4jcraft/Minecraft.World/WorldGen/Features/BonusChestFeature.cpp
2026-03-21 17:45:10 -05:00

99 lines
4.2 KiB
C++

#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<ChestTileEntity> chest =
std::dynamic_pointer_cast<ChestTileEntity>(
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;
}