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used compilation to change savanna biome generation and savanna tree teatures using abstractTreeFeature that was missing.
76 lines
1.8 KiB
C++
76 lines
1.8 KiB
C++
#pragma once
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class Direction
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{
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public:
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static const int UNDEFINED = -1;
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static const int SOUTH = 0;
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static const int WEST = 1;
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static const int NORTH = 2;
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static const int EAST = 3;
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static const int STEP_X[];
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static const int STEP_Z[];
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static const wstring NAMES[];;
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// for [direction] it gives [tile-face]
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static int DIRECTION_FACING[];
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// for [facing] it gives [direction]
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static int FACING_DIRECTION[];
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// for [direction] it gives [opposite direction]
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static int DIRECTION_OPPOSITE[];
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// for [direction] it gives [90 degrees clockwise direction]
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static int DIRECTION_CLOCKWISE[];
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// for [direction] it gives [90 degrees counter-clockwise direction]
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static int DIRECTION_COUNTER_CLOCKWISE[];
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// for [direction][world-facing] it gives [tile-facing]
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static int RELATIVE_DIRECTION_FACING[4][6];
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static int getDirection(double xd, double zd);
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static int getDirection(int x0, int z0, int x1, int z1);
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static int getStepX(int direction) {
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switch (direction) {
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case WEST: return -1;
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case EAST: return 1;
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default: return 0;
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}
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}
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static int getStepZ(int direction) {
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switch (direction) {
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case NORTH: return -1;
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case SOUTH: return 1;
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default: return 0;
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}
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}
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static int getStepY(int direction) {
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return 0;
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}
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class Plane
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{
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public:
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static int getRandomFace(Random* random)
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{
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static const int horizontal[4] = {
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Direction::SOUTH,
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Direction::WEST,
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Direction::NORTH,
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Direction::EAST
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};
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return horizontal[random->nextInt(4)];
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}
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};
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};
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