This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
139 lines
3.9 KiB
C++
139 lines
3.9 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.biome.h"
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#include "net.minecraft.world.level.levelgen.structure.h"
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#include "ScatteredFeaturePieces.h"
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#include "RandomScatteredLargeFeature.h"
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const wstring RandomScatteredLargeFeature::OPTION_SPACING = L"distance";
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vector<Biome *> RandomScatteredLargeFeature::allowedBiomes;
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void RandomScatteredLargeFeature::staticCtor()
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{
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allowedBiomes.push_back( Biome::desert );
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allowedBiomes.push_back( Biome::desertHills );
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allowedBiomes.push_back( Biome::jungle );
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allowedBiomes.push_back( Biome::jungleHills );
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allowedBiomes.push_back( Biome::swampland );
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}
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void RandomScatteredLargeFeature::_init()
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{
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spacing = 32;
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minSeparation = 8;
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swamphutEnemies.push_back(new Biome::MobSpawnerData(eTYPE_WITCH, 1, 1, 1));
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}
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RandomScatteredLargeFeature::RandomScatteredLargeFeature()
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{
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_init();
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}
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RandomScatteredLargeFeature::RandomScatteredLargeFeature(unordered_map<wstring, wstring> options)
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{
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_init();
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for(auto& option : options)
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{
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if (option.first.compare(OPTION_SPACING) == 0)
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{
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spacing = Mth::getInt(option.second, spacing, minSeparation + 1);
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}
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}
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}
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wstring RandomScatteredLargeFeature::getFeatureName()
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{
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return L"Temple";
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}
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bool RandomScatteredLargeFeature::isFeatureChunk(int x, int z, bool bIsSuperflat)
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{
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int xx = x;
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int zz = z;
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if (x < 0) x -= spacing - 1;
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if (z < 0) z -= spacing - 1;
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int xCenterFeatureChunk = x / spacing;
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int zCenterFeatureChunk = z / spacing;
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Random *r = level->getRandomFor(xCenterFeatureChunk, zCenterFeatureChunk, 14357617);
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xCenterFeatureChunk *= spacing;
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zCenterFeatureChunk *= spacing;
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xCenterFeatureChunk += r->nextInt(spacing - minSeparation);
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zCenterFeatureChunk += r->nextInt(spacing - minSeparation);
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x = xx;
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z = zz;
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bool forcePlacement = false;
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LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
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if( levelGenOptions != NULL )
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{
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forcePlacement = levelGenOptions->isFeatureChunk(x,z,eFeature_Temples);
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}
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if (forcePlacement || (x == xCenterFeatureChunk && z == zCenterFeatureChunk))
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{
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Biome *biome = level->getBiomeSource()->getBiome(x * 16 + 8, z * 16 + 8);
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for ( const auto& a : allowedBiomes)
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{
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if (biome == a)
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{
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return true;
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}
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}
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}
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return false;
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}
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StructureStart *RandomScatteredLargeFeature::createStructureStart(int x, int z)
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{
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return new ScatteredFeatureStart(level, random, x, z);
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}
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RandomScatteredLargeFeature::ScatteredFeatureStart::ScatteredFeatureStart()
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{
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// for reflection
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}
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RandomScatteredLargeFeature::ScatteredFeatureStart::ScatteredFeatureStart(Level *level, Random *random, int chunkX, int chunkZ) : StructureStart(chunkX, chunkZ)
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{
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Biome *biome = level->getBiome(chunkX * 16 + 8, chunkZ * 16 + 8);
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if (biome == Biome::jungle || biome == Biome::jungleHills)
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{
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ScatteredFeaturePieces::JunglePyramidPiece *startRoom = new ScatteredFeaturePieces::JunglePyramidPiece(random, chunkX * 16, chunkZ * 16);
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pieces.push_back(startRoom);
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}
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else if (biome == Biome::swampland)
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{
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ScatteredFeaturePieces::SwamplandHut *startRoom = new ScatteredFeaturePieces::SwamplandHut(random, chunkX * 16, chunkZ * 16);
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pieces.push_back(startRoom);
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}
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else
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{
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ScatteredFeaturePieces::DesertPyramidPiece *startRoom = new ScatteredFeaturePieces::DesertPyramidPiece(random, chunkX * 16, chunkZ * 16);
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pieces.push_back(startRoom);
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}
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calculateBoundingBox();
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}
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bool RandomScatteredLargeFeature::isSwamphut(int cellX, int cellY, int cellZ)
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{
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StructureStart *structureAt = getStructureAt(cellX, cellY, cellZ);
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if (structureAt == NULL || !( dynamic_cast<ScatteredFeatureStart *>( structureAt ) ) || structureAt->pieces.empty())
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{
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return false;
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}
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StructurePiece *first = NULL;
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auto it = structureAt->pieces.begin();
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if(it != structureAt->pieces.end() ) first = *it;
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return dynamic_cast<ScatteredFeaturePieces::SwamplandHut *>(first) != NULL;
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}
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vector<Biome::MobSpawnerData *> *RandomScatteredLargeFeature::getSwamphutEnemies()
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{
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return &swamphutEnemies;
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} |