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