use of org.bukkit.material.Chest in project Glowstone by GlowstoneMC.
the class GlowDungeon method generate.
@Override
public boolean generate(World world, Random random, StructureBoundingBox genBoundingBox, BlockStateDelegate delegate) {
if (!super.generate(world, random, boundingBox, delegate)) {
return false;
}
boundingBox.offset(new Vector(-radiusX, -1, -radiusZ));
StructureBuilder builder = new StructureBuilder(world, this, genBoundingBox, delegate);
if (!canPlace(builder)) {
return false;
}
Map<StructureMaterial, Integer> stones = new HashMap<>();
builder.addRandomMaterial(stones, 1, Material.COBBLESTONE, 0);
builder.addRandomMaterial(stones, 3, Material.MOSSY_COBBLESTONE, 0);
for (int x = 0; x < sizeX; x++) {
for (int z = 0; z < sizeZ; z++) {
for (int y = HEIGHT - 1; y >= 0; y--) {
BlockState state = builder.getBlockState(new Vector(x, y, z));
if (y > 0 && x > 0 && z > 0 && x < sizeX - 1 && y < HEIGHT - 1 && z < sizeZ - 1) {
// empty space inside
builder.setBlock(new Vector(x, y, z), Material.AIR);
} else if (!builder.getBlockState(new Vector(x, y - 1, z)).getType().isSolid()) {
// cleaning walls from non solid materials (because of air gaps below)
builder.setBlock(new Vector(x, y, z), Material.AIR);
} else if (state.getType().isSolid()) {
// preserve the air gaps
if (y == 0) {
builder.setBlockWithRandomMaterial(new Vector(x, y, z), random, stones);
} else {
builder.setBlock(new Vector(x, y, z), Material.COBBLESTONE);
}
}
}
}
}
RandomItemsContent chestContent = new RandomItemsContent();
chestContent.addItem(new RandomAmountItem(Material.SADDLE, 1, 1), 10);
chestContent.addItem(new RandomAmountItem(Material.IRON_INGOT, 1, 4), 10);
chestContent.addItem(new RandomAmountItem(Material.BREAD, 1, 1), 10);
chestContent.addItem(new RandomAmountItem(Material.WHEAT, 1, 4), 10);
chestContent.addItem(new RandomAmountItem(Material.SULPHUR, 1, 4), 10);
chestContent.addItem(new RandomAmountItem(Material.STRING, 1, 4), 10);
chestContent.addItem(new RandomAmountItem(Material.BUCKET, 1, 1), 10);
chestContent.addItem(new RandomAmountItem(Material.GOLDEN_APPLE, 1, 1), 1);
chestContent.addItem(new RandomAmountItem(Material.REDSTONE, 1, 4), 10);
chestContent.addItem(new RandomAmountItem(Material.GOLD_RECORD, 1, 1), 4);
chestContent.addItem(new RandomAmountItem(Material.GREEN_RECORD, 1, 1), 4);
chestContent.addItem(new RandomAmountItem(Material.NAME_TAG, 1, 1), 10);
chestContent.addItem(new RandomAmountItem(Material.GOLD_BARDING, 1, 1), 2);
chestContent.addItem(new RandomAmountItem(Material.IRON_BARDING, 1, 1), 5);
chestContent.addItem(new RandomAmountItem(Material.DIAMOND_BARDING, 1, 1), 1);
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 3; j++) {
int x = random.nextInt((radiusX << 1) - 1) + 1;
int z = random.nextInt((radiusZ << 1) - 1) + 1;
if (builder.getBlockState(new Vector(x, 1, z)).getType() == Material.AIR) {
BlockFace face = null;
int solidBlocksCount = 0;
if (builder.getBlockState(new Vector(x - 1, 1, z)).getType() == Material.COBBLESTONE) {
solidBlocksCount++;
face = BlockFace.EAST;
}
if (builder.getBlockState(new Vector(x + 1, 1, z)).getType() == Material.COBBLESTONE) {
solidBlocksCount++;
face = BlockFace.WEST;
}
if (builder.getBlockState(new Vector(x, 1, z - 1)).getType() == Material.COBBLESTONE) {
solidBlocksCount++;
face = BlockFace.SOUTH;
}
if (builder.getBlockState(new Vector(x, 1, z + 1)).getType() == Material.COBBLESTONE) {
solidBlocksCount++;
face = BlockFace.NORTH;
}
if (solidBlocksCount == 1) {
builder.createRandomItemsContainer(new Vector(x, 1, z), random, chestContent, new Chest(face), 8);
break;
}
}
}
}
builder.createMobSpawner(new Vector(radiusX, 1, radiusZ), mobTypes[random.nextInt(mobTypes.length)]);
GlowServer.logger.finer("dungeon generated: " + loc.getBlockX() + "," + loc.getBlockY() + "," + loc.getBlockZ());
return true;
}
use of org.bukkit.material.Chest in project Glowstone by GlowstoneMC.
the class BlockChest method placeBlock.
@Override
public void placeBlock(GlowPlayer player, GlowBlockState state, BlockFace face, ItemStack holding, Vector clickedLoc) {
super.placeBlock(player, state, face, holding, clickedLoc);
MaterialData data = state.getData();
if (data instanceof Chest) {
Chest chest = (Chest) data;
GlowBlock chestBlock = state.getBlock();
BlockFace normalFacing = getOppositeBlockFace(player.getLocation(), false);
Collection<BlockFace> attachedChests = searchChests(chestBlock);
if (attachedChests.isEmpty()) {
chest.setFacingDirection(normalFacing);
state.setData(chest);
return;
} else if (attachedChests.size() > 1) {
GlowServer.logger.warning("Chest placed near two other chests!");
return;
}
BlockFace otherPart = attachedChests.iterator().next();
GlowBlock otherPartBlock = chestBlock.getRelative(otherPart);
if (getAttachedChest(otherPartBlock) != null) {
GlowServer.logger.warning("Chest placed near already attached chest!");
return;
}
BlockState otherPartState = otherPartBlock.getState();
MaterialData otherPartData = otherPartState.getData();
if (otherPartData instanceof Chest) {
Chest otherChest = (Chest) otherPartData;
BlockFace facing = getFacingDirection(normalFacing, otherChest.getFacing(), otherPart, player);
chest.setFacingDirection(facing);
state.setData(chest);
otherChest.setFacingDirection(facing);
otherPartState.setData(otherChest);
otherPartState.update();
} else {
warnMaterialData(Chest.class, otherPartData);
}
} else {
warnMaterialData(Chest.class, data);
}
}
use of org.bukkit.material.Chest in project Glowstone by GlowstoneMC.
the class BlockChest method blockInteract.
@Override
public boolean blockInteract(GlowPlayer player, GlowBlock block, BlockFace face, Vector clickedLoc) {
BlockState state = block.getState();
if (state instanceof org.bukkit.block.Chest) {
org.bukkit.block.Chest chest = (org.bukkit.block.Chest) state;
player.openInventory(chest.getInventory());
player.incrementStatistic(Statistic.CHEST_OPENED);
return true;
}
GlowServer.logger.warning("Calling blockInteract on BlockChest, but BlockState is " + state);
return false;
}
use of org.bukkit.material.Chest in project Glowstone by GlowstoneMC.
the class GlowDesertTemple method generate.
@Override
public boolean generate(World world, Random random, StructureBoundingBox genBoundingBox, BlockStateDelegate delegate) {
if (!super.generate(world, random, boundingBox, delegate)) {
return false;
}
StructureBuilder builder = new StructureBuilder(world, this, genBoundingBox, delegate);
for (int x = 0; x < 21; x++) {
for (int z = 0; z < 21; z++) {
builder.setBlockDownward(new Vector(x, 13, z), Material.SANDSTONE);
}
}
builder.fill(new Vector(0, 14, 0), new Vector(20, 18, 20), Material.SANDSTONE);
for (int i = 1; i <= 9; i++) {
builder.fill(new Vector(i, i + 18, i), new Vector(20 - i, i + 18, 20 - i), Material.SANDSTONE);
builder.fill(new Vector(i + 1, i + 18, i + 1), new Vector(19 - i, i + 18, 19 - i), Material.AIR);
}
// east tower
builder.fill(new Vector(0, 18, 0), new Vector(4, 27, 4), Material.SANDSTONE, Material.AIR);
builder.fill(new Vector(1, 28, 1), new Vector(3, 28, 3), Material.SANDSTONE);
Stairs stairsN = new Stairs(Material.SANDSTONE_STAIRS);
stairsN.setFacingDirection(getRelativeFacing(BlockFace.SOUTH));
builder.setBlock(new Vector(2, 28, 0), stairsN.getItemType(), stairsN);
Stairs stairsE = new Stairs(Material.SANDSTONE_STAIRS);
stairsE.setFacingDirection(getRelativeFacing(BlockFace.WEST));
builder.setBlock(new Vector(4, 28, 2), stairsE.getItemType(), stairsE);
Stairs stairsS = new Stairs(Material.SANDSTONE_STAIRS);
stairsS.setFacingDirection(getRelativeFacing(BlockFace.NORTH));
builder.setBlock(new Vector(2, 28, 4), stairsS.getItemType(), stairsS);
Stairs stairsW = new Stairs(Material.SANDSTONE_STAIRS);
stairsW.setFacingDirection(getRelativeFacing(BlockFace.EAST));
builder.setBlock(new Vector(0, 28, 2), stairsW.getItemType(), stairsW);
builder.fill(new Vector(1, 19, 5), new Vector(3, 22, 11), Material.SANDSTONE);
builder.fill(new Vector(2, 22, 4), new Vector(2, 24, 4), Material.AIR);
builder.fill(new Vector(1, 19, 3), new Vector(2, 20, 3), Material.SANDSTONE);
builder.setBlock(new Vector(1, 19, 2), Material.SANDSTONE);
Step step = new Step(Material.SANDSTONE);
builder.setBlock(new Vector(1, 20, 2), step.getItemType(), step);
builder.setBlock(new Vector(2, 19, 2), stairsE.getItemType(), stairsE);
for (int i = 0; i < 2; i++) {
builder.setBlock(new Vector(2, 21 + i, 4 + i), stairsN.getItemType(), stairsN);
}
// west tower
builder.fill(new Vector(16, 18, 0), new Vector(20, 27, 4), Material.SANDSTONE, Material.AIR);
builder.fill(new Vector(17, 28, 1), new Vector(19, 28, 3), Material.SANDSTONE);
builder.setBlock(new Vector(18, 28, 0), stairsN.getItemType(), stairsN);
builder.setBlock(new Vector(20, 28, 2), stairsE.getItemType(), stairsE);
builder.setBlock(new Vector(18, 28, 4), stairsS.getItemType(), stairsS);
builder.setBlock(new Vector(16, 28, 2), stairsW.getItemType(), stairsW);
builder.fill(new Vector(17, 19, 5), new Vector(19, 22, 11), Material.SANDSTONE);
builder.fill(new Vector(18, 22, 4), new Vector(18, 24, 4), Material.AIR);
builder.fill(new Vector(18, 19, 3), new Vector(19, 20, 3), Material.SANDSTONE);
builder.setBlock(new Vector(19, 19, 2), Material.SANDSTONE);
builder.setBlock(new Vector(19, 20, 2), step.getItemType(), step);
builder.setBlock(new Vector(18, 19, 2), stairsW.getItemType(), stairsW);
for (int i = 0; i < 2; i++) {
builder.setBlock(new Vector(18, 21 + i, 4 + i), stairsN.getItemType(), stairsN);
}
// tower symbols
for (int i = 0; i < 2; i++) {
// front
builder.fill(new Vector(1 + (i << 4), 20, 0), new Vector(1 + (i << 4), 21, 0), Material.SANDSTONE, 2);
builder.fill(new Vector(2 + (i << 4), 20, 0), new Vector(2 + (i << 4), 21, 0), Material.STAINED_CLAY, 1);
builder.fill(new Vector(3 + (i << 4), 20, 0), new Vector(3 + (i << 4), 21, 0), Material.SANDSTONE, 2);
builder.setBlock(new Vector(1 + (i << 4), 22, 0), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(2 + (i << 4), 22, 0), Material.SANDSTONE, 1);
builder.setBlock(new Vector(3 + (i << 4), 22, 0), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(1 + (i << 4), 23, 0), Material.SANDSTONE, 2);
builder.setBlock(new Vector(2 + (i << 4), 23, 0), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(3 + (i << 4), 23, 0), Material.SANDSTONE, 2);
builder.setBlock(new Vector(1 + (i << 4), 24, 0), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(2 + (i << 4), 24, 0), Material.SANDSTONE, 1);
builder.setBlock(new Vector(3 + (i << 4), 24, 0), Material.STAINED_CLAY, 1);
builder.fill(new Vector(1 + (i << 4), 25, 0), new Vector(3 + (i << 4), 25, 0), Material.STAINED_CLAY, 1);
builder.fill(new Vector(1 + (i << 4), 26, 0), new Vector(3 + (i << 4), 26, 0), Material.SANDSTONE, 2);
// side
builder.fill(new Vector(i * 20, 20, 1), new Vector(i * 20, 21, 1), Material.SANDSTONE, 2);
builder.fill(new Vector(i * 20, 20, 2), new Vector(i * 20, 21, 2), Material.STAINED_CLAY, 1);
builder.fill(new Vector(i * 20, 20, 3), new Vector(i * 20, 21, 3), Material.SANDSTONE, 2);
builder.setBlock(new Vector(i * 20, 22, 1), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(i * 20, 22, 2), Material.SANDSTONE, 1);
builder.setBlock(new Vector(i * 20, 22, 3), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(i * 20, 23, 1), Material.SANDSTONE, 2);
builder.setBlock(new Vector(i * 20, 23, 2), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(i * 20, 23, 3), Material.SANDSTONE, 2);
builder.setBlock(new Vector(i * 20, 24, 1), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(i * 20, 24, 2), Material.SANDSTONE, 1);
builder.setBlock(new Vector(i * 20, 24, 3), Material.STAINED_CLAY, 1);
builder.fill(new Vector(i * 20, 25, 1), new Vector(i * 20, 25, 3), Material.STAINED_CLAY, 1);
builder.fill(new Vector(i * 20, 26, 1), new Vector(i * 20, 26, 3), Material.SANDSTONE, 2);
}
// front entrance
builder.fill(new Vector(8, 18, 1), new Vector(12, 22, 4), Material.SANDSTONE, Material.AIR);
builder.fill(new Vector(9, 19, 0), new Vector(11, 21, 4), Material.AIR);
builder.fill(new Vector(9, 19, 1), new Vector(9, 20, 1), Material.SANDSTONE, 2);
builder.fill(new Vector(11, 19, 1), new Vector(11, 20, 1), Material.SANDSTONE, 2);
builder.fill(new Vector(9, 21, 1), new Vector(11, 21, 1), Material.SANDSTONE, 2);
builder.fill(new Vector(8, 18, 0), new Vector(8, 21, 0), Material.SANDSTONE);
builder.fill(new Vector(12, 18, 0), new Vector(12, 21, 0), Material.SANDSTONE);
builder.fill(new Vector(8, 22, 0), new Vector(12, 22, 0), Material.SANDSTONE, 2);
builder.setBlock(new Vector(8, 23, 0), Material.SANDSTONE, 2);
builder.setBlock(new Vector(9, 23, 0), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(10, 23, 0), Material.SANDSTONE, 1);
builder.setBlock(new Vector(11, 23, 0), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(12, 23, 0), Material.SANDSTONE, 2);
builder.fill(new Vector(9, 24, 0), new Vector(11, 24, 0), Material.SANDSTONE, 2);
// east entrance
builder.fill(new Vector(5, 23, 9), new Vector(5, 25, 11), Material.SANDSTONE, 2);
builder.fill(new Vector(6, 25, 9), new Vector(6, 25, 11), Material.SANDSTONE);
builder.fill(new Vector(5, 23, 10), new Vector(6, 24, 10), Material.AIR);
// west entrance
builder.fill(new Vector(15, 23, 9), new Vector(15, 25, 11), Material.SANDSTONE, 2);
builder.fill(new Vector(14, 25, 9), new Vector(14, 25, 11), Material.SANDSTONE);
builder.fill(new Vector(14, 23, 10), new Vector(15, 24, 10), Material.AIR);
// corridor to east tower
builder.fill(new Vector(4, 19, 1), new Vector(8, 21, 3), Material.SANDSTONE, Material.AIR);
builder.fill(new Vector(4, 19, 2), new Vector(8, 20, 2), Material.AIR);
// corridor to west tower
builder.fill(new Vector(12, 19, 1), new Vector(16, 21, 3), Material.SANDSTONE, Material.AIR);
builder.fill(new Vector(12, 19, 2), new Vector(16, 20, 2), Material.AIR);
// pillars in the middle of 1st floor
builder.fill(new Vector(8, 19, 8), new Vector(8, 21, 8), Material.SANDSTONE, 2);
builder.fill(new Vector(12, 19, 8), new Vector(12, 21, 8), Material.SANDSTONE, 2);
builder.fill(new Vector(12, 19, 12), new Vector(12, 21, 12), Material.SANDSTONE, 2);
builder.fill(new Vector(8, 19, 12), new Vector(8, 21, 12), Material.SANDSTONE, 2);
// 2nd floor
builder.fill(new Vector(5, 22, 5), new Vector(15, 22, 15), Material.SANDSTONE);
builder.fill(new Vector(9, 22, 9), new Vector(11, 22, 11), Material.AIR);
// east and west corridors
builder.fill(new Vector(3, 19, 5), new Vector(3, 20, 11), Material.AIR);
builder.fill(new Vector(4, 21, 5), new Vector(4, 21, 16), Material.SANDSTONE);
builder.fill(new Vector(17, 19, 5), new Vector(17, 20, 11), Material.AIR);
builder.fill(new Vector(16, 21, 5), new Vector(16, 21, 16), Material.SANDSTONE);
builder.fill(new Vector(2, 19, 12), new Vector(2, 19, 18), Material.SANDSTONE);
builder.fill(new Vector(18, 19, 12), new Vector(18, 19, 18), Material.SANDSTONE);
builder.fill(new Vector(3, 19, 18), new Vector(18, 19, 18), Material.SANDSTONE);
for (int i = 0; i < 7; i++) {
builder.setBlock(new Vector(4, 19, 5 + (i << 1)), Material.SANDSTONE, 2);
builder.setBlock(new Vector(4, 20, 5 + (i << 1)), Material.SANDSTONE, 1);
builder.setBlock(new Vector(16, 19, 5 + (i << 1)), Material.SANDSTONE, 2);
builder.setBlock(new Vector(16, 20, 5 + (i << 1)), Material.SANDSTONE, 1);
}
// floor symbols
builder.setBlock(new Vector(9, 18, 9), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(11, 18, 9), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(11, 18, 11), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(9, 18, 11), Material.STAINED_CLAY, 1);
builder.setBlock(new Vector(10, 18, 10), Material.STAINED_CLAY, 11);
builder.fill(new Vector(10, 18, 7), new Vector(10, 18, 8), Material.STAINED_CLAY, 1);
builder.fill(new Vector(12, 18, 10), new Vector(13, 18, 10), Material.STAINED_CLAY, 1);
builder.fill(new Vector(10, 18, 12), new Vector(10, 18, 13), Material.STAINED_CLAY, 1);
builder.fill(new Vector(7, 18, 10), new Vector(8, 18, 10), Material.STAINED_CLAY, 1);
// trap chamber
builder.fill(new Vector(8, 0, 8), new Vector(12, 3, 12), Material.SANDSTONE, 2);
builder.fill(new Vector(8, 4, 8), new Vector(12, 4, 12), Material.SANDSTONE, 1);
builder.fill(new Vector(8, 5, 8), new Vector(12, 5, 12), Material.SANDSTONE, 2);
builder.fill(new Vector(8, 6, 8), new Vector(12, 13, 12), Material.SANDSTONE);
builder.fill(new Vector(9, 3, 9), new Vector(11, 17, 11), Material.AIR);
builder.fill(new Vector(9, 1, 9), new Vector(11, 1, 11), Material.TNT);
builder.fill(new Vector(9, 2, 9), new Vector(11, 2, 11), Material.SANDSTONE, 2);
builder.fill(new Vector(10, 3, 8), new Vector(10, 4, 8), Material.AIR);
builder.setBlock(new Vector(10, 3, 7), Material.SANDSTONE, 2);
builder.setBlock(new Vector(10, 4, 7), Material.SANDSTONE, 1);
builder.fill(new Vector(12, 3, 10), new Vector(12, 4, 10), Material.AIR);
builder.setBlock(new Vector(13, 3, 10), Material.SANDSTONE, 2);
builder.setBlock(new Vector(13, 4, 10), Material.SANDSTONE, 1);
builder.fill(new Vector(10, 3, 12), new Vector(10, 4, 12), Material.AIR);
builder.setBlock(new Vector(10, 3, 13), Material.SANDSTONE, 2);
builder.setBlock(new Vector(10, 4, 13), Material.SANDSTONE, 1);
builder.fill(new Vector(8, 3, 10), new Vector(8, 4, 10), Material.AIR);
builder.setBlock(new Vector(7, 3, 10), Material.SANDSTONE, 2);
builder.setBlock(new Vector(7, 4, 10), Material.SANDSTONE, 1);
builder.setBlock(new Vector(10, 3, 10), Material.STONE_PLATE);
RandomItemsContent chestContent = getChestContent();
if (!hasPlacedChest0) {
hasPlacedChest0 = builder.createRandomItemsContainer(new Vector(10, 3, 12), random, chestContent, new Chest(getRelativeFacing(BlockFace.NORTH)), random.nextInt(5) + 2);
}
if (!hasPlacedChest1) {
hasPlacedChest1 = builder.createRandomItemsContainer(new Vector(8, 3, 10), random, chestContent, new Chest(getRelativeFacing(BlockFace.EAST)), random.nextInt(5) + 2);
}
if (!hasPlacedChest2) {
hasPlacedChest2 = builder.createRandomItemsContainer(new Vector(10, 3, 8), random, chestContent, new Chest(getRelativeFacing(BlockFace.SOUTH)), random.nextInt(5) + 2);
}
if (!hasPlacedChest3) {
hasPlacedChest3 = builder.createRandomItemsContainer(new Vector(12, 3, 10), random, chestContent, new Chest(getRelativeFacing(BlockFace.WEST)), random.nextInt(5) + 2);
}
return true;
}
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