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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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1.9 kB · 63 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263#include "stdafx.h"#include "net.minecraft.world.level.biome.h"#include "net.minecraft.world.level.levelgen.feature.h"#include "net.minecraft.world.level.tile.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.entity.animal.h"#include "JungleBiome.h"
JungleBiome::JungleBiome(int id) : Biome(id){ decorator->treeCount = 50; decorator->grassCount = 25; decorator->flowerCount = 4;
enemies.push_back(new MobSpawnerData(eTYPE_OCELOT, 2, 1, 1));
// make chicken a lot more common in the jungle friendlies.push_back(new MobSpawnerData(eTYPE_CHICKEN, 10, 4, 4));}
Feature *JungleBiome::getTreeFeature(Random *random){ if (random->nextInt(10) == 0) { return new BasicTree(false); // 4J used to return member fancyTree, now returning newly created object so that caller can be consistently resposible for cleanup } if (random->nextInt(2) == 0) { return new GroundBushFeature(TreeTile::JUNGLE_TRUNK, LeafTile::NORMAL_LEAF); } if (random->nextInt(3) == 0) { return new MegaTreeFeature(false, 10 + random->nextInt(20), TreeTile::JUNGLE_TRUNK, LeafTile::JUNGLE_LEAF); } return new TreeFeature(false, 4 + random->nextInt(7), TreeTile::JUNGLE_TRUNK, LeafTile::JUNGLE_LEAF, true);}
Feature *JungleBiome::getGrassFeature(Random *random){ if (random->nextInt(4) == 0) { return new TallGrassFeature(Tile::tallgrass_Id, TallGrass::FERN); } return new TallGrassFeature(Tile::tallgrass_Id, TallGrass::TALL_GRASS);}
void JungleBiome::decorate(Level *level, Random *random, int xo, int zo){ Biome::decorate(level, random, xo, zo);
PIXBeginNamedEvent(0, "Adding vines"); VinesFeature *vines = new VinesFeature();
for (int i = 0; i < 50; i++) { int x = xo + random->nextInt(16) + 8; int y = Level::genDepth / 2; int z = zo + random->nextInt(16) + 8; vines->place(level, random, x, y, z); } PIXEndNamedEvent();}