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