#include "../../Platform/stdafx.h" #include "BonusChestFeature.h" #include "../../Headers/net.minecraft.world.level.h" #include "../../Headers/net.minecraft.world.level.tile.h" #include "../../Headers/net.minecraft.world.level.tile.entity.h" #include "../../Util/WeighedTreasure.h" #include "../Structures/StructurePiece.h" BonusChestFeature::BonusChestFeature(WeighedTreasureArray treasureList, int numRolls) : treasureList(treasureList), numRolls(numRolls) {} // 4J - original virtual method bool BonusChestFeature::place(Level* level, Random* random, int x, int y, int z) { return place(level, random, x, y, z, false); } // 4J - added force parameter - trying to keep this as similar as possible to // the original algorithm, but would also like it to definitely place a chest as // it doesn't necessarily find somewhere in the original java. This method is // called multple times for different x,y,z round the spawn point and force // signifies that this is the last time this will be called. In this case, just // place the chest exactly where the input parameters requested we place it (we // know this will be one tile above the top solid block of a randomn column), // and then do our best to place any surrounding torches where appropriate. bool BonusChestFeature::place(Level* level, Random* random, int x, int y, int z, bool force) { if (!force) { int t = 0; while (((t = level->getTile(x, y, z)) == 0 || t == Tile::leaves_Id) && y > 1) y--; if (y < 1) { return false; } y++; } for (int i = 0; i < 4; i++) { int x2, y2, z2; if (force) { x2 = x; y2 = y - 1; // 4J - the position passed in is actually two above // the top solid block, as the calling function adds 1 // to getTopSolidBlock, and that actually returns the // block above anyway. // this would explain why there is a while loop above here (not used // in force mode) to move the y back down again, shouldn't really be // needed if 1 wasn't added to the getTopSolidBlock return value. z2 = z; } else { x2 = x + random->nextInt(4) - random->nextInt(4); y2 = y + random->nextInt(3) - random->nextInt(3); z2 = z + random->nextInt(4) - random->nextInt(4); } if (force || (level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2))) { level->setTileAndData(x2, y2, z2, Tile::chest_Id, 0, Tile::UPDATE_CLIENTS); std::shared_ptr chest = std::dynamic_pointer_cast( level->getTileEntity(x2, y2, z2)); if (chest != NULL) { WeighedTreasure::addChestItems(random, treasureList, chest, numRolls); chest->isBonusChest = true; // 4J added } if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTileAndData(x2 - 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); } if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTileAndData(x2 + 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); } if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTileAndData(x2, y2, z2 - 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); } if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTileAndData(x2, y2, z2 + 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); } return true; } } return false; }