package net.glowstone.generator.structures; import net.glowstone.generator.objects.RandomItemsContent; import net.glowstone.generator.objects.RandomItemsContent.RandomAmountItem; import net.glowstone.generator.structures.util.StructureBoundingBox; import net.glowstone.generator.structures.util.StructureBuilder; import net.glowstone.generator.structures.util.StructureBuilder.StructureMaterial; import net.glowstone.util.BlockStateDelegate; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.World; import org.bukkit.block.BlockFace; import org.bukkit.material.*; import org.bukkit.util.Vector; import java.util.HashMap; import java.util.Map; import java.util.Random; public class GlowJungleTemple extends GlowTemplePiece { private boolean placedTrap1; private boolean placedTrap2; private boolean placedMainChest; private boolean placedHiddenChest; public GlowJungleTemple() { super(); } public GlowJungleTemple(Random random, Location location) { super(random, location, new Vector(12, 14, 15)); } public void setHasPlacedTrap1(boolean placedTrap) { this.placedTrap1 = placedTrap; } public boolean getHasPlacedTrap1() { return placedTrap1; } public void setHasPlacedTrap2(boolean placedTrap) { this.placedTrap2 = placedTrap; } public boolean getHasPlacedTrap2() { return placedTrap2; } public void setHasPlacedMainChest(boolean placedChest) { this.placedMainChest = placedChest; } public boolean getHasPlacedMainChest() { return placedMainChest; } public void setHasPlacedHiddenChest(boolean placedChest) { this.placedHiddenChest = placedChest; } public boolean getHasPlacedHiddenChest() { return placedHiddenChest; } @Override public boolean generate(World world, Random random, StructureBoundingBox genBoundingBox, BlockStateDelegate delegate) { if (!super.generate(world, random, boundingBox, delegate)) { return false; } adjustHPos(world); boundingBox.offset(new Vector(0, -4, 0)); final StructureBuilder builder = new StructureBuilder(world, this, genBoundingBox, delegate); final Map<StructureMaterial, Integer> stones = new HashMap<StructureMaterial, Integer>(); builder.addRandomMaterial(stones, 4, Material.COBBLESTONE, 0); builder.addRandomMaterial(stones, 6, Material.MOSSY_COBBLESTONE, 0); final RandomItemsContent chestContent = getChestContent(); final RandomItemsContent dispenserContent = new RandomItemsContent(); dispenserContent.addItem(new RandomAmountItem(Material.ARROW, 2, 7), 30); // 1st floor builder.fillWithRandomMaterial(new Vector(0, 0, 0), new Vector(11, 0, 14), random, stones); builder.fillWithRandomMaterial(new Vector(0, 1, 0), new Vector(11, 3, 0), random, stones); builder.fillWithRandomMaterial(new Vector(11, 1, 1), new Vector(11, 3, 13), random, stones); builder.fillWithRandomMaterial(new Vector(0, 1, 1), new Vector(0, 3, 13), random, stones); builder.fillWithRandomMaterial(new Vector(0, 1, 14), new Vector(11, 3, 14), random, stones); builder.fillWithRandomMaterial(new Vector(0, 4, 0), new Vector(11, 4, 14), random, stones); final Stairs entranceStairs = new Stairs(Material.COBBLESTONE_STAIRS); entranceStairs.setFacingDirection(getRelativeFacing(BlockFace.SOUTH)); builder.fill(new Vector(4, 4, 0), new Vector(7, 4, 0), entranceStairs.getItemType(), entranceStairs); builder.fill(new Vector(1, 1, 1), new Vector(10, 3, 13), Material.AIR); builder.fill(new Vector(5, 4, 7), new Vector(6, 4, 9), Material.AIR); // 2nd floor builder.fillWithRandomMaterial(new Vector(2, 5, 2), new Vector(9, 6, 2), random, stones); builder.fillWithRandomMaterial(new Vector(9, 5, 3), new Vector(9, 6, 11), random, stones); builder.fillWithRandomMaterial(new Vector(2, 5, 12), new Vector(9, 6, 12), random, stones); builder.fillWithRandomMaterial(new Vector(2, 5, 3), new Vector(2, 6, 11), random, stones); builder.fillWithRandomMaterial(new Vector(1, 7, 1), new Vector(10, 7, 13), random, stones); builder.fill(new Vector(3, 5, 3), new Vector(8, 6, 11), Material.AIR); builder.fill(new Vector(4, 7, 6), new Vector(7, 7, 9), Material.AIR); builder.fill(new Vector(5, 5, 2), new Vector(6, 6, 2), Material.AIR); builder.fill(new Vector(5, 6, 12), new Vector(6, 6, 12), Material.AIR); // 3rd floor builder.fillWithRandomMaterial(new Vector(1, 8, 1), new Vector(10, 9, 1), random, stones); builder.fillWithRandomMaterial(new Vector(10, 8, 2), new Vector(10, 9, 12), random, stones); builder.fillWithRandomMaterial(new Vector(1, 8, 13), new Vector(10, 9, 13), random, stones); builder.fillWithRandomMaterial(new Vector(1, 8, 2), new Vector(1, 9, 12), random, stones); builder.fill(new Vector(2, 8, 2), new Vector(9, 9, 12), Material.AIR); builder.fill(new Vector(5, 9, 1), new Vector(6, 9, 1), Material.AIR); builder.fill(new Vector(5, 9, 13), new Vector(6, 9, 13), Material.AIR); builder.setBlock(new Vector(10, 9, 5), Material.AIR); builder.setBlock(new Vector(10, 9, 9), Material.AIR); builder.setBlock(new Vector(1, 9, 5), Material.AIR); builder.setBlock(new Vector(1, 9, 9), Material.AIR); // roof builder.fillWithRandomMaterial(new Vector(1, 10, 1), new Vector(10, 10, 4), random, stones); builder.fillWithRandomMaterial(new Vector(8, 10, 5), new Vector(10, 10, 9), random, stones); builder.fillWithRandomMaterial(new Vector(1, 10, 5), new Vector(3, 10, 9), random, stones); builder.fillWithRandomMaterial(new Vector(1, 10, 10), new Vector(10, 10, 13), random, stones); builder.fillWithRandomMaterial(new Vector(3, 11, 3), new Vector(8, 11, 5), random, stones); builder.fillWithRandomMaterial(new Vector(7, 11, 6), new Vector(8, 11, 8), random, stones); builder.fillWithRandomMaterial(new Vector(3, 11, 6), new Vector(4, 11, 8), random, stones); builder.fillWithRandomMaterial(new Vector(3, 11, 9), new Vector(8, 11, 11), random, stones); builder.fillWithRandomMaterial(new Vector(4, 12, 4), new Vector(7, 12, 10), random, stones); builder.fill(new Vector(4, 10, 5), new Vector(7, 10, 9), Material.AIR); builder.fill(new Vector(5, 11, 6), new Vector(6, 11, 8), Material.AIR); // outside walls decorations builder.fillWithRandomMaterial(new Vector(2, 8, 0), new Vector(2, 9, 0), random, stones); builder.fillWithRandomMaterial(new Vector(4, 8, 0), new Vector(4, 9, 0), random, stones); builder.fillWithRandomMaterial(new Vector(7, 8, 0), new Vector(7, 9, 0), random, stones); builder.fillWithRandomMaterial(new Vector(9, 8, 0), new Vector(9, 9, 0), random, stones); builder.fillWithRandomMaterial(new Vector(5, 10, 0), new Vector(6, 10, 0), random, stones); for (int i = 0; i < 6; i++) { builder.fillWithRandomMaterial(new Vector(11, 8, 2 + i * 2), new Vector(11, 9, 2 + i * 2), random, stones); builder.fillWithRandomMaterial(new Vector(0, 8, 2 + i * 2), new Vector(0, 9, 2 + i * 2), random, stones); } builder.setBlockWithRandomMaterial(new Vector(11, 10, 5), random, stones); builder.setBlockWithRandomMaterial(new Vector(11, 10, 9), random, stones); builder.setBlockWithRandomMaterial(new Vector(0, 10, 5), random, stones); builder.setBlockWithRandomMaterial(new Vector(0, 10, 9), random, stones); builder.fillWithRandomMaterial(new Vector(2, 8, 14), new Vector(2, 9, 14), random, stones); builder.fillWithRandomMaterial(new Vector(4, 8, 14), new Vector(4, 9, 14), random, stones); builder.fillWithRandomMaterial(new Vector(7, 8, 14), new Vector(7, 9, 14), random, stones); builder.fillWithRandomMaterial(new Vector(9, 8, 14), new Vector(9, 9, 14), random, stones); // roof decorations builder.fillWithRandomMaterial(new Vector(2, 11, 2), new Vector(2, 13, 2), random, stones); builder.fillWithRandomMaterial(new Vector(9, 11, 2), new Vector(9, 13, 2), random, stones); builder.fillWithRandomMaterial(new Vector(9, 11, 12), new Vector(9, 13, 12), random, stones); builder.fillWithRandomMaterial(new Vector(2, 11, 12), new Vector(2, 13, 12), random, stones); builder.setBlockWithRandomMaterial(new Vector(4, 13, 4), random, stones); builder.setBlockWithRandomMaterial(new Vector(7, 13, 4), random, stones); builder.setBlockWithRandomMaterial(new Vector(7, 13, 10), random, stones); builder.setBlockWithRandomMaterial(new Vector(4, 13, 10), random, stones); final Stairs roofStairsN = new Stairs(Material.COBBLESTONE_STAIRS); roofStairsN.setFacingDirection(getRelativeFacing(BlockFace.SOUTH)); builder.fill(new Vector(5, 13, 6), new Vector(6, 13, 6), roofStairsN.getItemType(), roofStairsN); builder.fillWithRandomMaterial(new Vector(5, 13, 7), new Vector(6, 13, 7), random, stones); final Stairs roofStairsS = new Stairs(Material.COBBLESTONE_STAIRS); roofStairsS.setFacingDirection(getRelativeFacing(BlockFace.NORTH)); builder.fill(new Vector(5, 13, 8), new Vector(6, 13, 8), roofStairsS.getItemType(), roofStairsS); // 1st floor inside for (int i = 0; i < 6; i++) { builder.fillWithRandomMaterial(new Vector(1, 3, 2 + i * 2), new Vector(3, 3, 2 + i * 2), random, stones); } for (int i = 0; i < 7; i++) { builder.fillWithRandomMaterial(new Vector(1, 1, 1 + i * 2), new Vector(1, 2, 1 + i * 2), random, stones); } builder.setBlockWithRandomMaterial(new Vector(2, 2, 1), random, stones); builder.setBlock(new Vector(3, 1, 1), Material.MOSSY_COBBLESTONE); builder.fillWithRandomMaterial(new Vector(4, 2, 1), new Vector(5, 2, 1), random, stones); builder.setBlockWithRandomMaterial(new Vector(6, 1, 1), random, stones); builder.setBlockWithRandomMaterial(new Vector(6, 3, 1), random, stones); builder.fillWithRandomMaterial(new Vector(7, 2, 1), new Vector(9, 2, 1), random, stones); builder.setBlock(new Vector(8, 1, 1), Material.MOSSY_COBBLESTONE); builder.fillWithRandomMaterial(new Vector(10, 1, 1), new Vector(10, 3, 7), random, stones); builder.fillWithRandomMaterial(new Vector(9, 3, 1), new Vector(9, 3, 7), random, stones); builder.setBlock(new Vector(9, 1, 2), Material.MOSSY_COBBLESTONE); builder.setBlock(new Vector(9, 1, 4), Material.MOSSY_COBBLESTONE); builder.setBlock(new Vector(8, 1, 5), Material.MOSSY_COBBLESTONE); builder.fill(new Vector(7, 2, 5), new Vector(7, 3, 5), Material.MOSSY_COBBLESTONE); builder.setBlock(new Vector(6, 1, 5), Material.MOSSY_COBBLESTONE); builder.setBlockWithRandomMaterial(new Vector(6, 2, 5), random, stones); builder.fill(new Vector(5, 2, 5), new Vector(5, 3, 5), Material.MOSSY_COBBLESTONE); builder.setBlock(new Vector(4, 1, 5), Material.MOSSY_COBBLESTONE); builder.fillWithRandomMaterial(new Vector(7, 1, 6), new Vector(7, 3, 11), random, stones); builder.fillWithRandomMaterial(new Vector(4, 1, 6), new Vector(4, 3, 11), random, stones); builder.fillWithRandomMaterial(new Vector(5, 3, 11), new Vector(6, 3, 11), random, stones); builder.fillWithRandomMaterial(new Vector(8, 3, 11), new Vector(10, 3, 11), random, stones); builder.fillWithRandomMaterial(new Vector(8, 1, 11), new Vector(10, 1, 11), random, stones); builder.fillWithRandomMaterial(new Vector(5, 1, 8), new Vector(6, 1, 8), random, stones); builder.fillWithRandomMaterial(new Vector(6, 1, 7), new Vector(6, 2, 7), random, stones); builder.setBlockWithRandomMaterial(new Vector(5, 2, 7), random, stones); builder.fillWithRandomMaterial(new Vector(6, 1, 6), new Vector(6, 3, 6), random, stones); builder.fillWithRandomMaterial(new Vector(5, 2, 6), new Vector(5, 3, 6), random, stones); builder.fillWithRandomMaterial(new Vector(8, 2, 6), new Vector(9, 2, 6), random, stones); builder.setBlockWithRandomMaterial(new Vector(8, 3, 6), random, stones); builder.fillWithRandomMaterial(new Vector(9, 1, 7), new Vector(9, 2, 7), random, stones); builder.fillWithRandomMaterial(new Vector(8, 1, 7), new Vector(8, 3, 7), random, stones); builder.fillWithRandomMaterial(new Vector(10, 1, 8), new Vector(10, 1, 10), random, stones); builder.setBlock(new Vector(10, 2, 9), Material.MOSSY_COBBLESTONE); builder.fillWithRandomMaterial(new Vector(8, 1, 8), new Vector(8, 1, 10), random, stones); builder.fill(new Vector(8, 2, 11), new Vector(10, 2, 11), Material.SMOOTH_BRICK, 3); final Lever lever = new Lever(Material.LEVER, (byte) 4); // workaround for bukkit, can't set an attached BlockFace lever.setFacingDirection(getRelativeFacing(BlockFace.SOUTH)); builder.fill(new Vector(8, 2, 12), new Vector(10, 2, 12), lever.getItemType(), lever); if (!placedTrap1) { placedTrap1 = builder.createRandomItemsContainer(new Vector(3, 2, 1), random, dispenserContent, new Dispenser(getRelativeFacing(BlockFace.SOUTH)), 2); } if (!placedTrap2) { placedTrap2 = builder.createRandomItemsContainer(new Vector(9, 2, 3), random, dispenserContent, new Dispenser(getRelativeFacing(BlockFace.WEST)), 2); } final Vine vine = new Vine(BlockFace.NORTH, BlockFace.EAST, BlockFace.SOUTH, BlockFace.WEST); builder.setBlock(new Vector(3, 2, 2), vine.getItemType(), vine); builder.fill(new Vector(8, 2, 3), new Vector(8, 3, 3), vine.getItemType(), vine); builder.fill(new Vector(2, 1, 8), new Vector(3, 1, 8), Material.TRIPWIRE); final TripwireHook hookE = new TripwireHook(getRelativeFacing(BlockFace.WEST)); hookE.setConnected(true); builder.setBlock(new Vector(4, 1, 8), hookE.getItemType(), hookE); final TripwireHook hookW = new TripwireHook(getRelativeFacing(BlockFace.EAST)); hookW.setConnected(true); builder.setBlock(new Vector(1, 1, 8), hookW.getItemType(), hookW); builder.fill(new Vector(5, 1, 1), new Vector(5, 1, 7), Material.REDSTONE_WIRE); builder.setBlock(new Vector(4, 1, 1), Material.REDSTONE_WIRE); builder.fill(new Vector(7, 1, 2), new Vector(7, 1, 4), Material.TRIPWIRE); final TripwireHook hookN = new TripwireHook(getRelativeFacing(BlockFace.SOUTH)); hookN.setConnected(true); builder.setBlock(new Vector(7, 1, 1), hookN.getItemType(), hookN); final TripwireHook hookS = new TripwireHook(getRelativeFacing(BlockFace.NORTH)); hookS.setConnected(true); builder.setBlock(new Vector(7, 1, 5), hookS.getItemType(), hookS); builder.fill(new Vector(8, 1, 6), new Vector(9, 1, 6), Material.REDSTONE_WIRE); builder.setBlock(new Vector(9, 1, 5), Material.REDSTONE_WIRE); builder.setBlock(new Vector(9, 2, 4), Material.REDSTONE_WIRE); final PistonBaseMaterial pistonE = new PistonBaseMaterial(Material.PISTON_STICKY_BASE); pistonE.setFacingDirection(getRelativeFacing(BlockFace.WEST)); builder.fill(new Vector(10, 2, 8), new Vector(10, 3, 8), pistonE.getItemType(), pistonE); final PistonBaseMaterial pistonUp = new PistonBaseMaterial(Material.PISTON_STICKY_BASE); pistonUp.setFacingDirection(BlockFace.UP); builder.setBlock(new Vector(9, 2, 8), pistonUp.getItemType(), pistonUp); builder.setBlock(new Vector(10, 3, 9), Material.REDSTONE_WIRE); builder.fill(new Vector(8, 2, 9), new Vector(8, 2, 10), Material.REDSTONE_WIRE); final Diode repeater = new Diode(Material.DIODE_BLOCK_OFF); repeater.setDelay(1); repeater.setFacingDirection(getRelativeFacing(BlockFace.SOUTH)); builder.setBlock(new Vector(10, 2, 10), repeater.getItemType(), repeater); if (!placedMainChest) { placedMainChest = builder.createRandomItemsContainer(new Vector(8, 1, 3), random, chestContent, new Chest(getRelativeFacing(BlockFace.WEST)), random.nextInt(5) + 2); } if (!placedHiddenChest) { placedHiddenChest = builder.createRandomItemsContainer(new Vector(9, 1, 10), random, chestContent, new Chest(getRelativeFacing(BlockFace.NORTH)), random.nextInt(5) + 2); } // 2nd floor inside for (int i = 0; i < 4; i++) { final Stairs stairsS = new Stairs(Material.COBBLESTONE_STAIRS); stairsS.setFacingDirection(getRelativeFacing(BlockFace.NORTH)); builder.fill(new Vector(5, 4 - i, 6 + i), new Vector(6, 4 - i, 6 + i), stairsS.getItemType(), stairsS); } builder.fillWithRandomMaterial(new Vector(4, 5, 10), new Vector(7, 6, 10), random, stones); builder.setBlockWithRandomMaterial(new Vector(4, 5, 9), random, stones); builder.setBlockWithRandomMaterial(new Vector(7, 5, 9), random, stones); for (int i = 0; i < 3; i++) { final Stairs leftStairs = new Stairs(Material.COBBLESTONE_STAIRS); leftStairs.setFacingDirection(getRelativeFacing(BlockFace.SOUTH)); builder.setBlock(new Vector(7, 5 + i, 8 + i), leftStairs.getItemType(), leftStairs); final Stairs rightStairs = new Stairs(Material.COBBLESTONE_STAIRS); rightStairs.setFacingDirection(getRelativeFacing(BlockFace.SOUTH)); builder.setBlock(new Vector(4, 5 + i, 8 + i), rightStairs.getItemType(), rightStairs); } // 3rd floor inside builder.fillWithRandomMaterial(new Vector(5, 8, 5), new Vector(6, 8, 5), random, stones); final Stairs stairsE = new Stairs(Material.COBBLESTONE_STAIRS); stairsE.setFacingDirection(getRelativeFacing(BlockFace.WEST)); builder.setBlock(new Vector(7, 8, 5), stairsE.getItemType(), stairsE); final Stairs stairsW = new Stairs(Material.COBBLESTONE_STAIRS); stairsW.setFacingDirection(getRelativeFacing(BlockFace.EAST)); builder.setBlock(new Vector(4, 8, 5), stairsW.getItemType(), stairsW); return true; } }