#include "JungleBiome.h" #include #include "java/Class.h" #include "java/Random.h" #include "minecraft/world/level/Level.h" #include "minecraft/world/level/biome/Biome.h" #include "minecraft/world/level/biome/BiomeDecorator.h" #include "minecraft/world/level/levelgen/feature/BasicTreeFeature.h" #include "minecraft/world/level/levelgen/feature/GroundBushFeature.h" #include "minecraft/world/level/levelgen/feature/MegaTreeFeature.h" #include "minecraft/world/level/levelgen/feature/TallGrassFeature.h" #include "minecraft/world/level/levelgen/feature/TreeFeature.h" #include "minecraft/world/level/levelgen/feature/VinesFeature.h" #include "minecraft/world/level/tile/LeafTile.h" #include "minecraft/world/level/tile/TallGrassPlantTile.h" #include "minecraft/world/level/tile/Tile.h" #include "minecraft/world/level/tile/TreeTile.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); 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); } }