Files
MinecraftConsoles/Minecraft.World/NetherBridgeFeature.cpp
ModMaker101 a9be52c41a Project modernization (#630)
* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
2026-03-08 09:56:03 +07:00

131 lines
3.5 KiB
C++

#include "stdafx.h"
#include "Biome.h"
#include "NetherBridgeFeature.h"
#include "NetherBridgePieces.h"
#include "MobSpawner.h"
#include "net.minecraft.world.entity.monster.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.dimension.h"
NetherBridgeFeature::NetherBridgeFeature() : StructureFeature()
{
bridgeEnemies.push_back(new Biome::MobSpawnerData(eTYPE_BLAZE, 10, 2, 3));
bridgeEnemies.push_back(new Biome::MobSpawnerData(eTYPE_PIGZOMBIE, 5, 4, 4));
bridgeEnemies.push_back(new Biome::MobSpawnerData(eTYPE_SKELETON, 10, 4, 4));
bridgeEnemies.push_back(new Biome::MobSpawnerData(eTYPE_LAVASLIME, 3, 4, 4));
isSpotSelected=false;
netherFortressPos = nullptr;
}
NetherBridgeFeature::~NetherBridgeFeature()
{
if( netherFortressPos != nullptr ) delete netherFortressPos;
}
wstring NetherBridgeFeature::getFeatureName()
{
return L"Fortress";
}
vector<Biome::MobSpawnerData *> *NetherBridgeFeature::getBridgeEnemies()
{
return &bridgeEnemies;
}
bool NetherBridgeFeature::isFeatureChunk(int x, int z, bool bIsSuperflat)
{
// 4J Stu - New implementation to force a nether fortress
if (!isSpotSelected)
{
// Set the random
random->setSeed(level->getSeed());
random->nextInt();
// Due to our nether size we want to accept chunks in the range [(-3,-3),(3,3)] (7x7). This is 49 possible chunks that should give
// the fortress enough room to grow within our limited nether
int chunk = random->nextInt(49);
int xCoord = chunk % 7;
int zCoord = chunk / 7;
netherFortressPos = new ChunkPos(xCoord, zCoord);
isSpotSelected = true;
}
bool forcePlacement = false;
LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
if( levelGenOptions != nullptr )
{
forcePlacement = levelGenOptions->isFeatureChunk(x,z,eFeature_NetherBridge);
}
if(forcePlacement || (x == netherFortressPos->x && z == netherFortressPos->z) ) return true;
#ifdef _LARGE_WORLDS
int xzSize = level->dimension->getXZSize();
if(xzSize > 30)
{
// For large worlds, lets allow the PC version of the spawning to place nether fortresses (plus the one we forced above)
int cx = x >> 4;
int cz = z >> 4;
random->setSeed(cx ^ (cz << 4) ^ level->getSeed());
random->nextInt();
if (random->nextInt(3) != 0)
{
return false;
}
if (x != ((cx << 4) + 4 + random->nextInt(8)))
{
return false;
}
if (z != ((cz << 4) + 4 + random->nextInt(8)))
{
return false;
}
return true;
}
#endif
return false;
}
StructureStart *NetherBridgeFeature::createStructureStart(int x, int z)
{
return new NetherBridgeStart(level, random, x, z);
}
void NetherBridgeFeature::clearCachedBuildings()
{
cachedStructures.clear();
}
NetherBridgeFeature::NetherBridgeStart::NetherBridgeStart()
{
// for reflection
}
NetherBridgeFeature::NetherBridgeStart::NetherBridgeStart(Level *level, Random *random, int chunkX, int chunkZ) : StructureStart(chunkX, chunkZ)
{
NetherBridgePieces::StartPiece *start = new NetherBridgePieces::StartPiece(random, (chunkX << 4) + 2, (chunkZ << 4) + 2, level);
pieces.push_back(start);
start->addChildren(start, &pieces, random);
vector<StructurePiece *> *pendingChildren = &start->pendingChildren;
while (!pendingChildren->empty())
{
int pos = random->nextInt(static_cast<int>(pendingChildren->size()));
auto it = pendingChildren->begin() + pos;
StructurePiece *structurePiece = *it;
pendingChildren->erase(it);
structurePiece->addChildren(start, &pieces, random);
}
calculateBoundingBox();
moveInsideHeights(level, random, 48, 70);
}