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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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4.1 kB · 140 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140#include "stdafx.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.level.biome.h"#include "net.minecraft.world.level.levelgen.structure.h"#include "ScatteredFeaturePieces.h"#include "RandomScatteredLargeFeature.h"
const wstring RandomScatteredLargeFeature::OPTION_SPACING = L"distance";vector<Biome *> RandomScatteredLargeFeature::allowedBiomes;
void RandomScatteredLargeFeature::staticCtor(){ allowedBiomes.push_back( Biome::desert ); allowedBiomes.push_back( Biome::desertHills ); allowedBiomes.push_back( Biome::jungle ); allowedBiomes.push_back( Biome::jungleHills ); allowedBiomes.push_back( Biome::swampland );}
void RandomScatteredLargeFeature::_init(){ spacing = 32; minSeparation = 8;
swamphutEnemies.push_back(new Biome::MobSpawnerData(eTYPE_WITCH, 1, 1, 1));}
RandomScatteredLargeFeature::RandomScatteredLargeFeature(){ _init();}
RandomScatteredLargeFeature::RandomScatteredLargeFeature(unordered_map<wstring, wstring> options){ _init();
for(AUTO_VAR(it, options.begin()); it != options.end(); ++it) { if (it->first.compare(OPTION_SPACING) == 0) { spacing = Mth::getInt(it->second, spacing, minSeparation + 1); } }}
wstring RandomScatteredLargeFeature::getFeatureName(){ return L"Temple";}
bool RandomScatteredLargeFeature::isFeatureChunk(int x, int z, bool bIsSuperflat){ int xx = x; int zz = z; if (x < 0) x -= spacing - 1; if (z < 0) z -= spacing - 1;
int xCenterFeatureChunk = x / spacing; int zCenterFeatureChunk = z / spacing; Random *r = level->getRandomFor(xCenterFeatureChunk, zCenterFeatureChunk, 14357617); xCenterFeatureChunk *= spacing; zCenterFeatureChunk *= spacing; xCenterFeatureChunk += r->nextInt(spacing - minSeparation); zCenterFeatureChunk += r->nextInt(spacing - minSeparation); x = xx; z = zz;
bool forcePlacement = false; LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions(); if( levelGenOptions != NULL ) { forcePlacement = levelGenOptions->isFeatureChunk(x,z,eFeature_Temples); }
if (forcePlacement || (x == xCenterFeatureChunk && z == zCenterFeatureChunk)) { Biome *biome = level->getBiomeSource()->getBiome(x * 16 + 8, z * 16 + 8); for (AUTO_VAR(it,allowedBiomes.begin()); it != allowedBiomes.end(); ++it) { Biome *a = *it; if (biome == a) { return true; } } }
return false;
}
StructureStart *RandomScatteredLargeFeature::createStructureStart(int x, int z){ return new ScatteredFeatureStart(level, random, x, z);}
RandomScatteredLargeFeature::ScatteredFeatureStart::ScatteredFeatureStart(){ // for reflection}
RandomScatteredLargeFeature::ScatteredFeatureStart::ScatteredFeatureStart(Level *level, Random *random, int chunkX, int chunkZ) : StructureStart(chunkX, chunkZ){ Biome *biome = level->getBiome(chunkX * 16 + 8, chunkZ * 16 + 8); if (biome == Biome::jungle || biome == Biome::jungleHills) { ScatteredFeaturePieces::JunglePyramidPiece *startRoom = new ScatteredFeaturePieces::JunglePyramidPiece(random, chunkX * 16, chunkZ * 16); pieces.push_back(startRoom); } else if (biome == Biome::swampland) { ScatteredFeaturePieces::SwamplandHut *startRoom = new ScatteredFeaturePieces::SwamplandHut(random, chunkX * 16, chunkZ * 16); pieces.push_back(startRoom); } else { ScatteredFeaturePieces::DesertPyramidPiece *startRoom = new ScatteredFeaturePieces::DesertPyramidPiece(random, chunkX * 16, chunkZ * 16); pieces.push_back(startRoom); }
calculateBoundingBox();}
bool RandomScatteredLargeFeature::isSwamphut(int cellX, int cellY, int cellZ){ StructureStart *structureAt = getStructureAt(cellX, cellY, cellZ); if (structureAt == NULL || !( dynamic_cast<ScatteredFeatureStart *>( structureAt ) ) || structureAt->pieces.empty()) { return false; } StructurePiece *first = NULL; AUTO_VAR(it, structureAt->pieces.begin()); if(it != structureAt->pieces.end() ) first = *it; return dynamic_cast<ScatteredFeaturePieces::SwamplandHut *>(first) != NULL;}
vector<Biome::MobSpawnerData *> *RandomScatteredLargeFeature::getSwamphutEnemies(){ return &swamphutEnemies;}