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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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3.3 kB · 88 lines
C++
at master
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889#include "stdafx.h"#include "BonusChestFeature.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.level.tile.h"#include "net.minecraft.world.level.tile.entity.h"#include "WeighedTreasure.h"#include "StructurePiece.h"
BonusChestFeature::BonusChestFeature(WeighedTreasureArray treasureList, int numRolls) : treasureList(treasureList), numRolls(numRolls){}
// 4J - original virtual methodbool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z){ return place(level, random, x, y, z, false );}
// 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// 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// 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// 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// any surrounding torches where appropriate.
bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, bool force){ if( !force ) { int t = 0; while (((t = level->getTile(x, y, z)) == 0 || t == Tile::leaves_Id) && y > 1) y--;
if (y < 1) { return false; } y++; }
for (int i = 0; i < 4; i++) { int x2, y2, z2;
if( force ) { x2 = x; 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. // 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. z2 = z; } else { x2 = x + random->nextInt(4) - random->nextInt(4); y2 = y + random->nextInt(3) - random->nextInt(3); z2 = z + random->nextInt(4) - random->nextInt(4); }
if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2))) { level->setTileAndData(x2, y2, z2, Tile::chest_Id, 0, Tile::UPDATE_CLIENTS); shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2)); if (chest != NULL) { WeighedTreasure::addChestItems(random, treasureList, chest, numRolls); chest->isBonusChest = true; // 4J added } if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTileAndData(x2 - 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); } if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTileAndData(x2 + 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); } if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTileAndData(x2, y2, z2 - 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); } if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTileAndData(x2, y2, z2 + 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); } return true; } }
return false;}