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88
Minecraft.World/BonusChestFeature.cpp
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88
Minecraft.World/BonusChestFeature.cpp
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#include "stdafx.h"
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#include "BonusChestFeature.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.level.tile.entity.h"
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#include "WeighedTreasure.h"
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#include "StructurePiece.h"
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BonusChestFeature::BonusChestFeature(WeighedTreasureArray treasureList, int numRolls) : treasureList(treasureList), numRolls(numRolls)
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{
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}
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// 4J - original virtual method
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bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z)
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{
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return place(level, random, x, y, z, false );
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}
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// 4J - added force parameter - trying to keep this as similar as possible to the original algorithm, but would also like it to definitely place a
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// chest as it doesn't necessarily find somewhere in the original java. This method is called multple times for different x,y,z round the
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// spawn point and force signifies that this is the last time this will be called. In this case, just place the chest exactly where the input
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// parameters requested we place it (we know this will be one tile above the top solid block of a randomn column), and then do our best to place
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// any surrounding torches where appropriate.
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bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, bool force)
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{
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if( !force )
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{
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int t = 0;
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while (((t = level->getTile(x, y, z)) == 0 || t == Tile::leaves_Id) && y > 1)
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y--;
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if (y < 1)
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{
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return false;
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}
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y++;
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}
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for (int i = 0; i < 4; i++)
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{
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int x2, y2, z2;
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if( force )
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{
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x2 = x;
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y2 = y - 1; // 4J - the position passed in is actually two above the top solid block, as the calling function adds 1 to getTopSolidBlock, and that actually returns the block above anyway.
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// this would explain why there is a while loop above here (not used in force mode) to move the y back down again, shouldn't really be needed if 1 wasn't added to the getTopSolidBlock return value.
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z2 = z;
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}
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else
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{
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x2 = x + random->nextInt(4) - random->nextInt(4);
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y2 = y + random->nextInt(3) - random->nextInt(3);
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z2 = z + random->nextInt(4) - random->nextInt(4);
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}
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if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2)))
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{
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level->setTile(x2, y2, z2, Tile::chest_Id);
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shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2));
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if (chest != NULL)
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{
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WeighedTreasure::addChestItems(random, treasureList, chest, numRolls);
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chest->isBonusChest = true; // 4J added
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}
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if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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{
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level->setTile(x2 - 1, y2, z2, Tile::torch_Id);
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}
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if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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{
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level->setTile(x2 + 1, y2, z2, Tile::torch_Id);
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}
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if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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{
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level->setTile(x2, y2, z2 - 1, Tile::torch_Id);
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}
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if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
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{
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level->setTile(x2, y2, z2 + 1, Tile::torch_Id);
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}
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return true;
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}
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}
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return false;
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}
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