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70 lines
2.6 KiB
C++
70 lines
2.6 KiB
C++
#include "JungleBiome.h"
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#include <vector>
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#include "java/Class.h"
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#include "java/Random.h"
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#include "minecraft/world/level/Level.h"
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#include "minecraft/world/level/biome/Biome.h"
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#include "minecraft/world/level/biome/BiomeDecorator.h"
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#include "minecraft/world/level/levelgen/feature/BasicTreeFeature.h"
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#include "minecraft/world/level/levelgen/feature/GroundBushFeature.h"
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#include "minecraft/world/level/levelgen/feature/MegaTreeFeature.h"
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#include "minecraft/world/level/levelgen/feature/TallGrassFeature.h"
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#include "minecraft/world/level/levelgen/feature/TreeFeature.h"
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#include "minecraft/world/level/levelgen/feature/VinesFeature.h"
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#include "minecraft/world/level/tile/LeafTile.h"
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#include "minecraft/world/level/tile/TallGrassPlantTile.h"
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#include "minecraft/world/level/tile/Tile.h"
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#include "minecraft/world/level/tile/TreeTile.h"
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JungleBiome::JungleBiome(int id) : Biome(id) {
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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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if (random->nextInt(10) == 0) {
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return new BasicTree(
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false); // 4J used to return member fancyTree, now returning newly
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// created object so that caller can be consistently
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// resposible for cleanup
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}
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if (random->nextInt(2) == 0) {
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return new GroundBushFeature(TreeTile::JUNGLE_TRUNK,
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LeafTile::NORMAL_LEAF);
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}
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if (random->nextInt(3) == 0) {
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return new MegaTreeFeature(false, 10 + random->nextInt(20),
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TreeTile::JUNGLE_TRUNK,
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LeafTile::JUNGLE_LEAF);
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}
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return new TreeFeature(false, 4 + random->nextInt(7),
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TreeTile::JUNGLE_TRUNK, LeafTile::JUNGLE_LEAF, true);
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}
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Feature* JungleBiome::getGrassFeature(Random* random) {
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if (random->nextInt(4) == 0) {
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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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Biome::decorate(level, random, xo, zo);
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VinesFeature* vines = new VinesFeature();
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for (int i = 0; i < 50; i++) {
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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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} |