Files
Wizardry/src/main/java/electroblob/wizardry/WizardryWorldGenerator.java
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2018-01-19 20:33:04 +00:00

1547 lines
55 KiB
Java

package electroblob.wizardry;
import java.util.HashSet;
import java.util.Random;
import java.util.Set;
import org.apache.commons.lang3.ArrayUtils;
import electroblob.wizardry.entity.living.EntityEvilWizard;
import electroblob.wizardry.entity.living.EntityWizard;
import electroblob.wizardry.registry.WizardryBlocks;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.block.BlockChest;
import net.minecraft.block.BlockColored;
import net.minecraft.block.BlockLeaves;
import net.minecraft.block.BlockLiquid;
import net.minecraft.block.BlockPlanks;
import net.minecraft.block.BlockSlab;
import net.minecraft.block.BlockTorch;
import net.minecraft.block.BlockSlab.EnumBlockHalf;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Biomes;
import net.minecraft.init.Blocks;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.EnumDyeColor;
import net.minecraft.item.ItemDoor;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.WorldServer;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.chunk.IChunkGenerator;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;
import net.minecraft.world.storage.loot.LootContext;
import net.minecraft.world.storage.loot.LootTable;
import net.minecraftforge.common.BiomeDictionary;
import net.minecraftforge.common.IPlantable;
import net.minecraftforge.fml.common.IWorldGenerator;
public class WizardryWorldGenerator implements IWorldGenerator {
/** The string identifier for wizard tower chests, used in ChestGenHooks. */
public static final String WIZARD_TOWER = Wizardry.MODID + "wizardTower";
@Override
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider){
for(int id : Wizardry.settings.oreDimensions){
if(id == world.provider.getDimension()) this.addOreSpawn(WizardryBlocks.crystal_ore.getDefaultState(), world, random, chunkX * 16, chunkZ * 16, 16, 16, 5, 7, 5, 30);
}
for(int id : Wizardry.settings.flowerDimensions){
if(id == world.provider.getDimension()) this.generatePlant(WizardryBlocks.crystal_flower.getDefaultState(), world, random, chunkX * 16, chunkZ * 16, 2, 20);
}
if(world.getWorldInfo().isMapFeaturesEnabled()){
for(int id : Wizardry.settings.towerDimensions){
if(id == world.provider.getDimension()) this.generateWizardTower(world, random, chunkX * 16, chunkZ * 16);
}
}
}
/**
* Adds an Ore Spawn to Minecraft. Simply register all Ores to spawn with this method in your Generation method in your IWorldGeneration extending Class
*
* @param The Block to spawn
* @param The World to spawn in
* @param A Random object for retrieving random positions within the world to spawn the Block
* @param An int for passing the X-Coordinate for the Generation method
* @param An int for passing the Z-Coordinate for the Generation method
* @param An int for setting the maximum X-Coordinate values for spawning on the X-Axis on a Per-Chunk basis
* @param An int for setting the maximum Z-Coordinate values for spawning on the Z-Axis on a Per-Chunk basis
* @param An int for setting the maximum size of a vein
* @param An int for the Number of chances available for the Block to spawn per-chunk
* @param An int for the minimum Y-Coordinate height at which this block may spawn
* @param An int for the maximum Y-Coordinate height at which this block may spawn
**/
public void addOreSpawn(IBlockState state, World world, Random random, int blockXPos, int blockZPos, int maxX, int maxZ, int maxVeinSize, int chancesToSpawn, int minY, int maxY)
{
//int maxPossY = minY + (maxY - 1);
assert maxY > minY: "The maximum Y must be greater than the Minimum Y";
assert maxX > 0 && maxX <= 16: "addOreSpawn: The Maximum X must be greater than 0 and less than 16";
assert minY > 0: "addOreSpawn: The Minimum Y must be greater than 0";
assert maxY < 256 && maxY > 0: "addOreSpawn: The Maximum Y must be less than 256 but greater than 0";
assert maxZ > 0 && maxZ <= 16: "addOreSpawn: The Maximum Z must be greater than 0 and less than 16";
int diffBtwnMinMaxY = maxY - minY;
for(int x = 0; x < chancesToSpawn; x++)
{
int posX = blockXPos + random.nextInt(maxX);
int posY = minY + random.nextInt(diffBtwnMinMaxY);
int posZ = blockZPos + random.nextInt(maxZ);
(new WorldGenMinable(state, maxVeinSize)).generate(world, random, new BlockPos(posX, posY, posZ));
}
}
/**
* Generates the specified plant randomly throughout the world.
* @param block The plant block
* @param world The world
* @param random A random instance
* @param x The x coord of the first block in the chunk
* @param z The y coord of the first block in the chunk
* @param chancesToSpawn Number of chances to spawn a flower patch
* @param groupSize The number of times to try generating a flower per flower patch spawn
*/
public void generatePlant(IBlockState state, World world, Random random, int x, int z, int chancesToSpawn, int groupSize){
for(int i = 0; i < chancesToSpawn; i++){
int randPosX = x + random.nextInt(16);
int randPosY = random.nextInt(256);
int randPosZ = z + random.nextInt(16);
for (int l = 0; l < groupSize; ++l)
{
int i1 = randPosX + random.nextInt(8) - random.nextInt(8);
int j1 = randPosY + random.nextInt(4) - random.nextInt(4);
int k1 = randPosZ + random.nextInt(8) - random.nextInt(8);
BlockPos pos = new BlockPos(i1, j1, k1);
if(world.isBlockLoaded(pos) && world.isAirBlock(pos) && (!world.provider.getHasNoSky() || j1 < 127) && state.getBlock().canPlaceBlockOnSide(world, pos, EnumFacing.UP)){
world.setBlockState(pos, state, 2);
}
}
}
}
/**
* Generates wizard towers randomly throughout the world.
*/
public void generateWizardTower(World world, Random random, int chunkX, int chunkZ){
// Allows the config file to set the rarity value to 0 to disable tower generation completely.
if(Wizardry.settings.towerRarity == 0) return;
// Compensates for the lack of space in forests. Math.max is required since treeless biomes have treesPerChunk = -999
//double treeFactor = 70 - Math.max((double)world.getBiomeGenForCoords(chunkX, chunkZ).theBiomeDecorator.treesPerChunk, 0) * 1.5d;
// Multiplied by 70 to (roughly) retain the old rarity scale
if(random.nextInt((int)(Wizardry.settings.towerRarity * 70)) == 0){
BlockPos origin = new BlockPos(chunkX + random.nextInt(16), 0, chunkZ + random.nextInt(16));
// Despite what its name suggests, this method does not return the position of a liquid. It is in fact
// exactly what is needed here since it is used for placing villages and stuff, and doesn't include leaves
// or other foliage.
origin = origin.up(world.getTopSolidOrLiquidBlock(origin).getY() - 1);
int[][][] towerBlueprint = towerBlueprintSmall;
switch(random.nextInt(4)){
case 0: towerBlueprint = towerBlueprintSmall; break;
case 1: towerBlueprint = towerBlueprintMedium; break;
case 2: towerBlueprint = towerBlueprintTall; break;
case 3: towerBlueprint = towerBlueprintDouble; break;
}
// 0 = West, 1 = North, 2 = East, 3 = South (The way you would face when walking out of the door)
EnumFacing orientation = EnumFacing.getHorizontal(random.nextInt(4));
boolean flip = random.nextBoolean();
if(checkSpaceForTower(world, origin, towerBlueprint, orientation, flip)){
// == Setup ==
boolean evilWizard = random.nextInt(5) == 0;
IBlockState wallMaterial = Blocks.COBBLESTONE.getDefaultState();
BlockPlanks.EnumType woodType = BlockPlanks.EnumType.OAK;
Biome biome = world.getBiome(origin);
// The order of these is somewhat important in that biomes can be many types, so the last of these checks
// that is true gets priority. Generally speaking, the later the check, the more specific it is.
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.DENSE)) wallMaterial = Blocks.MOSSY_COBBLESTONE.getDefaultState();
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.SWAMP)) wallMaterial = Blocks.MOSSY_COBBLESTONE.getDefaultState();
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.SANDY)) wallMaterial = Blocks.SANDSTONE.getDefaultState();
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.NETHER)) wallMaterial = Blocks.NETHER_BRICK.getDefaultState();
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.MOUNTAIN)) wallMaterial = Blocks.STONEBRICK.getDefaultState();
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.MESA)) wallMaterial = Blocks.HARDENED_CLAY.getDefaultState();
// Unfortunately, I can't check all the wood types with the biome dictionary
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.CONIFEROUS)) woodType = BlockPlanks.EnumType.SPRUCE;
if(biome == Biomes.BIRCH_FOREST || biome == Biomes.BIRCH_FOREST_HILLS) woodType = BlockPlanks.EnumType.BIRCH;
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.JUNGLE)) woodType = BlockPlanks.EnumType.JUNGLE;
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.SAVANNA)) woodType = BlockPlanks.EnumType.ACACIA;
// Not technically a tree type, but I think it fits quite well anyway
if(BiomeDictionary.isBiomeOfType(biome, BiomeDictionary.Type.SPOOKY)) woodType = BlockPlanks.EnumType.DARK_OAK;
IBlockState[] blockStateList = new IBlockState[]{
null,
Blocks.AIR.getDefaultState(),
Blocks.PLANKS.getDefaultState().withProperty(BlockPlanks.VARIANT, woodType),
Blocks.BOOKSHELF.getDefaultState(),
Blocks.STAINED_HARDENED_CLAY.getDefaultState().withProperty(BlockColored.COLOR,
EnumDyeColor.values()[random.nextInt(EnumDyeColor.values().length)]),
Blocks.WOODEN_SLAB.getDefaultState().withProperty(BlockSlab.HALF, EnumBlockHalf.BOTTOM),
Blocks.WOODEN_SLAB.getDefaultState().withProperty(BlockSlab.HALF, EnumBlockHalf.TOP),
wallMaterial,
Blocks.GLASS_PANE.getDefaultState(),
Blocks.OAK_DOOR.getDefaultState(),
WizardryBlocks.arcane_workbench.getDefaultState(),
Blocks.TORCH.getDefaultState(),
evilWizard ? Blocks.CHEST.getDefaultState() : Blocks.BOOKSHELF.getDefaultState()
};
Set<BlockPos> blocksPlaced = new HashSet<BlockPos>();
// == Foundations ==
// Fills in foundations. This is done first so the door always has something to be placed on.
boolean flag = true;
// BlockPos is immutable, so I'm not sure if simply saying pos1 = pos will be sufficient.
BlockPos layerCentre = new BlockPos(origin);
while(flag){
flag = false;
for(BlockPos offset : foundationLayer){
if(!world.isBlockNormalCube(layerCentre.add(offset), false)){
world.setBlockState(layerCentre.add(offset), wallMaterial);
blocksPlaced.add(layerCentre.add(offset));
// Keeps going as long as something was filled in.
flag = true;
}
}
layerCentre = layerCentre.down();
}
// == Main Structure ==
// It is assumed that the width of the blueprint is the same all the way up, and that the layers are square.
int width = towerBlueprint[0].length-1;
// x, y and z are the position the block is being put in.
// x1, y and z1 are the position in the blueprint which determines which block is being placed.
int x1 = 0, z1 = 0;
for(int y=0; y<towerBlueprint.length; y++){
for(int z=0; z<towerBlueprint[y].length; z++){
for(int x=0; x<towerBlueprint[y][z].length; x++){
BlockPos pos = origin.add(x - width/2, y, z - width/2);
switch(orientation){
case WEST:
x1 = flip ? width-x : x;
z1 = z;
break;
case NORTH:
x1 = z;
z1 = flip ? x : width-x;
break;
case EAST:
x1 = flip ? x : width-x;
z1 = width-z;
break;
case SOUTH:
x1 = width-z;
z1 = flip ? width-x : x;
break;
default:
break;
}
if(blockStateList[towerBlueprint[y][z1][x1]] != null && blockStateList[towerBlueprint[y][z1][x1]].getBlock() != Blocks.TORCH
&& blockStateList[towerBlueprint[y][z1][x1]].getBlock() != Blocks.CHEST){
if(blockStateList[towerBlueprint[y][z1][x1]].getBlock() == Blocks.OAK_DOOR){
// Rotates the door depending on whether flip is true.
ItemDoor.placeDoor(world, pos, flip ? EnumFacing.getHorizontal(3-orientation.getHorizontalIndex()).getOpposite() : orientation.rotateYCCW(), Blocks.OAK_DOOR, false);
}else{
world.setBlockState(pos, blockStateList[towerBlueprint[y][z1][x1]], 2);
}
blocksPlaced.add(pos);
}
}
}
}
// == Extras ==
// Torches are done afterwards so they don't fall off
// Chests are also done afterwards, because for some reason the chest decides which way round to face
// itself, after it has been placed, based on the surrounding blocks... but if it was placed during
// the rest of the tower generation, some of those blocks wouldn't exist, hence it must be done here.
for(int y=0; y<towerBlueprint.length; y++){
for(int z=0; z<towerBlueprint[y].length; z++){
for(int x=0; x<towerBlueprint[y][z].length; x++){
BlockPos pos = origin.add(x - width/2, y, z - width/2);
switch(orientation){
case WEST:
x1 = flip ? width-x : x;
z1 = z;
break;
case NORTH:
x1 = z;
z1 = flip ? x : width-x;
break;
case EAST:
x1 = flip ? x : width-x;
z1 = width-z;
break;
case SOUTH:
x1 = width-z;
z1 = flip ? width-x : x;
break;
default:
break;
}
if(blockStateList[towerBlueprint[y][z1][x1]] != null){
if(blockStateList[towerBlueprint[y][z1][x1]].getBlock() == Blocks.TORCH){
if(placeTorch(world, pos, true)){
blocksPlaced.add(pos);
}else{
Wizardry.logger.info("Attempted to generate a torch at " + pos + " in " + world + ", but failed!");
}
}
// World should always be a WorldServer, but it's worth checking anyway.
if(blockStateList[towerBlueprint[y][z1][x1]].getBlock() == Blocks.CHEST && world instanceof WorldServer){
if(placeChest(world, pos)){
blocksPlaced.add(pos);
LootTable table = world.getLootTableManager().getLootTableFromLocation(new ResourceLocation(Wizardry.MODID, "chests/wizard_tower"));
IInventory inventory = (IInventory)world.getTileEntity(pos);
LootContext context = new LootContext.Builder((WorldServer)world).build();
table.fillInventory(inventory, random, context);
}else{
Wizardry.logger.info("Attempted to generate a chest at " + pos + " in " + world + ", but failed!");
}
}
}
}
}
}
if(evilWizard){
EntityEvilWizard wizard = new EntityEvilWizard(world);
wizard.hasTower = true;
wizard.setLocationAndAngles(origin.getX() + 1.5, origin.getY() + towerBlueprint.length - 9.5, origin.getZ() + 1.5, 0, 0);
wizard.onInitialSpawn(world.getDifficultyForLocation(origin), null);
world.spawnEntityInWorld(wizard);
}else{
EntityWizard wizard = new EntityWizard(world);
wizard.setLocationAndAngles(origin.getX() + 1.5, origin.getY() + towerBlueprint.length - 9.5, origin.getZ() + 1.5, 0, 0);
wizard.onInitialSpawn(world.getDifficultyForLocation(origin), null);
wizard.setTowerBlocks(blocksPlaced);
world.spawnEntityInWorld(wizard);
}
}
}
}
/**
* Places a torch at the given position in the given world and automatically assigns an appropriate state. Order
* of priority is U-S-W-N-E, or S-W-N-E-U if wallPriority is true.
* @param world The world to place the torch in.
* @param pos The position to place the torch at.
* @param wallPriority True to prioritise wall torches, false to prioritise floor torches.
* @return True if the torch was placed, false if it is not possible.
* */
private static boolean placeTorch(World world, BlockPos pos, boolean wallPriority){
for(EnumFacing facing : ArrayUtils.add(EnumFacing.HORIZONTALS, wallPriority ? 4 : 0, EnumFacing.UP)){
if(world.isSideSolid(pos.offset(facing.getOpposite()), facing)){
world.setBlockState(pos, Blocks.TORCH.getDefaultState().withProperty(BlockTorch.FACING, facing));
return true;
}
}
return false;
}
/**
* Places a chest at the given position in the given world and automatically assigns an appropriate state. Order
* of priority is S-W-N-E.
* @param world The world to chest the torch in.
* @param pos The position to chest the torch at.
* @return True if the chest was placed, false if it is not possible.
* */
private static boolean placeChest(World world, BlockPos pos){
for(EnumFacing facing : EnumFacing.HORIZONTALS){
if(world.isAirBlock(pos.offset(facing))){
world.setBlockState(pos, Blocks.CHEST.getDefaultState().withProperty(BlockChest.FACING, facing));
return true;
}
}
return false;
}
/**
* Checks whether a tower generated at the given coordinates will intersect any solid or liquid blocks. Only tests for
* liquids (not solid blocks) for the first four layers to account for the floor and for sloping terrain.
* @return True if none of the blocks which the tower would replace are solid or liquid. Dirt, stone etc., water and
* lava count, as do logs, but leaves and plants don't.
*/
private static boolean checkSpaceForTower(World world, BlockPos pos, int[][][] towerBlueprint, EnumFacing orientation, boolean flip){
// x, y and z are the position the block is being put in.
// x1, y and z1 are the position in the blueprint which determines which block is being placed.
int x1 = 0, z1 = 0;
// It is assumed that the width of the blueprint is the same all the way up, and that the layers are square.
int width = towerBlueprint[0].length-1;
for(int y=0; y<towerBlueprint.length; y++){
for(int z=0; z<towerBlueprint[y].length; z++){
for(int x=0; x<towerBlueprint[y][z].length; x++){
BlockPos pos1 = pos.add(x - width/2, y, z - width/2);
switch(orientation){
case WEST:
x1 = flip ? width-x : x;
z1 = z;
break;
case NORTH:
x1 = z;
z1 = flip ? x : width-x;
break;
case EAST:
x1 = flip ? x : width-x;
z1 = width-z;
break;
case SOUTH:
x1 = width-z;
z1 = flip ? width-x : x;
break;
default:
break;
}
if(towerBlueprint[y][z1][x1] != 0 && !WizardryUtilities.canBlockBeReplacedB(world, pos1)
// TODO: Is this a better replacement for the subsequent two lines?
// && !world.getBlockState(pos1).getBlock().isFoliage(world, pos1)
&& !(world.getBlockState(pos1).getBlock() instanceof IPlantable)
&& !(world.getBlockState(pos1).getBlock() instanceof BlockLeaves)
&& (y > 3 || world.getBlockState(pos1).getBlock() instanceof BlockLiquid)){
return false;
}
}
}
}
return true;
}
/** Array of relative positions of each block in a layer of foundations. */
private static final BlockPos[] foundationLayer = new BlockPos[]{
new BlockPos(-2, 0, -1),
new BlockPos(-2, 0, 0),
new BlockPos(-2, 0, 1),
new BlockPos(2, 0, -1),
new BlockPos(2, 0, 0),
new BlockPos(2, 0, 1),
new BlockPos(-1, 0, -2),
new BlockPos(0, 0, -2),
new BlockPos(1, 0, -2),
new BlockPos(-1, 0, 2),
new BlockPos(0, 0, 2),
new BlockPos(1, 0, 2),
};
/**
* 3D matrix of integers representing the different blocks which make up the wizard tower. The blocks corresponding
* to each integer are as follows (note that some blocks change depending on the biome):
* <p>
* 0 Nothing (keep existing block)<br>
* 1 Air (remove existing block)<br>
* 2 Floor (planks)<br>
* 3 Bookshelf<br>
* 4 Roof (stained clay)<br>
* 5 Floor slab (lower half)<br>
* 6 Floor slab (upper half)<br>
* 7 Wall (cobblestone by default)<br>
* 8 Glass pane<br>
* 9 Door (metadata is handled by the built-in vanilla method)<br>
* 10 Arcane workbench<br>
* 11 Torch (metadata is handled separately depending on adjacent blocks)<br>
* 12 Chest (only generates if the wizard is evil, otherwise places a bookshelf instead)
*/
private static final int[][][] towerBlueprintSmall = {
// x is horizontal, z is vertical, y is layers
{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 6, 5, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 9, 7, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 5, 1 ,1, 7, 0, 0},
{0, 0, 7, 6, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 0, 7, 0, 0, 0},
{0, 0, 0, 11,1, 11,0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 11,7, 0, 0},
{0, 0, 7, 5, 6, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 6, 7, 0, 0},
{0, 0, 7, 1, 1, 5, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 6, 5, 7, 0, 0},
{0, 0, 7, 11,1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 5, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 2, 2, 2, 7, 0, 0},
{0, 7, 1, 1, 1, 1, 2, 7, 0},
{0, 7, 5, 2, 2, 6, 2, 7, 0},
{0, 7, 2, 2, 2, 2, 2, 7, 0},
{0, 0, 7, 2, 2, 2, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 3, 3, 3, 7, 0, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 7, 1, 1, 10,1, 3, 7, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 7, 11,1, 11,7, 0, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 8, 1, 1, 1, 1, 3, 7, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 0, 7, 11,1, 11,7, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 4, 7, 7, 7, 4, 0, 0},
{0, 4, 7, 1, 1, 1, 7, 4, 0},
{4, 7, 1, 1, 1, 1, 3, 7, 4},
{4, 7, 1, 1, 1, 1, 3, 7, 4},
{4, 7, 1, 1, 1, 1, 12,7, 4},
{0, 4, 7, 1, 1, 1, 7, 4, 0},
{0, 0, 4, 7, 7, 7, 4, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 4, 1, 1, 1, 1, 1, 4, 0},
{0, 4, 1, 1, 1, 1, 1, 4, 0},
{0, 4, 1, 1, 1, 1, 1, 4, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
}
};
/**
* 3D matrix of integers representing the different blocks which make up the wizard tower. The blocks corresponding
* to each integer are as follows (note that some blocks change depending on the biome):
* <p>
* 0 Nothing (keep existing block)<br>
* 1 Air (remove existing block)<br>
* 2 Floor (planks)<br>
* 3 Bookshelf<br>
* 4 Roof (stained clay)<br>
* 5 Floor slab (lower half)<br>
* 6 Floor slab (upper half)<br>
* 7 Wall (cobblestone by default)<br>
* 8 Glass pane<br>
* 9 Door (metadata is handled by the built-in vanilla method)<br>
* 10 Arcane workbench<br>
* 11 Torch (metadata is handled separately depending on adjacent blocks)<br>
* 12 Chest (only generates if the wizard is evil, otherwise places a bookshelf instead)
*/
private static final int[][][] towerBlueprintMedium = {
// x is horizontal, z is vertical, y is layers
{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 6, 5, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 9, 7, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 5, 1 ,1, 7, 0, 0},
{0, 0, 7, 6, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 0, 7, 0, 0, 0},
{0, 0, 0, 11,1, 11,0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 11,7, 0, 0},
{0, 0, 7, 5, 6, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 6, 7, 0, 0},
{0, 0, 7, 1, 1, 5, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 6, 5, 7, 0, 0},
{0, 0, 7, 11,1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 5, 1 ,1, 7, 0, 0},
{0, 0, 7, 6, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 11,7, 0, 0},
{0, 0, 7, 5, 6, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 6, 7, 0, 0},
{0, 0, 7, 1, 1, 5, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 6, 5, 7, 0, 0},
{0, 0, 7, 11,1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 5, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 2, 2, 2, 7, 0, 0},
{0, 7, 1, 1, 1, 1, 2, 7, 0},
{0, 7, 5, 2, 2, 6, 2, 7, 0},
{0, 7, 2, 2, 2, 2, 2, 7, 0},
{0, 0, 7, 2, 2, 2, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 3, 3, 3, 7, 0, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 7, 1, 1, 10,1, 3, 7, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 7, 11,1, 11,7, 0, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 8, 1, 1, 1, 1, 3, 7, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 0, 7, 11,1, 11,7, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 4, 7, 7, 7, 4, 0, 0},
{0, 4, 7, 1, 1, 1, 7, 4, 0},
{4, 7, 1, 1, 1, 1, 3, 7, 4},
{4, 7, 1, 1, 1, 1, 3, 7, 4},
{4, 7, 1, 1, 1, 1, 12,7, 4},
{0, 4, 7, 1, 1, 1, 7, 4, 0},
{0, 0, 4, 7, 7, 7, 4, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 4, 1, 1, 1, 1, 1, 4, 0},
{0, 4, 1, 1, 1, 1, 1, 4, 0},
{0, 4, 1, 1, 1, 1, 1, 4, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
}
};
/**
* 3D matrix of integers representing the different blocks which make up the wizard tower. The blocks corresponding
* to each integer are as follows (note that some blocks change depending on the biome):
* <p>
* 0 Nothing (keep existing block)<br>
* 1 Air (remove existing block)<br>
* 2 Floor (planks)<br>
* 3 Bookshelf<br>
* 4 Roof (stained clay)<br>
* 5 Floor slab (lower half)<br>
* 6 Floor slab (upper half)<br>
* 7 Wall (cobblestone by default)<br>
* 8 Glass pane<br>
* 9 Door (metadata is handled by the built-in vanilla method)<br>
* 10 Arcane workbench<br>
* 11 Torch (metadata is handled separately depending on adjacent blocks)<br>
* 12 Chest (only generates if the wizard is evil, otherwise places a bookshelf instead)
*/
private static final int[][][] towerBlueprintTall = {
// x is horizontal, z is vertical, y is layers
{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 6, 5, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 9, 7, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 5, 1 ,1, 7, 0, 0},
{0, 0, 7, 6, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 0, 7, 0, 0, 0},
{0, 0, 0, 11,1, 11,0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 11,7, 0, 0},
{0, 0, 7, 5, 6, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 6, 7, 0, 0},
{0, 0, 7, 1, 1, 5, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 6, 5, 7, 0, 0},
{0, 0, 7, 11,1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 5, 1 ,1, 7, 0, 0},
{0, 0, 7, 6, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 11,7, 0, 0},
{0, 0, 7, 5, 6, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 6, 7, 0, 0},
{0, 0, 7, 1, 1, 5, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 6, 5, 7, 0, 0},
{0, 0, 7, 11,1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 5, 1 ,1, 7, 0, 0},
{0, 0, 7, 6, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 11,7, 0, 0},
{0, 0, 7, 5, 6, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 6, 7, 0, 0},
{0, 0, 7, 1, 1, 5, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 1, 6, 5, 7, 0, 0},
{0, 0, 7, 11,1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 5, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 2, 2, 2, 7, 0, 0},
{0, 7, 1, 1, 1, 1, 2, 7, 0},
{0, 7, 5, 2, 2, 6, 2, 7, 0},
{0, 7, 2, 2, 2, 2, 2, 7, 0},
{0, 0, 7, 2, 2, 2, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 7, 3, 3, 3, 7, 0, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 7, 1, 1, 10,1, 3, 7, 0},
{0, 0, 7, 1, 1, 1, 7, 0, 0},
{0, 0, 0, 7, 7, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 7, 11,1, 11,7, 0, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 8, 1, 1, 1, 1, 3, 7, 0},
{0, 7, 1, 1, 1, 1, 3, 7, 0},
{0, 0, 7, 11,1, 11,7, 0, 0},
{0, 0, 0, 7, 8, 7, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 4, 7, 7, 7, 4, 0, 0},
{0, 4, 7, 1, 1, 1, 7, 4, 0},
{4, 7, 1, 1, 1, 1, 3, 7, 4},
{4, 7, 1, 1, 1, 1, 3, 7, 4},
{4, 7, 1, 1, 1, 1, 12,7, 4},
{0, 4, 7, 1, 1, 1, 7, 4, 0},
{0, 0, 4, 7, 7, 7, 4, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 4, 1, 1, 1, 1, 1, 4, 0},
{0, 4, 1, 1, 1, 1, 1, 4, 0},
{0, 4, 1, 1, 1, 1, 1, 4, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 4, 1, 1, 1, 4, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 0, 4, 4, 4, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 4, 1, 4, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 4, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
}
};
/**
* 3D matrix of integers representing the different blocks which make up the wizard tower. The blocks corresponding
* to each integer are as follows (note that some blocks change depending on the biome):
* <p>
* 0 Nothing (keep existing block)<br>
* 1 Air (remove existing block)<br>
* 2 Floor (planks)<br>
* 3 Bookshelf<br>
* 4 Roof (stained clay)<br>
* 5 Floor slab (lower half)<br>
* 6 Floor slab (upper half)<br>
* 7 Wall (cobblestone by default)<br>
* 8 Glass pane<br>
* 9 Door (metadata is handled by the built-in vanilla method)<br>
* 10 Arcane workbench<br>
* 11 Torch (metadata is handled separately depending on adjacent blocks)<br>
* 12 Chest (only generates if the wizard is evil, otherwise places a bookshelf instead)
*/
private static final int[][][] towerBlueprintDouble = {
// x is horizontal, z is vertical, y is layers
{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 6, 5, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 9, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 5, 1 ,1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 6, 1, 1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 0, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 11,1, 11,0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 8, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 11,7, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 5, 6, 1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 6, 7, 7, 7, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 5, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 6, 5, 7, 7, 7, 0, 0},
{0, 0, 0, 0, 7, 11,1, 1, 1, 1, 1, 7, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 7, 7, 0, 0},
{0, 0, 0, 0, 0, 7, 8, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 5, 1 ,1, 7, 7, 8, 7, 0},
{0, 0, 0, 0, 7, 6, 1, 1, 1, 1, 1, 8, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 7, 8, 7, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 8, 7, 0, 4, 4, 4, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 7, 7, 7, 4},
{0, 0, 0, 0, 7, 1, 1, 11,7, 1, 1, 7, 4},
{0, 0, 0, 0, 7, 5, 6, 1, 7, 7, 7, 7, 4},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 4, 4, 4, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 4, 4, 4, 0},
{0, 0, 0, 0, 7, 1, 1, 6, 7, 4, 1, 4, 0},
{0, 0, 0, 0, 7, 1, 1, 5, 7, 4, 4, 4, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 6, 5, 7, 0, 4, 0, 0},
{0, 0, 0, 0, 7, 11,1, 1, 7, 4, 1, 4, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 0, 4, 0, 0},
{0, 0, 0, 0, 0, 7, 8, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 5, 1, 1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 0, 4, 0, 0},
{0, 0, 0, 0, 7, 1, 1, 1, 7, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
},{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 7, 7, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7, 2, 2, 2, 7, 0, 0, 0, 0},
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