Files
MinecraftConsoles/Minecraft.World/JungleBiome.cpp
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

63 lines
1.8 KiB
C++

#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();
}