fix: structure connection through chunks
still needs a bit more work, also changed the license,
This commit is contained in:
parent
441040105b
commit
05688ade9e
687
LICENSE
687
LICENSE
@ -1,21 +1,674 @@
|
||||
MIT License
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (c) 2026 Aleksander Medvedev
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
Preamble
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"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://opensource.org/licenses/MIT)
|
||||
[](https://opensource.org/licenses/gpl-3-0)
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
@ -145,10 +145,12 @@ impl BlockBox {
|
||||
|
||||
#[must_use]
|
||||
pub const fn intersects(&self, other: &Self) -> bool {
|
||||
self.min.x < other.max.x
|
||||
&& self.max.x > other.min.x
|
||||
&& self.min.y < other.max.y
|
||||
&& self.max.y > other.min.y
|
||||
self.max.x >= other.min.x
|
||||
&& self.min.x <= other.max.x
|
||||
&& self.max.z >= other.min.z
|
||||
&& self.min.z <= other.max.z
|
||||
&& self.max.y >= other.min.y
|
||||
&& self.min.y <= other.max.y
|
||||
}
|
||||
|
||||
#[must_use]
|
||||
|
||||
@ -935,6 +935,20 @@ impl GenerationCache for Cache {
|
||||
.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 {
|
||||
let mid = ((self.size * self.size) >> 1) as usize;
|
||||
self.chunks[mid].get_proto_chunk()
|
||||
|
||||
@ -350,11 +350,6 @@ impl<'a> ChunkNoiseRouter<'a> {
|
||||
ChunkNoiseFunctionComponent::PassThrough(pass_through.clone())
|
||||
}
|
||||
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 max_value = component_stack[wrapper.input_index].max();
|
||||
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
use std::collections::HashMap;
|
||||
use std::pin::Pin;
|
||||
use std::sync::Arc;
|
||||
|
||||
use pumpkin_data::block_properties::is_air;
|
||||
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(&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_fluid_and_fluid_state(&self, position: &Vector3<i32>) -> (Fluid, FluidState);
|
||||
fn set_block_state(&mut self, pos: &Vector3<i32>, block_state: &BlockState);
|
||||
@ -987,6 +990,9 @@ impl ProtoChunk {
|
||||
let mut tasks = Vec::new();
|
||||
{
|
||||
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 {
|
||||
if let Some(s) = STRUCTURES.get(id)
|
||||
&& 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);
|
||||
|
||||
@ -170,7 +170,7 @@ impl ConcentricRingsStructurePlacement {
|
||||
// ^ (salt as i64);
|
||||
|
||||
// (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},
|
||||
};
|
||||
|
||||
use crate::generation::structure::structures::stronghold::PieceWeight;
|
||||
use crate::generation::structure::structures::stronghold::StrongholdPieceType;
|
||||
use crate::{
|
||||
ProtoChunk,
|
||||
generation::{
|
||||
@ -46,10 +48,16 @@ pub trait StructurePieceBase: Send + Sync {
|
||||
/// Places the blocks for this piece into the chunk.
|
||||
fn place(&mut self, chunk: &mut ProtoChunk, random: &mut RandomGenerator, seed: i64);
|
||||
|
||||
#[expect(clippy::too_many_arguments)]
|
||||
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>>,
|
||||
) {
|
||||
@ -361,9 +369,9 @@ impl StructurePiece {
|
||||
pub fn get_random_horizontal_direction(random: &mut impl RandomImpl) -> BlockDirection {
|
||||
match random.next_bounded_i32(4) {
|
||||
0 => BlockDirection::North,
|
||||
1 => BlockDirection::South,
|
||||
2 => BlockDirection::West,
|
||||
_ => BlockDirection::East,
|
||||
1 => BlockDirection::East,
|
||||
2 => BlockDirection::South,
|
||||
_ => BlockDirection::West,
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -409,21 +417,17 @@ impl StructurePiecesCollector {
|
||||
self.cached_box = None;
|
||||
}
|
||||
|
||||
#[expect(clippy::borrowed_box)]
|
||||
#[must_use]
|
||||
pub fn get_intersecting(
|
||||
&self,
|
||||
box_to_check: &BlockBox,
|
||||
) -> Option<&Box<dyn StructurePieceBase>> {
|
||||
pub fn get_intersecting(&self, box_to_check: &BlockBox) -> Option<&dyn StructurePieceBase> {
|
||||
self.pieces
|
||||
.iter()
|
||||
.find(|&piece| {
|
||||
.find(|piece| {
|
||||
piece
|
||||
.get_structure_piece()
|
||||
.bounding_box
|
||||
.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.
|
||||
|
||||
@ -11,7 +11,10 @@ use crate::{
|
||||
piece::StructurePieceType,
|
||||
structures::{
|
||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
||||
stronghold::{
|
||||
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||
StrongholdPieceType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
@ -68,11 +71,24 @@ impl StructurePieceBase for ChestCorridorPiece {
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
random: &mut RandomGenerator,
|
||||
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>>,
|
||||
) {
|
||||
self.piece
|
||||
.fill_forward_opening(start, collector, random, 1, 1, pieces_to_process, None);
|
||||
self.piece.fill_forward_opening(
|
||||
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) {
|
||||
@ -133,7 +149,6 @@ impl StructurePieceBase for ChestCorridorPiece {
|
||||
// // 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);
|
||||
|
||||
// // If Pumpkin has a loot provider, you'd hook into it here:
|
||||
// // chunk.set_loot_table(chest_pos, "minecraft:chests/stronghold_corridor");
|
||||
// }
|
||||
// }
|
||||
|
||||
@ -11,7 +11,10 @@ use crate::{
|
||||
piece::StructurePieceType,
|
||||
structures::{
|
||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
||||
stronghold::{
|
||||
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||
StrongholdPieceType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
@ -70,20 +73,49 @@ impl StructurePieceBase for CorridorPiece {
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
random: &mut RandomGenerator,
|
||||
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>>,
|
||||
) {
|
||||
self.piece
|
||||
.fill_forward_opening(start, collector, random, 1, 1, pieces_to_process, None);
|
||||
self.piece.fill_forward_opening(
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
1,
|
||||
1,
|
||||
pieces_to_process,
|
||||
None,
|
||||
);
|
||||
|
||||
if self.left_exit {
|
||||
self.piece
|
||||
.fill_nw_opening(start, collector, random, 1, 2, pieces_to_process);
|
||||
self.piece.fill_nw_opening(
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
1,
|
||||
2,
|
||||
pieces_to_process,
|
||||
);
|
||||
}
|
||||
|
||||
if self.right_exit {
|
||||
self.piece
|
||||
.fill_se_opening(start, collector, random, 1, 2, pieces_to_process);
|
||||
self.piece.fill_se_opening(
|
||||
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.
|
||||
if intersecting.bounding_box().min.y == block_box.min.y {
|
||||
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);
|
||||
|
||||
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::{
|
||||
BlockDirection,
|
||||
math::block_box::BlockBox,
|
||||
@ -11,7 +14,10 @@ use crate::{
|
||||
piece::StructurePieceType,
|
||||
structures::{
|
||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
||||
stronghold::{
|
||||
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||
StrongholdPieceType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
@ -74,6 +80,10 @@ impl StructurePieceBase for FiveWayCrossingPiece {
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
random: &mut RandomGenerator,
|
||||
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>>,
|
||||
) {
|
||||
@ -86,25 +96,66 @@ impl StructurePieceBase for FiveWayCrossingPiece {
|
||||
j = 8 - j;
|
||||
}
|
||||
|
||||
self.piece
|
||||
.fill_forward_opening(start, collector, random, 5, 1, pieces_to_process, None);
|
||||
self.piece.fill_forward_opening(
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
5,
|
||||
1,
|
||||
pieces_to_process,
|
||||
None,
|
||||
);
|
||||
|
||||
if self.lower_left_exists {
|
||||
self.piece
|
||||
.fill_nw_opening(start, collector, random, i, 1, pieces_to_process);
|
||||
self.piece.fill_nw_opening(
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
i,
|
||||
1,
|
||||
pieces_to_process,
|
||||
);
|
||||
}
|
||||
if self.upper_left_exists {
|
||||
self.piece
|
||||
.fill_nw_opening(start, collector, random, j, 7, pieces_to_process);
|
||||
self.piece.fill_nw_opening(
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
j,
|
||||
7,
|
||||
pieces_to_process,
|
||||
);
|
||||
}
|
||||
|
||||
if self.lower_right_exists {
|
||||
self.piece
|
||||
.fill_se_opening(start, collector, random, i, 1, pieces_to_process);
|
||||
self.piece.fill_se_opening(
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
i,
|
||||
1,
|
||||
pieces_to_process,
|
||||
);
|
||||
}
|
||||
if self.upper_right_exists {
|
||||
self.piece
|
||||
.fill_se_opening(start, collector, random, j, 7, pieces_to_process);
|
||||
self.piece.fill_se_opening(
|
||||
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, 8, 5, 7, 8, 5, 9, slab, slab);
|
||||
|
||||
// let double_slab = Block::SMOOTH_STONE_SLAB.default_state.with("type", "double");
|
||||
// inner.fill_with_outline(chunk, &box_limit, false, 5, 5, 7, 7, 5, 9, &double_slab, &double_slab);
|
||||
let mut props = ResinBrickSlabLikeProperties::default(&Block::SMOOTH_STONE_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");
|
||||
// inner.add_block(chunk, &torch, 6, 5, 6, &box_limit);
|
||||
|
||||
@ -11,7 +11,10 @@ use crate::{
|
||||
piece::StructurePieceType,
|
||||
structures::{
|
||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
||||
stronghold::{
|
||||
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||
StrongholdPieceType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
@ -64,17 +67,37 @@ impl StructurePieceBase for LeftTurnPiece {
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
random: &mut RandomGenerator,
|
||||
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>>,
|
||||
) {
|
||||
let facing = self.piece.piece.facing.unwrap_or(BlockDirection::North);
|
||||
|
||||
if facing == BlockDirection::North || facing == BlockDirection::East {
|
||||
self.piece
|
||||
.fill_nw_opening(start, collector, random, 1, 1, pieces_to_process);
|
||||
self.piece.fill_nw_opening(
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
1,
|
||||
1,
|
||||
pieces_to_process,
|
||||
);
|
||||
} else {
|
||||
self.piece
|
||||
.fill_se_opening(start, collector, random, 1, 1, pieces_to_process);
|
||||
self.piece.fill_se_opening(
|
||||
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::{
|
||||
BlockDirection,
|
||||
math::block_box::BlockBox,
|
||||
@ -194,10 +197,12 @@ impl StructurePieceBase for LibraryPiece {
|
||||
// }
|
||||
|
||||
// // Ladder
|
||||
// let ladder = Block::LADDER.default_state.with("facing", "south");
|
||||
// for y in 1..=7 {
|
||||
// inner.add_block(chunk, &ladder, 10, y, 13, &box_limit);
|
||||
// }
|
||||
let mut props = LadderLikeProperties::default(&Block::LADDER);
|
||||
props.facing = HorizontalFacing::South;
|
||||
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)
|
||||
// let f_e = Block::OAK_FENCE.default_state.with("east", "true");
|
||||
|
||||
@ -1,12 +1,17 @@
|
||||
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::{
|
||||
BlockDirection,
|
||||
math::{block_box::BlockBox, position::BlockPos},
|
||||
random::{RandomGenerator, RandomImpl},
|
||||
};
|
||||
// Removed unused rand imports to avoid confusion with Pumpkin's random
|
||||
use serde::Deserialize;
|
||||
|
||||
use crate::{
|
||||
@ -36,7 +41,6 @@ use crate::{
|
||||
},
|
||||
};
|
||||
|
||||
// Assuming these modules exist as per your import
|
||||
pub mod chest_corridor;
|
||||
pub mod corridor;
|
||||
pub mod five_way_crossing;
|
||||
@ -49,6 +53,7 @@ pub mod spiral_staircase;
|
||||
pub mod square_room;
|
||||
pub mod stairs;
|
||||
|
||||
/// Great reference: https://minecraft.wiki/w/Stronghold
|
||||
#[derive(Deserialize)]
|
||||
pub struct StrongholdGenerator;
|
||||
|
||||
@ -57,12 +62,14 @@ impl StructureGenerator for StrongholdGenerator {
|
||||
&self,
|
||||
context: StructureGeneratorContext,
|
||||
) -> Option<StructurePosition> {
|
||||
let mut retry_count: i32 = 0;
|
||||
let mut collector = StructurePiecesCollector::default();
|
||||
let mut random = context.random;
|
||||
|
||||
loop {
|
||||
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(
|
||||
// &mut context.random,
|
||||
@ -86,6 +93,9 @@ impl StructureGenerator for StrongholdGenerator {
|
||||
start_piece.fill_openings(
|
||||
&start_piece.piece.piece,
|
||||
&mut random,
|
||||
&mut weights,
|
||||
&mut last_piece_type,
|
||||
&mut has_portal_room,
|
||||
&mut collector,
|
||||
&mut pieces_to_process,
|
||||
);
|
||||
@ -97,6 +107,9 @@ impl StructureGenerator for StrongholdGenerator {
|
||||
piece.fill_openings(
|
||||
&start_piece.piece.piece,
|
||||
&mut random,
|
||||
&mut weights,
|
||||
&mut last_piece_type,
|
||||
&mut has_portal_room,
|
||||
&mut collector,
|
||||
&mut pieces_to_process,
|
||||
);
|
||||
@ -105,18 +118,9 @@ impl StructureGenerator for StrongholdGenerator {
|
||||
// Shift height
|
||||
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 {
|
||||
break;
|
||||
}
|
||||
|
||||
retry_count += 1;
|
||||
if retry_count > 1000 {
|
||||
return None;
|
||||
}
|
||||
}
|
||||
|
||||
Some(StructurePosition {
|
||||
@ -205,91 +209,48 @@ impl StrongholdPieceType {
|
||||
pub struct PieceWeight {
|
||||
pub piece_type: StrongholdPieceType,
|
||||
pub weight: i32,
|
||||
pub limit: i32,
|
||||
pub limit: u32,
|
||||
pub generated_count: u32, // Added to track per-generation counts
|
||||
}
|
||||
|
||||
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 {
|
||||
piece_type,
|
||||
weight,
|
||||
limit,
|
||||
generated_count: 0,
|
||||
}
|
||||
}
|
||||
|
||||
const fn can_generate(&self, _chain_length: u32) -> bool {
|
||||
self.limit == 0 //|| self.generated_count < self.limit
|
||||
fn can_generate_chained(&self, chain_length: u32) -> bool {
|
||||
match self.piece_type {
|
||||
StrongholdPieceType::Library => self.can_generate() && chain_length > 4,
|
||||
StrongholdPieceType::PortalRoom => self.can_generate() && chain_length > 5,
|
||||
_ => self.can_generate(),
|
||||
}
|
||||
}
|
||||
|
||||
const POSSIBLE_PIECES: &[PieceWeight] = &[
|
||||
PieceWeight {
|
||||
piece_type: StrongholdPieceType::Corridor,
|
||||
weight: 40,
|
||||
limit: 0,
|
||||
},
|
||||
PieceWeight {
|
||||
piece_type: StrongholdPieceType::PrisonHall,
|
||||
weight: 5,
|
||||
limit: 5,
|
||||
},
|
||||
PieceWeight {
|
||||
piece_type: StrongholdPieceType::LeftTurn,
|
||||
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;
|
||||
fn can_generate(&self) -> bool {
|
||||
self.limit == 0 || self.generated_count < self.limit
|
||||
}
|
||||
}
|
||||
|
||||
fn get_initial_weights() -> Vec<PieceWeight> {
|
||||
vec![
|
||||
PieceWeight::new(StrongholdPieceType::Corridor, 40, 0),
|
||||
PieceWeight::new(StrongholdPieceType::PrisonHall, 5, 5),
|
||||
PieceWeight::new(StrongholdPieceType::LeftTurn, 20, 0),
|
||||
PieceWeight::new(StrongholdPieceType::RightTurn, 20, 0),
|
||||
PieceWeight::new(StrongholdPieceType::SquareRoom, 10, 6),
|
||||
PieceWeight::new(StrongholdPieceType::Stairs, 5, 5),
|
||||
PieceWeight::new(StrongholdPieceType::SpiralStaircase, 5, 5),
|
||||
PieceWeight::new(StrongholdPieceType::FiveWayCrossing, 5, 4),
|
||||
PieceWeight::new(StrongholdPieceType::ChestCorridor, 5, 4),
|
||||
PieceWeight::new(StrongholdPieceType::Library, 10, 2),
|
||||
PieceWeight::new(StrongholdPieceType::PortalRoom, 20, 1),
|
||||
]
|
||||
}
|
||||
sum
|
||||
};
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct StrongholdPiece {
|
||||
@ -337,8 +298,10 @@ impl StrongholdPiece {
|
||||
}
|
||||
EntranceType::WoodDoor => {
|
||||
let stone = Block::STONE_BRICKS.default_state;
|
||||
let _door_lower = Block::OAK_DOOR.default_state;
|
||||
//let door_upper = Block::OAK_DOOR.default_state.with("half", "upper");
|
||||
let door_lower = Block::OAK_DOOR.default_state;
|
||||
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
|
||||
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);
|
||||
|
||||
// Door
|
||||
// self.piece.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);
|
||||
self.piece
|
||||
.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 => {
|
||||
let air = Block::CAVE_AIR.default_state;
|
||||
// let bar_w = Block::IRON_BARS.default_state.with("west", "true");
|
||||
// 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");
|
||||
let mut props = OakFenceLikeProperties::default(&Block::IRON_BARS);
|
||||
|
||||
// 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 + 1, z, box_limit);
|
||||
|
||||
// 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 + 1, 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);
|
||||
|
||||
// // 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 + 1, y + 2, z, box_limit);
|
||||
// self.piece.add_block(chunk, &bar_ew, x + 2, 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
|
||||
.add_block(chunk, bar_ew, x + 2, y + 2, z, box_limit);
|
||||
|
||||
// // Right side (East connection)
|
||||
// self.piece.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);
|
||||
self.piece
|
||||
.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 => {
|
||||
let stone = Block::STONE_BRICKS.default_state;
|
||||
// let door_lower = Block::IRON_DOOR.default_state;
|
||||
// let door_upper = Block::IRON_DOOR.default_state.with("half", "upper");
|
||||
// let button_n = Block::STONE_BUTTON.default_state.with("facing", "north");
|
||||
// let button_s = Block::STONE_BUTTON.default_state.with("facing", "south");
|
||||
let door_lower = Block::IRON_DOOR.default_state;
|
||||
let mut door_upper = OakDoorLikeProperties::default(&Block::IRON_DOOR);
|
||||
door_upper.half = DoubleBlockHalf::Upper;
|
||||
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
|
||||
self.piece.fill_with_outline(
|
||||
@ -416,12 +396,16 @@ impl StrongholdPiece {
|
||||
);
|
||||
|
||||
// Door
|
||||
// self.piece.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);
|
||||
self.piece
|
||||
.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
|
||||
// self.piece.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);
|
||||
// Buttons
|
||||
self.piece
|
||||
.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,
|
||||
collector: &mut StructurePiecesCollector,
|
||||
random: &mut impl RandomImpl,
|
||||
weights: &mut Vec<PieceWeight>,
|
||||
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||
left_right_offset: i32,
|
||||
height_offset: i32,
|
||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||
@ -467,6 +453,8 @@ impl StrongholdPiece {
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
nx,
|
||||
ny,
|
||||
nz,
|
||||
@ -474,17 +462,19 @@ impl StrongholdPiece {
|
||||
self.piece.chain_length,
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[expect(clippy::too_many_arguments)]
|
||||
pub fn fill_nw_opening(
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
collector: &mut StructurePiecesCollector,
|
||||
random: &mut impl RandomImpl,
|
||||
weights: &mut Vec<PieceWeight>,
|
||||
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||
height_offset: i32,
|
||||
left_right_offset: i32,
|
||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||
@ -513,23 +503,28 @@ impl StrongholdPiece {
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
nx,
|
||||
ny,
|
||||
nz,
|
||||
next_facing,
|
||||
self.piece.chain_length,
|
||||
None, // Dynamic piece selection
|
||||
None,
|
||||
) {
|
||||
pieces_to_process.push(next);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[expect(clippy::too_many_arguments)]
|
||||
pub fn fill_se_opening(
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
collector: &mut StructurePiecesCollector,
|
||||
random: &mut impl RandomImpl,
|
||||
weights: &mut Vec<PieceWeight>,
|
||||
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||
height_offset: i32,
|
||||
left_right_offset: i32,
|
||||
pieces_to_process: &mut Vec<Box<dyn StructurePieceBase>>,
|
||||
@ -557,6 +552,8 @@ impl StrongholdPiece {
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
nx,
|
||||
ny,
|
||||
nz,
|
||||
@ -574,6 +571,8 @@ impl StrongholdPiece {
|
||||
start: &StructurePiece,
|
||||
collector: &mut StructurePiecesCollector,
|
||||
random: &mut impl RandomImpl,
|
||||
weights: &mut Vec<PieceWeight>,
|
||||
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||
x: i32,
|
||||
y: i32,
|
||||
z: i32,
|
||||
@ -601,10 +600,20 @@ impl StrongholdPiece {
|
||||
y,
|
||||
z,
|
||||
orientation,
|
||||
chain_length,
|
||||
chain_length + 1,
|
||||
)
|
||||
} 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 {
|
||||
@ -615,42 +624,56 @@ impl StrongholdPiece {
|
||||
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(
|
||||
collector: &mut StructurePiecesCollector,
|
||||
random: &mut impl RandomImpl,
|
||||
weights: &mut Vec<PieceWeight>,
|
||||
last_piece_type: &mut Option<StrongholdPieceType>,
|
||||
x: i32,
|
||||
y: i32,
|
||||
z: i32,
|
||||
orientation: BlockDirection,
|
||||
chain_length: u32,
|
||||
) -> Option<Box<dyn StructurePieceBase>> {
|
||||
let mut total_weight = 0;
|
||||
|
||||
if !Self::check_remaining_pieces(weights, &mut total_weight) {
|
||||
return None;
|
||||
}
|
||||
|
||||
let mut attempt = 0;
|
||||
while attempt < 5 {
|
||||
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 {
|
||||
j -= piece_data.weight;
|
||||
if j >= 0 {
|
||||
continue;
|
||||
for i in 0..weights.len() {
|
||||
j -= weights[i].weight;
|
||||
if j < 0 {
|
||||
// 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 {
|
||||
let type_to_check = piece_data.piece_type.as_structure_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,
|
||||
if let Some(p) = Self::create_piece(
|
||||
weights[i].piece_type,
|
||||
collector,
|
||||
random,
|
||||
x,
|
||||
@ -658,16 +681,24 @@ impl StrongholdPiece {
|
||||
z,
|
||||
orientation,
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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(
|
||||
chain_length,
|
||||
bbox,
|
||||
|
||||
@ -1,4 +1,10 @@
|
||||
use pumpkin_data::Block;
|
||||
use pumpkin_data::{
|
||||
Block, BlockState,
|
||||
block_properties::{
|
||||
BlockProperties, EndPortalFrameLikeProperties, HorizontalFacing, OakFenceLikeProperties,
|
||||
OakStairsLikeProperties,
|
||||
},
|
||||
};
|
||||
use pumpkin_util::{
|
||||
BlockDirection,
|
||||
math::block_box::BlockBox,
|
||||
@ -11,7 +17,10 @@ use crate::{
|
||||
piece::StructurePieceType,
|
||||
structures::{
|
||||
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
|
||||
}
|
||||
|
||||
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) {
|
||||
let randomizer = StoneBrickRandomizer;
|
||||
let box_limit = self.piece.piece.bounding_box;
|
||||
let p = &self.piece;
|
||||
let inner = &p.piece;
|
||||
|
||||
// 1. Main Shell (11x8x16)
|
||||
// 1. Main Shell
|
||||
inner.fill_outline_random(
|
||||
0,
|
||||
0,
|
||||
@ -84,7 +108,7 @@ impl StructurePieceBase for PortalRoomPiece {
|
||||
&box_limit,
|
||||
);
|
||||
|
||||
// 2. Entrance (Grates)
|
||||
// 2. Entrance
|
||||
p.generate_entrance(chunk, &box_limit, EntranceType::Grates, 4, 1, 0);
|
||||
|
||||
// 3. Upper Walkways
|
||||
@ -141,8 +165,8 @@ impl StructurePieceBase for PortalRoomPiece {
|
||||
&box_limit,
|
||||
);
|
||||
|
||||
// 4. Lava Pools (Side pools and central pool)
|
||||
let lava = Block::LAVA.default_state;
|
||||
// 4. Lava Pools
|
||||
// Side Stone Brick borders
|
||||
inner.fill_outline_random(
|
||||
1,
|
||||
1,
|
||||
@ -169,9 +193,13 @@ impl StructurePieceBase for PortalRoomPiece {
|
||||
random,
|
||||
&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, 9, 1, 1, 9, 1, 3, lava, lava);
|
||||
|
||||
// Center Stone Brick platform
|
||||
inner.fill_outline_random(
|
||||
3,
|
||||
1,
|
||||
@ -185,60 +213,130 @@ impl StructurePieceBase for PortalRoomPiece {
|
||||
random,
|
||||
&box_limit,
|
||||
);
|
||||
// Center Lava
|
||||
inner.fill_with_outline(chunk, &box_limit, false, 4, 1, 9, 6, 1, 11, lava, lava);
|
||||
|
||||
// 5. Iron Bars (Directional panes)
|
||||
// let bar_ns = Block::IRON_BARS.default_state.with("north", "true").with("south", "true");
|
||||
// let bar_we = Block::IRON_BARS.default_state.with("west", "true").with("east", "true");
|
||||
// 5. Iron Bars
|
||||
let mut props = OakFenceLikeProperties::default(&Block::IRON_BARS);
|
||||
|
||||
// for j in (3..14).step_by(2) {
|
||||
// inner.fill_with_outline(chunk, &box_limit, false, 0, 3, j, 0, 4, j, &bar_ns, &bar_ns);
|
||||
// inner.fill_with_outline(chunk, &box_limit, false, 10, 3, j, 10, 4, j, &bar_ns, &bar_ns);
|
||||
// }
|
||||
// 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);
|
||||
// }
|
||||
// North-South facing bars
|
||||
props.north = true;
|
||||
props.south = true;
|
||||
let bar_ns = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||
|
||||
// // 6. Stairs leading to Portal
|
||||
// let stairs_n = Block::STONE_BRICK_STAIRS.default_state.with("facing", "north");
|
||||
// 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);
|
||||
// West-East facing bars
|
||||
props.north = false;
|
||||
props.south = false;
|
||||
props.west = true;
|
||||
props.east = true;
|
||||
let bar_we = BlockState::from_id(props.to_state_id(&Block::IRON_BARS));
|
||||
|
||||
// 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);
|
||||
// }
|
||||
// Bars along Z axis (North/South) at X=0 and X=10
|
||||
for j in (3..14).step_by(2) {
|
||||
inner.fill_with_outline(chunk, &box_limit, false, 0, 3, j, 0, 4, j, bar_ns, bar_ns);
|
||||
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 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");
|
||||
// let f_south = Block::END_PORTAL_FRAME.default_state.with("facing", "south");
|
||||
// let f_east = Block::END_PORTAL_FRAME.default_state.with("facing", "east");
|
||||
// let f_west = Block::END_PORTAL_FRAME.default_state.with("facing", "west");
|
||||
// Helper to apply eye state
|
||||
let with_eye = |mut p: EndPortalFrameLikeProperties, has_eye: bool| {
|
||||
p.eye = has_eye;
|
||||
BlockState::from_id(p.to_state_id(&Block::END_PORTAL_FRAME))
|
||||
};
|
||||
|
||||
// Helper to stringify eye boolean for state mapping
|
||||
//let eye_str = |b: bool| if b { "true" } else { "false" };
|
||||
// North Row
|
||||
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);
|
||||
// inner.add_block(chunk, &f_north.with("eye", eye_str(eyes[1])), 5, 3, 8, &box_limit);
|
||||
// inner.add_block(chunk, &f_north.with("eye", eye_str(eyes[2])), 6, 3, 8, &box_limit);
|
||||
// South Row
|
||||
inner.add_block(chunk, with_eye(f_south, eyes[3]), 4, 3, 12, &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);
|
||||
// inner.add_block(chunk, &f_south.with("eye", eye_str(eyes[4])), 5, 3, 12, &box_limit);
|
||||
// inner.add_block(chunk, &f_south.with("eye", eye_str(eyes[5])), 6, 3, 12, &box_limit);
|
||||
// East Row
|
||||
inner.add_block(chunk, with_eye(f_east, eyes[6]), 3, 3, 9, &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);
|
||||
// inner.add_block(chunk, &f_east.with("eye", eye_str(eyes[7])), 3, 3, 10, &box_limit);
|
||||
// inner.add_block(chunk, &f_east.with("eye", eye_str(eyes[8])), 3, 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);
|
||||
// West Row
|
||||
inner.add_block(chunk, with_eye(f_west, eyes[9]), 7, 3, 9, &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);
|
||||
|
||||
// Fill Portal Liquid
|
||||
if all_eyes {
|
||||
let portal = Block::END_PORTAL.default_state;
|
||||
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;
|
||||
let spawner = Block::SPAWNER.default_state;
|
||||
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::{
|
||||
BlockDirection,
|
||||
math::block_box::BlockBox,
|
||||
@ -11,7 +14,10 @@ use crate::{
|
||||
piece::StructurePieceType,
|
||||
structures::{
|
||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
||||
stronghold::{
|
||||
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||
StrongholdPieceType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
@ -65,12 +71,25 @@ impl StructurePieceBase for PrisonHallPiece {
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
random: &mut RandomGenerator,
|
||||
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>>,
|
||||
) {
|
||||
// Prison hall usually only has one forward exit
|
||||
self.piece
|
||||
.fill_forward_opening(start, collector, random, 1, 1, pieces_to_process, None);
|
||||
self.piece.fill_forward_opening(
|
||||
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) {
|
||||
@ -157,23 +176,33 @@ impl StructurePieceBase for PrisonHallPiece {
|
||||
);
|
||||
|
||||
// 5. Iron Bars with Directional Properties
|
||||
// let bars_ns = Block::IRON_BARS.default_state.with("north", "true").with("south", "true");
|
||||
// let bars_nse = bars_ns.with("east", "true");
|
||||
// let bars_we = Block::IRON_BARS.default_state.with("west", "true").with("east", "true");
|
||||
let mut props = OakFenceLikeProperties::default(&Block::IRON_BARS);
|
||||
|
||||
// for i in 1..=3 {
|
||||
// inner.add_block(chunk, &bars_ns, 4, i, 4, &box_limit);
|
||||
// inner.add_block(chunk, &bars_nse, 4, i, 5, &box_limit);
|
||||
// inner.add_block(chunk, &bars_ns, 4, i, 6, &box_limit);
|
||||
// North-South facing bars
|
||||
props.north = true;
|
||||
props.south = true;
|
||||
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);
|
||||
// inner.add_block(chunk, &bars_we, 6, i, 5, &box_limit);
|
||||
// inner.add_block(chunk, &bars_we, 7, i, 5, &box_limit);
|
||||
// }
|
||||
for i in 1..=3 {
|
||||
inner.add_block(chunk, bar_ns, 4, i, 4, &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
|
||||
// inner.add_block(chunk, &bars_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, 2, &box_limit);
|
||||
inner.add_block(chunk, bar_ns, 4, 3, 8, &box_limit);
|
||||
|
||||
// // 6. Iron Doors (2-block high structure)
|
||||
// let door_bottom = Block::IRON_DOOR.default_state.with("facing", "west").with("half", "lower");
|
||||
|
||||
@ -11,7 +11,10 @@ use crate::{
|
||||
piece::StructurePieceType,
|
||||
structures::{
|
||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
||||
stronghold::{
|
||||
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||
StrongholdPieceType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
@ -65,19 +68,37 @@ impl StructurePieceBase for RightTurnPiece {
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
random: &mut RandomGenerator,
|
||||
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>>,
|
||||
) {
|
||||
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 {
|
||||
self.piece
|
||||
.fill_se_opening(start, collector, random, 1, 1, pieces_to_process);
|
||||
self.piece.fill_se_opening(
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
1,
|
||||
1,
|
||||
pieces_to_process,
|
||||
);
|
||||
} else {
|
||||
self.piece
|
||||
.fill_nw_opening(start, collector, random, 1, 1, pieces_to_process);
|
||||
self.piece.fill_nw_opening(
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
1,
|
||||
1,
|
||||
pieces_to_process,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@ -88,7 +109,6 @@ impl StructurePieceBase for RightTurnPiece {
|
||||
let inner = &p.piece;
|
||||
|
||||
// 1. 5x5x5 Outline (Using randomizer)
|
||||
// Note: Use your existing fill_outline_random for this part
|
||||
inner.fill_outline_random(
|
||||
0,
|
||||
0,
|
||||
|
||||
@ -12,7 +12,8 @@ use crate::{
|
||||
structures::{
|
||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||
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 {
|
||||
let orientation = StructurePiece::get_random_horizontal_direction(random);
|
||||
let bounding_box = BlockBox::create_box(x, 64, z, orientation.get_axis(), 5, 11, 5);
|
||||
let mut piece = StrongholdPiece::new(
|
||||
StructurePieceType::StrongholdSpiralStaircase,
|
||||
0,
|
||||
bounding_box,
|
||||
);
|
||||
let mut piece = StrongholdPiece::new(StructurePieceType::StrongholdStart, 0, bounding_box);
|
||||
piece.piece.set_facing(Some(orientation));
|
||||
Self {
|
||||
piece,
|
||||
@ -120,6 +117,10 @@ impl StructurePieceBase for SpiralStaircasePiece {
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
random: &mut RandomGenerator,
|
||||
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>>,
|
||||
) {
|
||||
@ -127,6 +128,8 @@ impl StructurePieceBase for SpiralStaircasePiece {
|
||||
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::{
|
||||
BlockDirection,
|
||||
math::block_box::BlockBox,
|
||||
@ -11,7 +14,10 @@ use crate::{
|
||||
piece::StructurePieceType,
|
||||
structures::{
|
||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||
stronghold::{StoneBrickRandomizer, StrongholdPiece},
|
||||
stronghold::{
|
||||
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||
StrongholdPieceType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
@ -48,6 +54,7 @@ impl SquareRoomPiece {
|
||||
bounding_box,
|
||||
);
|
||||
piece.piece.set_facing(Some(orientation));
|
||||
piece.entry_door = EntranceType::get_random(random);
|
||||
|
||||
let room_type = random.next_bounded_i32(5) as u32;
|
||||
|
||||
@ -68,6 +75,10 @@ impl StructurePieceBase for SquareRoomPiece {
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
random: &mut RandomGenerator,
|
||||
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>>,
|
||||
) {
|
||||
@ -77,6 +88,8 @@ impl StructurePieceBase for SquareRoomPiece {
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
4, // left_right_offset
|
||||
1, // height_offset
|
||||
pieces_to_process,
|
||||
@ -89,6 +102,8 @@ impl StructurePieceBase for SquareRoomPiece {
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
1, // height_offset
|
||||
4, // left_right_offset
|
||||
pieces_to_process,
|
||||
@ -100,6 +115,8 @@ impl StructurePieceBase for SquareRoomPiece {
|
||||
start,
|
||||
collector,
|
||||
random,
|
||||
weights,
|
||||
last_piece_type,
|
||||
1, // height_offset
|
||||
4, // left_right_offset
|
||||
pieces_to_process,
|
||||
@ -236,13 +253,14 @@ impl StructurePieceBase for SquareRoomPiece {
|
||||
}
|
||||
|
||||
// Ladder
|
||||
// let ladder = Block::LADDER.default_state.with("facing", "west");
|
||||
// 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);
|
||||
let mut props = LadderLikeProperties::default(&Block::LADDER);
|
||||
props.facing = HorizontalFacing::West;
|
||||
let ladder = BlockState::from_id(props.to_state_id(&Block::LADDER));
|
||||
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
|
||||
// Note: Ensure you have `LootTables` defined or use a string ID
|
||||
// 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);
|
||||
}
|
||||
|
||||
@ -1,4 +1,7 @@
|
||||
use pumpkin_data::Block;
|
||||
use pumpkin_data::{
|
||||
Block, BlockState,
|
||||
block_properties::{BlockProperties, HorizontalFacing, OakStairsLikeProperties},
|
||||
};
|
||||
use pumpkin_util::{
|
||||
BlockDirection,
|
||||
math::block_box::BlockBox,
|
||||
@ -11,7 +14,10 @@ use crate::{
|
||||
piece::StructurePieceType,
|
||||
structures::{
|
||||
StructurePiece, StructurePieceBase, StructurePiecesCollector,
|
||||
stronghold::{EntranceType, StoneBrickRandomizer, StrongholdPiece},
|
||||
stronghold::{
|
||||
EntranceType, PieceWeight, StoneBrickRandomizer, StrongholdPiece,
|
||||
StrongholdPieceType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
@ -64,11 +70,24 @@ impl StructurePieceBase for StairsPiece {
|
||||
&self,
|
||||
start: &StructurePiece,
|
||||
random: &mut RandomGenerator,
|
||||
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>>,
|
||||
) {
|
||||
self.piece
|
||||
.fill_forward_opening(start, collector, random, 1, 1, pieces_to_process, None);
|
||||
self.piece.fill_forward_opening(
|
||||
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) {
|
||||
@ -99,7 +118,9 @@ impl StructurePieceBase for StairsPiece {
|
||||
p.generate_entrance(chunk, &box_limit, EntranceType::Opening, 1, 1, 7);
|
||||
|
||||
// 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;
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user