mut last_piece_type,
|
||||||
|
&mut has_portal_room,
|
||||||
&mut collector,
|
&mut collector,
|
||||||
&mut pieces_to_process,
|
&mut pieces_to_process,
|
||||||
);
|
);
|
||||||
@ -97,6 +107,9 @@ impl StructureGenerator for StrongholdGenerator {
|
|||||||
piece.fill_openings(
|
piece.fill_openings(
|
||||||
&start_piece.piece.piece,
|
&start_piece.piece.piece,
|
||||||
&mut random,
|
&mut random,
|
||||||
|
&mut weights,
|
||||||
|
&mut last_piece_type,
|
||||||
|
&mut has_portal_room,
|
||||||
&mut collector,
|
&mut collector,
|
||||||
&mut pieces_to_process,
|
&mut pieces_to_process,
|
||||||
);
|
);
|
||||||
@ -105,18 +118,9 @@ impl StructureGenerator for StrongholdGenerator {
|
|||||||
// Shift height
|
// Shift height
|
||||||
collector.shift_into(context.sea_level, context.min_y, &mut random, 10);
|
collector.shift_into(context.sea_level, context.min_y, &mut random, 10);
|
||||||
|
|
||||||
let has_portal_room = collector.pieces.iter().any(|p| {
|
|
||||||
p.get_structure_piece().r#type == StructurePieceType::StrongholdPortalRoom
|
|
||||||
});
|
|
||||||
|
|
||||||
if !collector.is_empty() && has_portal_room {
|
if !collector.is_empty() && has_portal_room {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
retry_count += 1;
|
|
||||||
if retry_count > 1000 {
|
|
||||||
return None;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Some(StructurePosition {
|
Some(StructurePosition {
|
||||||
@ -205,91 +209,48 @@ impl StrongholdPieceType {
|
|||||||
pub struct PieceWeight {
|
pub struct PieceWeight {
|
||||||
pub piece_type: StrongholdPieceType,
|
pub piece_type: StrongholdPieceType,
|
||||||
pub weight: i32,
|
pub weight: i32,
|
||||||
pub limit: i32,
|
pub limit: u32,
|
||||||
|
pub generated_count: u32, // Added to track per-generation counts
|
||||||
}
|
}
|
||||||
|
|
||||||
impl PieceWeight {
|
impl PieceWeight {
|
||||||
const fn new(piece_type: StrongholdPieceType, weight: i32, limit: i32) -> Self {
|
const fn new(piece_type: StrongholdPieceType, weight: i32, limit: u32) -> Self {
|
||||||
Self {
|
Self {
|
||||||
piece_type,
|
piece_type,
|
||||||
weight,
|
weight,
|
||||||
limit,
|
limit,
|
||||||
|
generated_count: 0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const fn can_generate(&self, _chain_length: u32) -> bool {
|
fn can_generate_chained(&self, chain_length: u32) -> bool {
|
||||||
self.limit == 0 //|| self.generated_count < self.limit
|
match self.piece_type {
|
||||||
|
StrongholdPieceType::Library => self.can_generate() && chain_length > 4,
|
||||||
|
StrongholdPieceType::PortalRoom => self.can_generate() && chain_length > 5,
|
||||||
|
_ => self.can_generate(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn can_generate(&self) -> bool {
|
||||||
|
self.limit == 0 || self.generated_count < self.limit
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const POSSIBLE_PIECES: &[PieceWeight] = &[
|
fn get_initial_weights() -> Vec<PieceWeight> {
|
||||||
PieceWeight {
|
vec![
|
||||||
piece_type: StrongholdPieceType::Corridor,
|
PieceWeight::new(StrongholdPieceType::Corridor, 40, 0),
|
||||||
weight: 40,
|
PieceWeight::new(StrongholdPieceType::PrisonHall, 5, 5),
|
||||||
limit: 0,
|
PieceWeight::new(StrongholdPieceType::LeftTurn, 20, 0),
|
||||||
},
|
PieceWeight::new(StrongholdPieceType::RightTurn, 20, 0),
|
||||||
PieceWeight {
|
PieceWeight::new(StrongholdPieceType::SquareRoom, 10, 6),
|
||||||
piece_type: StrongholdPieceType::PrisonHall,
|
PieceWeight::new(StrongholdPieceType::Stairs, 5, 5),
|
||||||
weight: 5,
|
PieceWeight::new(StrongholdPieceType::SpiralStaircase, 5, 5),
|
||||||
limit: 5,
|
PieceWeight::new(StrongholdPieceType::FiveWayCrossing, 5, 4),
|
||||||
},
|
PieceWeight::new(StrongholdPieceType::ChestCorridor, 5, 4),
|
||||||
PieceWeight {
|
PieceWeight::new(StrongholdPieceType::Library, 10, 2),
|
||||||
piece_type: StrongholdPieceType::LeftTurn,
|
PieceWeight::new(StrongholdPieceType::PortalRoom, 20, 1),
|
||||||
weight: 20,
|
]
|
||||||
limit: 0,
|
}
|
||||||
},
|
|
||||||
PieceWeight {
|
|
||||||
piece_type: StrongholdPieceType::RightTurn,
|
|
||||||
weight: 20,
|
|
||||||
limit: 0,
|
|
||||||
},
|
|
||||||
PieceWeight {
|
|
||||||
piece_type: StrongholdPieceType::SquareRoom,
|
|
||||||
weight: 10,
|
|
||||||
limit: 6,
|
|
||||||
},
|
|
||||||
PieceWeight {
|
|
||||||
piece_type: StrongholdPieceType::Stairs,
|
|
||||||
weight: 5,
|
|
||||||
limit: 5,
|
|
||||||
},
|
|
||||||
PieceWeight {
|
|
||||||
piece_type: StrongholdPieceType::SpiralStaircase,
|
|
||||||
weight: 5,
|
|
||||||
limit: 5,
|
|
||||||
},
|
|
||||||
PieceWeight {
|
|
||||||
piece_type: StrongholdPieceType::FiveWayCrossing,
|
|
||||||
weight: 5,
|
|
||||||
limit: 4,
|
|
||||||
},
|
|
||||||
PieceWeight {
|
|
||||||
piece_type: StrongholdPieceType::ChestCorridor,
|
|
||||||
weight: 5,
|
|
||||||
limit: 4,
|
|
||||||
},
|
|
||||||
PieceWeight {
|
|
||||||
piece_type: StrongholdPieceType::Library,
|
|
||||||
weight: 10,
|
|
||||||
limit: 2,
|
|
||||||
},
|
|
||||||
PieceWeight {
|
|
||||||
piece_type: StrongholdPieceType::PortalRoom,
|
|
||||||
weight: 20,
|
|
||||||
limit: 1,
|
|
||||||
},
|
|
||||||
];
|
|
||||||
|
|
||||||
// Pre-calculate total weight (const loop because iter().sum() isn't always const yet)
|
|
||||||
const TOTAL_WEIGHT: i32 = {
|
|
||||||
let mut sum = 0;
|
|
||||||
let mut i = 0;
|
|
||||||
while i < POSSIBLE_PIECES.len() {
|
|
||||||
sum += POSSIBLE_PIECES[i].weight;
|
|
||||||
i += 1;
|
|
||||||
}
|
|
||||||
sum
|
|
||||||
};
|
|
||||||
|
|
||||||
#[derive(Clone)]
|
#[derive(Clone)]
|
||||||
pub struct StrongholdPiece {
|
pub struct StrongholdPiece {
|
||||||
@ -337,8 +298,10 @@ impl StrongholdPiece {
|
|||||||
}
|
}
|
||||||
EntranceType::WoodDoor => {
|
EntranceType::WoodDoor => {
|
||||||
let stone = Block::STONE_BRICKS.default_state;
|
let stone = Block::STONE_BRICKS.default_state;
|
||||||
let _door_lower = Block::OAK_DOOR.default_state;
|
let door_lower = Block::OAK_DOOR.default_state;
|
||||||
//let door_upper = Block::OAK_DOOR.default_state.with("half", "upper");
|
let mut door_upper = OakDoorLikeProperties::default(&Block::OAK_DOOR);
|
||||||
|
door_upper.half = DoubleBlockHalf::Upper;
|
||||||
|
let door_upper = BlockState::from_id(door_upper.to_state_id(&Block::OAK_DOOR));
|
||||||
|
|
||||||
// Frame
|
// Frame
|
||||||
self.piece.add_block(chunk, stone, x, y, z, box_limit);
|
self.piece.add_block(chunk, stone, x, y, z, box_limit);
|
||||||
@ -353,37 +316,54 @@ impl StrongholdPiece {
|
|||||||
self.piece.add_block(chunk, stone, x + 2, y, z, box_limit);
|
self.piece.add_block(chunk, stone, x + 2, y, z, box_limit);
|
||||||
|
|
||||||
// Door
|
// Door
|
||||||
// self.piece.add_block(chunk, &door_lower, x + 1, y, z, box_limit);
|
self.piece
|
||||||
// self.piece.add_block(chunk, &door_upper, x + 1, y + 1, z, box_limit);
|
.add_block(chunk, door_lower, x + 1, y, z, box_limit);
|
||||||
|
self.piece
|
||||||
|
.add_block(chunk, door_upper, x + 1, y + 1, z, box_limit);
|
||||||
}
|
}
|
||||||
EntranceType::Grates => {
|
EntranceType::Grates => {
|
||||||
let air = Block::CAVE_AIR.default_state;
|
let air = Block::CAVE_AIR.default_state;
|
||||||
// let bar_w = Block::IRON_BARS.default_state.with("west", "true");
|
let mut props = OakFenceLikeProperties::default(&Block::IRON_BARS);
|
||||||
// let bar_e = Block::IRON_BARS.default_state.with("east", "true");
|
|
||||||
// let bar_ew = Block::IRON_BARS.default_state.with("east", "true").with("west", "true");
|
// North-South facing bars
|
||||||
|
props.west = true;
|
||||||
|
let bar_w = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||||
|
props.west = false;
|
||||||
|
props.east = true;
|
||||||
|
let bar_e = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||||
|
props.west = true;
|
||||||
|
let bar_ew = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||||
|
|
||||||
self.piece.add_block(chunk, air, x + 1, y, z, box_limit);
|
self.piece.add_block(chunk, air, x + 1, y, z, box_limit);
|
||||||
self.piece.add_block(chunk, air, x + 1, y + 1, z, box_limit);
|
self.piece.add_block(chunk, air, x + 1, y + 1, z, box_limit);
|
||||||
|
|
||||||
// Left side (West connection)
|
// Left side (West connection)
|
||||||
// self.piece.add_block(chunk, &bar_w, x, y, z, box_limit);
|
self.piece.add_block(chunk, bar_w, x, y, z, box_limit);
|
||||||
// self.piece.add_block(chunk, &bar_w, x, y + 1, z, box_limit);
|
self.piece.add_block(chunk, bar_w, x, y + 1, z, box_limit);
|
||||||
|
|
||||||
// // Top beam (Connected East-West)
|
// // Top beam (Connected East-West)
|
||||||
// self.piece.add_block(chunk, &bar_ew, x, y + 2, z, box_limit);
|
self.piece.add_block(chunk, bar_ew, x, y + 2, z, box_limit);
|
||||||
// self.piece.add_block(chunk, &bar_ew, x + 1, y + 2, z, box_limit);
|
self.piece
|
||||||
// self.piece.add_block(chunk, &bar_ew, x + 2, y + 2, z, box_limit);
|
.add_block(chunk, bar_ew, x + 1, y + 2, z, box_limit);
|
||||||
|
self.piece
|
||||||
|
.add_block(chunk, bar_ew, x + 2, y + 2, z, box_limit);
|
||||||
|
|
||||||
// // Right side (East connection)
|
// // Right side (East connection)
|
||||||
// self.piece.add_block(chunk, &bar_e, x + 2, y + 1, z, box_limit);
|
self.piece
|
||||||
// self.piece.add_block(chunk, &bar_e, x + 2, y, z, box_limit);
|
.add_block(chunk, bar_e, x + 2, y + 1, z, box_limit);
|
||||||
|
self.piece.add_block(chunk, bar_e, x + 2, y, z, box_limit);
|
||||||
}
|
}
|
||||||
EntranceType::IronDoor => {
|
EntranceType::IronDoor => {
|
||||||
let stone = Block::STONE_BRICKS.default_state;
|
let stone = Block::STONE_BRICKS.default_state;
|
||||||
// let door_lower = Block::IRON_DOOR.default_state;
|
let door_lower = Block::IRON_DOOR.default_state;
|
||||||
// let door_upper = Block::IRON_DOOR.default_state.with("half", "upper");
|
let mut door_upper = OakDoorLikeProperties::default(&Block::IRON_DOOR);
|
||||||
// let button_n = Block::STONE_BUTTON.default_state.with("facing", "north");
|
door_upper.half = DoubleBlockHalf::Upper;
|
||||||
// let button_s = Block::STONE_BUTTON.default_state.with("facing", "south");
|
let door_upper = BlockState::from_id(door_upper.to_state_id(&Block::IRON_DOOR));
|
||||||
|
let mut props = LeverLikeProperties::default(&Block::STONE_BUTTON);
|
||||||
|
props.facing = HorizontalFacing::North;
|
||||||
|
let button_n = BlockState::from_id(props.to_state_id(&Block::STONE_BUTTON));
|
||||||
|
props.facing = HorizontalFacing::South;
|
||||||
|
let button_s = BlockState::from_id(props.to_state_id(&Block::STONE_BUTTON));
|
||||||
|
|
||||||
// Frame
|
// Frame
|
||||||
self.piece.fill_with_outline(
|
self.piece.fill_with_outline(
|
||||||
@ -416,12 +396,16 @@ impl StrongholdPiece {
|
|||||||
);
|
);
|
||||||
|
|
||||||
// Door
|
// Door
|
||||||
// self.piece.add_block(chunk, &door_lower, x + 1, y, z, box_limit);
|
self.piece
|
||||||
// self.piece.add_block(chunk, &door_upper, x + 1, y + 1, z, box_limit);
|
.add_block(chunk, door_lower, x + 1, y, z, box_limit);
|
||||||
|
self.piece
|
||||||
|
.add_block(chunk, door_upper, x + 1, y + 1, z, box_limit);
|
||||||
|
|
||||||
// // Buttons
|
// Buttons
|
||||||
// self.piece.add_block(chunk, &button_n, x + 2, y + 1, z + 1, box_limit);
|
self.piece
|
||||||
// self.piece.add_block(chunk, &button_s, x + 2, y + 1, z - 1, box_limit);
|
.add_block(chunk, button_n, x + 2, y + 1, z + 1, box_limit);
|
||||||
|
self.piece
|
||||||
|
.add_block(chunk, button_s, x + 2, y + 1, z - 1, box_limit);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -432,6 +416,8 @@ impl StrongholdPiece {
|
|||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
random: &mut impl RandomImpl,
|
random: &mut impl RandomImpl,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
left_right_offset: i32,
|
left_right_offset: i32,
|
||||||
height_offset: i32,
|
height_offset: i32,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
@ -467,6 +453,8 @@ impl StrongholdPiece {
|
|||||||
start,
|
start,
|
||||||
collector,
|
collector,
|
||||||
random,
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
nx,
|
nx,
|
||||||
ny,
|
ny,
|
||||||
nz,
|
nz,
|
||||||
@ -474,17 +462,19 @@ impl StrongholdPiece {
|
|||||||
self.piece.chain_length,
|
self.piece.chain_length,
|
||||||
piece,
|
piece,
|
||||||
) {
|
) {
|
||||||
// IMPORTANT: The generator already adds it to the collector if successful.
|
|
||||||
// We just need to add it to the processing queue.
|
|
||||||
pieces_to_process.push(next);
|
pieces_to_process.push(next);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[expect(clippy::too_many_arguments)]
|
||||||
pub fn fill_nw_opening(
|
pub fn fill_nw_opening(
|
||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
random: &mut impl RandomImpl,
|
random: &mut impl RandomImpl,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
height_offset: i32,
|
height_offset: i32,
|
||||||
left_right_offset: i32,
|
left_right_offset: i32,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
@ -513,23 +503,28 @@ impl StrongholdPiece {
|
|||||||
start,
|
start,
|
||||||
collector,
|
collector,
|
||||||
random,
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
nx,
|
nx,
|
||||||
ny,
|
ny,
|
||||||
nz,
|
nz,
|
||||||
next_facing,
|
next_facing,
|
||||||
self.piece.chain_length,
|
self.piece.chain_length,
|
||||||
None, // Dynamic piece selection
|
None,
|
||||||
) {
|
) {
|
||||||
pieces_to_process.push(next);
|
pieces_to_process.push(next);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[expect(clippy::too_many_arguments)]
|
||||||
pub fn fill_se_opening(
|
pub fn fill_se_opening(
|
||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
random: &mut impl RandomImpl,
|
random: &mut impl RandomImpl,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
height_offset: i32,
|
height_offset: i32,
|
||||||
left_right_offset: i32,
|
left_right_offset: i32,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
@ -557,6 +552,8 @@ impl StrongholdPiece {
|
|||||||
start,
|
start,
|
||||||
collector,
|
collector,
|
||||||
random,
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
nx,
|
nx,
|
||||||
ny,
|
ny,
|
||||||
nz,
|
nz,
|
||||||
@ -574,6 +571,8 @@ impl StrongholdPiece {
|
|||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
random: &mut impl RandomImpl,
|
random: &mut impl RandomImpl,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
x: i32,
|
x: i32,
|
||||||
y: i32,
|
y: i32,
|
||||||
z: i32,
|
z: i32,
|
||||||
@ -601,10 +600,20 @@ impl StrongholdPiece {
|
|||||||
y,
|
y,
|
||||||
z,
|
z,
|
||||||
orientation,
|
orientation,
|
||||||
chain_length,
|
chain_length + 1,
|
||||||
)
|
)
|
||||||
} else {
|
} else {
|
||||||
Self::pick_piece(collector, random, x, y, z, orientation, chain_length)
|
Self::pick_piece(
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
x,
|
||||||
|
y,
|
||||||
|
z,
|
||||||
|
orientation,
|
||||||
|
chain_length + 1,
|
||||||
|
)
|
||||||
};
|
};
|
||||||
|
|
||||||
if let Some(p) = next_piece {
|
if let Some(p) = next_piece {
|
||||||
@ -615,42 +624,56 @@ impl StrongholdPiece {
|
|||||||
None
|
None
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn check_remaining_pieces(weights: &Vec<PieceWeight>, total_weight: &mut i32) -> bool {
|
||||||
|
let mut can_generate = false;
|
||||||
|
*total_weight = 0;
|
||||||
|
|
||||||
|
for piece_data in weights {
|
||||||
|
// If at least one piece with a limit hasn't reached it, we can keep going
|
||||||
|
if piece_data.limit > 0 && piece_data.generated_count < piece_data.limit {
|
||||||
|
can_generate = true;
|
||||||
|
}
|
||||||
|
*total_weight += piece_data.weight;
|
||||||
|
}
|
||||||
|
|
||||||
|
can_generate
|
||||||
|
}
|
||||||
|
|
||||||
|
#[expect(clippy::too_many_arguments)]
|
||||||
fn pick_piece(
|
fn pick_piece(
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
random: &mut impl RandomImpl,
|
random: &mut impl RandomImpl,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
x: i32,
|
x: i32,
|
||||||
y: i32,
|
y: i32,
|
||||||
z: i32,
|
z: i32,
|
||||||
orientation: BlockDirection,
|
orientation: BlockDirection,
|
||||||
chain_length: u32,
|
chain_length: u32,
|
||||||
) -> Option<Box<dyn StructurePieceBase>> {
|
) -> Option<Box<dyn StructurePieceBase>> {
|
||||||
|
let mut total_weight = 0;
|
||||||
|
|
||||||
|
if !Self::check_remaining_pieces(weights, &mut total_weight) {
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
|
||||||
let mut attempt = 0;
|
let mut attempt = 0;
|
||||||
while attempt < 5 {
|
while attempt < 5 {
|
||||||
attempt += 1;
|
attempt += 1;
|
||||||
let mut j = random.next_bounded_i32(TOTAL_WEIGHT);
|
let mut j = random.next_bounded_i32(total_weight);
|
||||||
|
|
||||||
for piece_data in POSSIBLE_PIECES {
|
for i in 0..weights.len() {
|
||||||
j -= piece_data.weight;
|
j -= weights[i].weight;
|
||||||
if j >= 0 {
|
if j < 0 {
|
||||||
continue;
|
// Check if this piece can generate at this chain_length
|
||||||
|
if !weights[i].can_generate_chained(chain_length)
|
||||||
|
|| Some(weights[i].piece_type) == *last_piece_type
|
||||||
|
{
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
if piece_data.limit > 0 {
|
if let Some(p) = Self::create_piece(
|
||||||
let type_to_check = piece_data.piece_type.as_structure_type();
|
weights[i].piece_type,
|
||||||
|
|
||||||
let current_count = collector
|
|
||||||
.pieces
|
|
||||||
.iter()
|
|
||||||
.filter(|p| p.get_structure_piece().r#type == type_to_check)
|
|
||||||
.count();
|
|
||||||
|
|
||||||
if current_count >= piece_data.limit as usize {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let piece = Self::create_piece(
|
|
||||||
piece_data.piece_type,
|
|
||||||
collector,
|
collector,
|
||||||
random,
|
random,
|
||||||
x,
|
x,
|
||||||
@ -658,16 +681,24 @@ impl StrongholdPiece {
|
|||||||
z,
|
z,
|
||||||
orientation,
|
orientation,
|
||||||
chain_length,
|
chain_length,
|
||||||
);
|
) {
|
||||||
|
weights[i].generated_count += 1;
|
||||||
|
*last_piece_type = Some(weights[i].piece_type);
|
||||||
|
|
||||||
|
if !weights[i].can_generate() {
|
||||||
|
weights.remove(i);
|
||||||
|
}
|
||||||
|
|
||||||
if let Some(p) = piece {
|
|
||||||
return Some(p);
|
return Some(p);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Fallback: Small Corridor
|
// Fallback: Small Corridor
|
||||||
if let Some(bbox) = SmallCorridorPiece::create_box(collector, x, y, z, &orientation) {
|
if let Some(bbox) = SmallCorridorPiece::create_box(collector, x, y, z, &orientation)
|
||||||
|
&& bbox.min.y > 1
|
||||||
|
{
|
||||||
return Some(Box::new(SmallCorridorPiece::new(
|
return Some(Box::new(SmallCorridorPiece::new(
|
||||||
chain_length,
|
chain_length,
|
||||||
bbox,
|
bbox,
|
||||||
|
|||||||
@ -1,4 +1,10 @@
|
|||||||
use pumpkin_data::Block;
|
use pumpkin_data::{
|
||||||
|
Block, BlockState,
|
||||||
|
block_properties::{
|
||||||
|
BlockProperties, EndPortalFrameLikeProperties, HorizontalFacing, OakFenceLikeProperties,
|
||||||
|
OakStairsLikeProperties,
|
||||||
|
},
|
||||||
|
};
|
||||||
use pumpkin_util::{
|
use pumpkin_util::{
|
||||||
BlockDirection,
|
BlockDirection,
|
||||||
math::block_box::BlockBox,
|
math::block_box::BlockBox,
|
||||||
@ -11,7 +17,10 @@ use crate::{
|
|||||||
piece::StructurePieceType,
|
piece::StructurePieceType,
|
||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
stronghold::{
|
||||||
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@ -63,13 +72,28 @@ impl StructurePieceBase for PortalRoomPiece {
|
|||||||
&mut self.piece.piece
|
&mut self.piece.piece
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn fill_openings(
|
||||||
|
&self,
|
||||||
|
_start: &StructurePiece,
|
||||||
|
_random: &mut RandomGenerator,
|
||||||
|
// TODO: this is only for Stronghold and should not be here
|
||||||
|
_weights: &mut Vec<PieceWeight>,
|
||||||
|
_last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
has_portal_room: &mut bool,
|
||||||
|
|
||||||
|
_collector: &mut StructurePiecesCollector,
|
||||||
|
_pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
|
) {
|
||||||
|
*has_portal_room = true
|
||||||
|
}
|
||||||
|
|
||||||
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, _seed: i64) {
|
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, _seed: i64) {
|
||||||
let randomizer = StoneBrickRandomizer;
|
let randomizer = StoneBrickRandomizer;
|
||||||
let box_limit = self.piece.piece.bounding_box;
|
let box_limit = self.piece.piece.bounding_box;
|
||||||
let p = &self.piece;
|
let p = &self.piece;
|
||||||
let inner = &p.piece;
|
let inner = &p.piece;
|
||||||
|
|
||||||
// 1. Main Shell (11x8x16)
|
// 1. Main Shell
|
||||||
inner.fill_outline_random(
|
inner.fill_outline_random(
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
@ -84,7 +108,7 @@ impl StructurePieceBase for PortalRoomPiece {
|
|||||||
&box_limit,
|
&box_limit,
|
||||||
);
|
);
|
||||||
|
|
||||||
// 2. Entrance (Grates)
|
// 2. Entrance
|
||||||
p.generate_entrance(chunk, &box_limit, EntranceType::Grates, 4, 1, 0);
|
p.generate_entrance(chunk, &box_limit, EntranceType::Grates, 4, 1, 0);
|
||||||
|
|
||||||
// 3. Upper Walkways
|
// 3. Upper Walkways
|
||||||
@ -141,8 +165,8 @@ impl StructurePieceBase for PortalRoomPiece {
|
|||||||
&box_limit,
|
&box_limit,
|
||||||
);
|
);
|
||||||
|
|
||||||
// 4. Lava Pools (Side pools and central pool)
|
// 4. Lava Pools
|
||||||
let lava = Block::LAVA.default_state;
|
// Side Stone Brick borders
|
||||||
inner.fill_outline_random(
|
inner.fill_outline_random(
|
||||||
1,
|
1,
|
||||||
1,
|
1,
|
||||||
@ -169,9 +193,13 @@ impl StructurePieceBase for PortalRoomPiece {
|
|||||||
random,
|
random,
|
||||||
&box_limit,
|
&box_limit,
|
||||||
);
|
);
|
||||||
|
|
||||||
|
// Side Lava
|
||||||
|
let lava = Block::LAVA.default_state;
|
||||||
inner.fill_with_outline(chunk, &box_limit, false, 1, 1, 1, 1, 1, 3, lava, lava);
|
inner.fill_with_outline(chunk, &box_limit, false, 1, 1, 1, 1, 1, 3, lava, lava);
|
||||||
inner.fill_with_outline(chunk, &box_limit, false, 9, 1, 1, 9, 1, 3, lava, lava);
|
inner.fill_with_outline(chunk, &box_limit, false, 9, 1, 1, 9, 1, 3, lava, lava);
|
||||||
|
|
||||||
|
// Center Stone Brick platform
|
||||||
inner.fill_outline_random(
|
inner.fill_outline_random(
|
||||||
3,
|
3,
|
||||||
1,
|
1,
|
||||||
@ -185,60 +213,130 @@ impl StructurePieceBase for PortalRoomPiece {
|
|||||||
random,
|
random,
|
||||||
&box_limit,
|
&box_limit,
|
||||||
);
|
);
|
||||||
|
// Center Lava
|
||||||
inner.fill_with_outline(chunk, &box_limit, false, 4, 1, 9, 6, 1, 11, lava, lava);
|
inner.fill_with_outline(chunk, &box_limit, false, 4, 1, 9, 6, 1, 11, lava, lava);
|
||||||
|
|
||||||
// 5. Iron Bars (Directional panes)
|
// 5. Iron Bars
|
||||||
// let bar_ns = Block::IRON_BARS.default_state.with("north", "true").with("south", "true");
|
let mut props = OakFenceLikeProperties::default(&Block::IRON_BARS);
|
||||||
// let bar_we = Block::IRON_BARS.default_state.with("west", "true").with("east", "true");
|
|
||||||
|
|
||||||
// for j in (3..14).step_by(2) {
|
// North-South facing bars
|
||||||
// inner.fill_with_outline(chunk, &box_limit, false, 0, 3, j, 0, 4, j, &bar_ns, &bar_ns);
|
props.north = true;
|
||||||
// inner.fill_with_outline(chunk, &box_limit, false, 10, 3, j, 10, 4, j, &bar_ns, &bar_ns);
|
props.south = true;
|
||||||
// }
|
let bar_ns = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||||
// for j in (2..9).step_by(2) {
|
|
||||||
// inner.fill_with_outline(chunk, &box_limit, false, j, 3, 15, j, 4, 15, &bar_we, &bar_we);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// // 6. Stairs leading to Portal
|
// West-East facing bars
|
||||||
// let stairs_n = Block::STONE_BRICK_STAIRS.default_state.with("facing", "north");
|
props.north = false;
|
||||||
// inner.fill_outline_random(4, 1, 5, 6, 1, 7, &randomizer, chunk, false, random, &box_limit);
|
props.south = false;
|
||||||
// inner.fill_outline_random(4, 2, 6, 6, 2, 7, &randomizer, chunk, false, random, &box_limit);
|
props.west = true;
|
||||||
// inner.fill_outline_random(4, 3, 7, 6, 3, 7, &randomizer, chunk, false, random, &box_limit);
|
props.east = true;
|
||||||
|
let bar_we = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||||
|
|
||||||
// for k in 4..=6 {
|
// Bars along Z axis (North/South) at X=0 and X=10
|
||||||
// inner.add_block(chunk, &stairs_n, k, 1, 4, &box_limit);
|
for j in (3..14).step_by(2) {
|
||||||
// inner.add_block(chunk, &stairs_n, k, 2, 5, &box_limit);
|
inner.fill_with_outline(chunk, &box_limit, false, 0, 3, j, 0, 4, j, bar_ns, bar_ns);
|
||||||
// inner.add_block(chunk, &stairs_n, k, 3, 6, &box_limit);
|
inner.fill_with_outline(chunk, &box_limit, false, 10, 3, j, 10, 4, j, bar_ns, bar_ns);
|
||||||
// }
|
}
|
||||||
|
|
||||||
// 7. End Portal Frames and Eyes
|
// Bars along X axis (West/East) at Z=15
|
||||||
|
for j in (2..9).step_by(2) {
|
||||||
|
inner.fill_with_outline(chunk, &box_limit, false, j, 3, 15, j, 4, 15, bar_we, bar_we);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 6. Stairs Platform (Stone Brick backing)
|
||||||
|
inner.fill_outline_random(
|
||||||
|
4,
|
||||||
|
1,
|
||||||
|
5,
|
||||||
|
6,
|
||||||
|
1,
|
||||||
|
7,
|
||||||
|
&randomizer,
|
||||||
|
chunk,
|
||||||
|
false,
|
||||||
|
random,
|
||||||
|
&box_limit,
|
||||||
|
);
|
||||||
|
inner.fill_outline_random(
|
||||||
|
4,
|
||||||
|
2,
|
||||||
|
6,
|
||||||
|
6,
|
||||||
|
2,
|
||||||
|
7,
|
||||||
|
&randomizer,
|
||||||
|
chunk,
|
||||||
|
false,
|
||||||
|
random,
|
||||||
|
&box_limit,
|
||||||
|
);
|
||||||
|
inner.fill_outline_random(
|
||||||
|
4,
|
||||||
|
3,
|
||||||
|
7,
|
||||||
|
6,
|
||||||
|
3,
|
||||||
|
7,
|
||||||
|
&randomizer,
|
||||||
|
chunk,
|
||||||
|
false,
|
||||||
|
random,
|
||||||
|
&box_limit,
|
||||||
|
);
|
||||||
|
|
||||||
|
// Stairs Blocks
|
||||||
|
let mut props = OakStairsLikeProperties::default(&Block::STONE_BRICK_STAIRS);
|
||||||
|
props.facing = HorizontalFacing::North;
|
||||||
|
let stairs_n = BlockState::from_id(props.to_state_id(&Block::STONE_BRICK_STAIRS));
|
||||||
|
|
||||||
|
for k in 4..=6 {
|
||||||
|
inner.add_block(chunk, stairs_n, k, 1, 4, &box_limit);
|
||||||
|
inner.add_block(chunk, stairs_n, k, 2, 5, &box_limit);
|
||||||
|
inner.add_block(chunk, stairs_n, k, 3, 6, &box_limit);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 7. End Portal Frames
|
||||||
|
// Pre-calculate properties for base directions
|
||||||
|
let mut props = EndPortalFrameLikeProperties::default(&Block::END_PORTAL_FRAME);
|
||||||
|
props.facing = HorizontalFacing::North;
|
||||||
|
let f_north = props;
|
||||||
|
props.facing = HorizontalFacing::South;
|
||||||
|
let f_south = props;
|
||||||
|
props.facing = HorizontalFacing::East;
|
||||||
|
let f_east = props;
|
||||||
|
props.facing = HorizontalFacing::West;
|
||||||
|
let f_west = props;
|
||||||
|
|
||||||
|
// Randomize eyes
|
||||||
let eyes: [bool; 12] = std::array::from_fn(|_| random.next_f32() > 0.9);
|
let eyes: [bool; 12] = std::array::from_fn(|_| random.next_f32() > 0.9);
|
||||||
let all_eyes = eyes.iter().all(|&eye| eye);
|
let all_eyes = eyes.iter().all(|&e| e);
|
||||||
|
|
||||||
// let f_north = Block::END_PORTAL_FRAME.default_state.with("facing", "north");
|
// Helper to apply eye state
|
||||||
// let f_south = Block::END_PORTAL_FRAME.default_state.with("facing", "south");
|
let with_eye = |mut p: EndPortalFrameLikeProperties, has_eye: bool| {
|
||||||
// let f_east = Block::END_PORTAL_FRAME.default_state.with("facing", "east");
|
p.eye = has_eye;
|
||||||
// let f_west = Block::END_PORTAL_FRAME.default_state.with("facing", "west");
|
BlockState::from_id(p.to_state_id(&Block::END_PORTAL_FRAME))
|
||||||
|
};
|
||||||
|
|
||||||
// Helper to stringify eye boolean for state mapping
|
// North Row
|
||||||
//let eye_str = |b: bool| if b { "true" } else { "false" };
|
inner.add_block(chunk, with_eye(f_north, eyes[0]), 4, 3, 8, &box_limit);
|
||||||
|
inner.add_block(chunk, with_eye(f_north, eyes[1]), 5, 3, 8, &box_limit);
|
||||||
|
inner.add_block(chunk, with_eye(f_north, eyes[2]), 6, 3, 8, &box_limit);
|
||||||
|
|
||||||
// inner.add_block(chunk, &f_north.with("eye", eye_str(eyes[0])), 4, 3, 8, &box_limit);
|
// South Row
|
||||||
// inner.add_block(chunk, &f_north.with("eye", eye_str(eyes[1])), 5, 3, 8, &box_limit);
|
inner.add_block(chunk, with_eye(f_south, eyes[3]), 4, 3, 12, &box_limit);
|
||||||
// inner.add_block(chunk, &f_north.with("eye", eye_str(eyes[2])), 6, 3, 8, &box_limit);
|
inner.add_block(chunk, with_eye(f_south, eyes[4]), 5, 3, 12, &box_limit);
|
||||||
|
inner.add_block(chunk, with_eye(f_south, eyes[5]), 6, 3, 12, &box_limit);
|
||||||
|
|
||||||
// inner.add_block(chunk, &f_south.with("eye", eye_str(eyes[3])), 4, 3, 12, &box_limit);
|
// East Row
|
||||||
// inner.add_block(chunk, &f_south.with("eye", eye_str(eyes[4])), 5, 3, 12, &box_limit);
|
inner.add_block(chunk, with_eye(f_east, eyes[6]), 3, 3, 9, &box_limit);
|
||||||
// inner.add_block(chunk, &f_south.with("eye", eye_str(eyes[5])), 6, 3, 12, &box_limit);
|
inner.add_block(chunk, with_eye(f_east, eyes[7]), 3, 3, 10, &box_limit);
|
||||||
|
inner.add_block(chunk, with_eye(f_east, eyes[8]), 3, 3, 11, &box_limit);
|
||||||
|
|
||||||
// inner.add_block(chunk, &f_east.with("eye", eye_str(eyes[6])), 3, 3, 9, &box_limit);
|
// West Row
|
||||||
// inner.add_block(chunk, &f_east.with("eye", eye_str(eyes[7])), 3, 3, 10, &box_limit);
|
inner.add_block(chunk, with_eye(f_west, eyes[9]), 7, 3, 9, &box_limit);
|
||||||
// inner.add_block(chunk, &f_east.with("eye", eye_str(eyes[8])), 3, 3, 11, &box_limit);
|
inner.add_block(chunk, with_eye(f_west, eyes[10]), 7, 3, 10, &box_limit);
|
||||||
|
inner.add_block(chunk, with_eye(f_west, eyes[11]), 7, 3, 11, &box_limit);
|
||||||
// inner.add_block(chunk, &f_west.with("eye", eye_str(eyes[9])), 7, 3, 9, &box_limit);
|
|
||||||
// inner.add_block(chunk, &f_west.with("eye", eye_str(eyes[10])), 7, 3, 10, &box_limit);
|
|
||||||
// inner.add_block(chunk, &f_west.with("eye", eye_str(eyes[11])), 7, 3, 11, &box_limit);
|
|
||||||
|
|
||||||
|
// Fill Portal Liquid
|
||||||
if all_eyes {
|
if all_eyes {
|
||||||
let portal = Block::END_PORTAL.default_state;
|
let portal = Block::END_PORTAL.default_state;
|
||||||
inner.fill_with_outline(chunk, &box_limit, false, 4, 3, 9, 6, 3, 11, portal, portal);
|
inner.fill_with_outline(chunk, &box_limit, false, 4, 3, 9, 6, 3, 11, portal, portal);
|
||||||
@ -251,7 +349,8 @@ impl StructurePieceBase for PortalRoomPiece {
|
|||||||
self.spawner_placed = true;
|
self.spawner_placed = true;
|
||||||
let spawner = Block::SPAWNER.default_state;
|
let spawner = Block::SPAWNER.default_state;
|
||||||
inner.add_block(chunk, spawner, 5, 3, 6, &box_limit);
|
inner.add_block(chunk, spawner, 5, 3, 6, &box_limit);
|
||||||
// In a real implementation, you'd add the TileEntityData for Silverfish here
|
// Note: You must check your engine's API to set the BlockEntity (Silverfish).
|
||||||
|
// Example: chunk.set_block_entity(pos, BlockEntity::Spawner(EntityType::Silverfish));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,4 +1,7 @@
|
|||||||
use pumpkin_data::Block;
|
use pumpkin_data::{
|
||||||
|
Block, BlockState,
|
||||||
|
block_properties::{BlockProperties, OakFenceLikeProperties},
|
||||||
|
};
|
||||||
use pumpkin_util::{
|
use pumpkin_util::{
|
||||||
BlockDirection,
|
BlockDirection,
|
||||||
math::block_box::BlockBox,
|
math::block_box::BlockBox,
|
||||||
@ -11,7 +14,10 @@ use crate::{
|
|||||||
piece::StructurePieceType,
|
piece::StructurePieceType,
|
||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
stronghold::{
|
||||||
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@ -65,12 +71,25 @@ impl StructurePieceBase for PrisonHallPiece {
|
|||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
random: &mut RandomGenerator,
|
random: &mut RandomGenerator,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
// Prison hall usually only has one forward exit
|
// Prison hall usually only has one forward exit
|
||||||
self.piece
|
self.piece.fill_forward_opening(
|
||||||
.fill_forward_opening(start, collector, random, 1, 1, pieces_to_process, None);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
None,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, _seed: i64) {
|
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, _seed: i64) {
|
||||||
@ -157,23 +176,33 @@ impl StructurePieceBase for PrisonHallPiece {
|
|||||||
);
|
);
|
||||||
|
|
||||||
// 5. Iron Bars with Directional Properties
|
// 5. Iron Bars with Directional Properties
|
||||||
// let bars_ns = Block::IRON_BARS.default_state.with("north", "true").with("south", "true");
|
let mut props = OakFenceLikeProperties::default(&Block::IRON_BARS);
|
||||||
// let bars_nse = bars_ns.with("east", "true");
|
|
||||||
// let bars_we = Block::IRON_BARS.default_state.with("west", "true").with("east", "true");
|
|
||||||
|
|
||||||
// for i in 1..=3 {
|
// North-South facing bars
|
||||||
// inner.add_block(chunk, &bars_ns, 4, i, 4, &box_limit);
|
props.north = true;
|
||||||
// inner.add_block(chunk, &bars_nse, 4, i, 5, &box_limit);
|
props.south = true;
|
||||||
// inner.add_block(chunk, &bars_ns, 4, i, 6, &box_limit);
|
let bar_ns = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||||
|
props.east = true;
|
||||||
|
let bar_nse = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||||
|
// West-East facing bars
|
||||||
|
props.north = false;
|
||||||
|
props.south = false;
|
||||||
|
props.west = true;
|
||||||
|
let bar_we = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||||
|
|
||||||
// inner.add_block(chunk, &bars_we, 5, i, 5, &box_limit);
|
for i in 1..=3 {
|
||||||
// inner.add_block(chunk, &bars_we, 6, i, 5, &box_limit);
|
inner.add_block(chunk, bar_ns, 4, i, 4, &box_limit);
|
||||||
// inner.add_block(chunk, &bars_we, 7, i, 5, &box_limit);
|
inner.add_block(chunk, bar_nse, 4, i, 5, &box_limit);
|
||||||
// }
|
inner.add_block(chunk, bar_ns, 4, i, 6, &box_limit);
|
||||||
|
|
||||||
|
inner.add_block(chunk, bar_we, 5, i, 5, &box_limit);
|
||||||
|
inner.add_block(chunk, bar_we, 6, i, 5, &box_limit);
|
||||||
|
inner.add_block(chunk, bar_we, 7, i, 5, &box_limit);
|
||||||
|
}
|
||||||
|
|
||||||
// // Top bars above the doors
|
// // Top bars above the doors
|
||||||
// inner.add_block(chunk, &bars_ns, 4, 3, 2, &box_limit);
|
inner.add_block(chunk, bar_ns, 4, 3, 2, &box_limit);
|
||||||
// inner.add_block(chunk, &bars_ns, 4, 3, 8, &box_limit);
|
inner.add_block(chunk, bar_ns, 4, 3, 8, &box_limit);
|
||||||
|
|
||||||
// // 6. Iron Doors (2-block high structure)
|
// // 6. Iron Doors (2-block high structure)
|
||||||
// let door_bottom = Block::IRON_DOOR.default_state.with("facing", "west").with("half", "lower");
|
// let door_bottom = Block::IRON_DOOR.default_state.with("facing", "west").with("half", "lower");
|
||||||
|
|||||||
@ -11,7 +11,10 @@ use crate::{
|
|||||||
piece::StructurePieceType,
|
piece::StructurePieceType,
|
||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
stronghold::{
|
||||||
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@ -65,19 +68,37 @@ impl StructurePieceBase for RightTurnPiece {
|
|||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
random: &mut RandomGenerator,
|
random: &mut RandomGenerator,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
let facing = self.piece.piece.facing.unwrap_or(BlockDirection::North);
|
let facing = self.piece.piece.facing.unwrap_or(BlockDirection::North);
|
||||||
|
|
||||||
// For a Right Turn, we swap the logic from the Left Turn:
|
|
||||||
// If facing North/East, we go "South-East", otherwise "North-West"
|
|
||||||
if facing == BlockDirection::North || facing == BlockDirection::East {
|
if facing == BlockDirection::North || facing == BlockDirection::East {
|
||||||
self.piece
|
self.piece.fill_se_opening(
|
||||||
.fill_se_opening(start, collector, random, 1, 1, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
} else {
|
} else {
|
||||||
self.piece
|
self.piece.fill_nw_opening(
|
||||||
.fill_nw_opening(start, collector, random, 1, 1, pieces_to_process);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -88,7 +109,6 @@ impl StructurePieceBase for RightTurnPiece {
|
|||||||
let inner = &p.piece;
|
let inner = &p.piece;
|
||||||
|
|
||||||
// 1. 5x5x5 Outline (Using randomizer)
|
// 1. 5x5x5 Outline (Using randomizer)
|
||||||
// Note: Use your existing fill_outline_random for this part
|
|
||||||
inner.fill_outline_random(
|
inner.fill_outline_random(
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
|
|||||||
@ -12,7 +12,8 @@ use crate::{
|
|||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{
|
stronghold::{
|
||||||
EntranceType, StoneBrickRandomizer, StrongholdPiece, StrongholdPieceType,
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
@ -47,11 +48,7 @@ impl SpiralStaircasePiece {
|
|||||||
pub fn new_start(random: &mut impl RandomImpl, x: i32, z: i32) -> Self {
|
pub fn new_start(random: &mut impl RandomImpl, x: i32, z: i32) -> Self {
|
||||||
let orientation = StructurePiece::get_random_horizontal_direction(random);
|
let orientation = StructurePiece::get_random_horizontal_direction(random);
|
||||||
let bounding_box = BlockBox::create_box(x, 64, z, orientation.get_axis(), 5, 11, 5);
|
let bounding_box = BlockBox::create_box(x, 64, z, orientation.get_axis(), 5, 11, 5);
|
||||||
let mut piece = StrongholdPiece::new(
|
let mut piece = StrongholdPiece::new(StructurePieceType::StrongholdStart, 0, bounding_box);
|
||||||
StructurePieceType::StrongholdSpiralStaircase,
|
|
||||||
0,
|
|
||||||
bounding_box,
|
|
||||||
);
|
|
||||||
piece.piece.set_facing(Some(orientation));
|
piece.piece.set_facing(Some(orientation));
|
||||||
Self {
|
Self {
|
||||||
piece,
|
piece,
|
||||||
@ -120,6 +117,10 @@ impl StructurePieceBase for SpiralStaircasePiece {
|
|||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
random: &mut RandomGenerator,
|
random: &mut RandomGenerator,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
@ -127,6 +128,8 @@ impl StructurePieceBase for SpiralStaircasePiece {
|
|||||||
start,
|
start,
|
||||||
collector,
|
collector,
|
||||||
random,
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
1,
|
1,
|
||||||
1,
|
1,
|
||||||
pieces_to_process,
|
pieces_to_process,
|
||||||
|
|||||||
@ -1,4 +1,7 @@
|
|||||||
use pumpkin_data::Block;
|
use pumpkin_data::{
|
||||||
|
Block, BlockState,
|
||||||
|
block_properties::{BlockProperties, HorizontalFacing, LadderLikeProperties},
|
||||||
|
};
|
||||||
use pumpkin_util::{
|
use pumpkin_util::{
|
||||||
BlockDirection,
|
BlockDirection,
|
||||||
math::block_box::BlockBox,
|
math::block_box::BlockBox,
|
||||||
@ -11,7 +14,10 @@ use crate::{
|
|||||||
piece::StructurePieceType,
|
piece::StructurePieceType,
|
||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{StoneBrickRandomizer, StrongholdPiece},
|
stronghold::{
|
||||||
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@ -48,6 +54,7 @@ impl SquareRoomPiece {
|
|||||||
bounding_box,
|
bounding_box,
|
||||||
);
|
);
|
||||||
piece.piece.set_facing(Some(orientation));
|
piece.piece.set_facing(Some(orientation));
|
||||||
|
piece.entry_door = EntranceType::get_random(random);
|
||||||
|
|
||||||
let room_type = random.next_bounded_i32(5) as u32;
|
let room_type = random.next_bounded_i32(5) as u32;
|
||||||
|
|
||||||
@ -68,6 +75,10 @@ impl StructurePieceBase for SquareRoomPiece {
|
|||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
random: &mut RandomGenerator,
|
random: &mut RandomGenerator,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
@ -77,6 +88,8 @@ impl StructurePieceBase for SquareRoomPiece {
|
|||||||
start,
|
start,
|
||||||
collector,
|
collector,
|
||||||
random,
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
4, // left_right_offset
|
4, // left_right_offset
|
||||||
1, // height_offset
|
1, // height_offset
|
||||||
pieces_to_process,
|
pieces_to_process,
|
||||||
@ -89,6 +102,8 @@ impl StructurePieceBase for SquareRoomPiece {
|
|||||||
start,
|
start,
|
||||||
collector,
|
collector,
|
||||||
random,
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
1, // height_offset
|
1, // height_offset
|
||||||
4, // left_right_offset
|
4, // left_right_offset
|
||||||
pieces_to_process,
|
pieces_to_process,
|
||||||
@ -100,6 +115,8 @@ impl StructurePieceBase for SquareRoomPiece {
|
|||||||
start,
|
start,
|
||||||
collector,
|
collector,
|
||||||
random,
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
1, // height_offset
|
1, // height_offset
|
||||||
4, // left_right_offset
|
4, // left_right_offset
|
||||||
pieces_to_process,
|
pieces_to_process,
|
||||||
@ -236,13 +253,14 @@ impl StructurePieceBase for SquareRoomPiece {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Ladder
|
// Ladder
|
||||||
// let ladder = Block::LADDER.default_state.with("facing", "west");
|
let mut props = LadderLikeProperties::default(&Block::LADDER);
|
||||||
// inner.add_block(chunk, &ladder, 9, 1, 3, &box_limit);
|
props.facing = HorizontalFacing::West;
|
||||||
// inner.add_block(chunk, &ladder, 9, 2, 3, &box_limit);
|
let ladder = BlockState::from_id(props.to_state_id(&Block::LADDER));
|
||||||
// inner.add_block(chunk, &ladder, 9, 3, 3, &box_limit);
|
inner.add_block(chunk, ladder, 9, 1, 3, &box_limit);
|
||||||
|
inner.add_block(chunk, ladder, 9, 2, 3, &box_limit);
|
||||||
|
inner.add_block(chunk, ladder, 9, 3, 3, &box_limit);
|
||||||
|
|
||||||
// Chest
|
// Chest
|
||||||
// Note: Ensure you have `LootTables` defined or use a string ID
|
|
||||||
// p.add_chest(chunk, &box_limit, random, 3, 4, 8, LootTables::StrongholdCrossingChest);
|
// p.add_chest(chunk, &box_limit, random, 3, 4, 8, LootTables::StrongholdCrossingChest);
|
||||||
inner.add_block(chunk, Block::CHEST.default_state, 3, 4, 8, &box_limit);
|
inner.add_block(chunk, Block::CHEST.default_state, 3, 4, 8, &box_limit);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,4 +1,7 @@
|
|||||||
use pumpkin_data::Block;
|
use pumpkin_data::{
|
||||||
|
Block, BlockState,
|
||||||
|
block_properties::{BlockProperties, HorizontalFacing, OakStairsLikeProperties},
|
||||||
|
};
|
||||||
use pumpkin_util::{
|
use pumpkin_util::{
|
||||||
BlockDirection,
|
BlockDirection,
|
||||||
math::block_box::BlockBox,
|
math::block_box::BlockBox,
|
||||||
@ -11,7 +14,10 @@ use crate::{
|
|||||||
piece::StructurePieceType,
|
piece::StructurePieceType,
|
||||||
structures::{
|
structures::{
|
||||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
stronghold::{
|
||||||
|
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||||
|
StrongholdPieceType,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@ -64,11 +70,24 @@ impl StructurePieceBase for StairsPiece {
|
|||||||
&self,
|
&self,
|
||||||
start: &StructurePiece,
|
start: &StructurePiece,
|
||||||
random: &mut RandomGenerator,
|
random: &mut RandomGenerator,
|
||||||
|
weights: &mut Vec<PieceWeight>,
|
||||||
|
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||||
|
_has_portal_room: &mut bool,
|
||||||
|
|
||||||
collector: &mut StructurePiecesCollector,
|
collector: &mut StructurePiecesCollector,
|
||||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||||
) {
|
) {
|
||||||
self.piece
|
self.piece.fill_forward_opening(
|
||||||
.fill_forward_opening(start, collector, random, 1, 1, pieces_to_process, None);
|
start,
|
||||||
|
collector,
|
||||||
|
random,
|
||||||
|
weights,
|
||||||
|
last_piece_type,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
pieces_to_process,
|
||||||
|
None,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, _seed: i64) {
|
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, _seed: i64) {
|
||||||
@ -99,7 +118,9 @@ impl StructurePieceBase for StairsPiece {
|
|||||||
p.generate_entrance(chunk, &box_limit, EntranceType::Opening, 1, 1, 7);
|
p.generate_entrance(chunk, &box_limit, EntranceType::Opening, 1, 1, 7);
|
||||||
|
|
||||||
// 4. Stairs Generation
|
// 4. Stairs Generation
|
||||||
let stair_state = Block::COBBLESTONE_STAIRS.default_state;
|
let mut props = OakStairsLikeProperties::default(&Block::COBBLESTONE_STAIRS);
|
||||||
|
props.facing = HorizontalFacing::South;
|
||||||
|
let stair_state = BlockState::from_id(props.to_state_id(&Block::COBBLESTONE_STAIRS));
|
||||||
|
|
||||||
let stone_bricks = Block::STONE_BRICKS.default_state;
|
let stone_bricks = Block::STONE_BRICKS.default_state;
|
||||||
|
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user