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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.World/ScatteredFeaturePieces.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.World/ScatteredFeaturePieces.cpp')
-rw-r--r--Minecraft.World/ScatteredFeaturePieces.cpp537
1 files changed, 537 insertions, 0 deletions
diff --git a/Minecraft.World/ScatteredFeaturePieces.cpp b/Minecraft.World/ScatteredFeaturePieces.cpp
new file mode 100644
index 00000000..07c2e7e6
--- /dev/null
+++ b/Minecraft.World/ScatteredFeaturePieces.cpp
@@ -0,0 +1,537 @@
+#include "stdafx.h"
+#include "net.minecraft.h"
+#include "net.minecraft.world.item.h"
+#include "net.minecraft.world.level.dimension.h"
+#include "net.minecraft.world.level.h"
+#include "net.minecraft.world.level.tile.h"
+#include "WeighedTreasure.h"
+#include "ScatteredFeaturePieces.h"
+
+ScatteredFeaturePieces::ScatteredFeaturePiece::ScatteredFeaturePiece(Random *random, int west, int floor, int north, int width, int height, int depth) : StructurePiece(0)
+{
+ heightPosition = -1;
+ this->width = width;
+ this->height = height;
+ this->depth = depth;
+
+ orientation = random->nextInt(4);
+
+ switch (orientation)
+ {
+ case Direction::NORTH:
+ case Direction::SOUTH:
+ boundingBox = new BoundingBox(west, floor, north, west + width - 1, floor + height - 1, north + depth - 1);
+ break;
+ default:
+ boundingBox = new BoundingBox(west, floor, north, west + depth - 1, floor + height - 1, north + width - 1);
+ break;
+ }
+}
+
+bool ScatteredFeaturePieces::ScatteredFeaturePiece::updateAverageGroundHeight(Level *level, BoundingBox *chunkBB, int offset)
+{
+ if (heightPosition >= 0)
+ {
+ return true;
+ }
+
+ int total = 0;
+ int count = 0;
+ for (int z = boundingBox->z0; z <= boundingBox->z1; z++)
+ {
+ for (int x = boundingBox->x0; x <= boundingBox->x1; x++)
+ {
+ if (chunkBB->isInside(x, 64, z))
+ {
+ total += max(level->getTopSolidBlock(x, z), level->dimension->getSpawnYPosition());
+ count++;
+ }
+ }
+ }
+
+ if (count == 0)
+ {
+ return false;
+ }
+ heightPosition = total / count;
+ boundingBox->move(0, heightPosition - boundingBox->y0 + offset, 0);
+ return true;
+}
+
+WeighedTreasure *ScatteredFeaturePieces::DesertPyramidPiece::treasureItems[ScatteredFeaturePieces::DesertPyramidPiece::TREASURE_ITEMS_COUNT] =
+{
+ new WeighedTreasure(Item::diamond_Id, 0, 1, 3, 3),
+ new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 10),
+ new WeighedTreasure(Item::goldIngot_Id, 0, 2, 7, 15),
+ new WeighedTreasure(Item::emerald_Id, 0, 1, 3, 2),
+ new WeighedTreasure(Item::bone_Id, 0, 4, 6, 20),
+ new WeighedTreasure(Item::rotten_flesh_Id, 0, 3, 7, 16),
+};
+
+ScatteredFeaturePieces::DesertPyramidPiece::DesertPyramidPiece(Random *random, int west, int north) : ScatteredFeaturePiece(random, west, 64, north, 21, 15, 21)
+{
+ hasPlacedChest[0] = false;
+ hasPlacedChest[1] = false;
+ hasPlacedChest[2] = false;
+ hasPlacedChest[3] = false;
+}
+
+bool ScatteredFeaturePieces::DesertPyramidPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ // pyramid
+ generateBox(level, chunkBB, 0, -4, 0, width - 1, 0, depth - 1, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ for (int pos = 1; pos <= 9; pos++)
+ {
+ generateBox(level, chunkBB, pos, pos, pos, width - 1 - pos, pos, depth - 1 - pos, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, pos + 1, pos, pos + 1, width - 2 - pos, pos, depth - 2 - pos, 0, 0, false);
+ }
+ for (int x = 0; x < width; x++)
+ {
+ for (int z = 0; z < depth; z++)
+ {
+ fillColumnDown(level, Tile::sandStone_Id, 0, x, -5, z, chunkBB);
+ }
+ }
+
+ int stairsNorth = getOrientationData(Tile::stairs_sandstone_Id, 3);
+ int stairsSouth = getOrientationData(Tile::stairs_sandstone_Id, 2);
+ int stairsEast = getOrientationData(Tile::stairs_sandstone_Id, 0);
+ int stairsWest = getOrientationData(Tile::stairs_sandstone_Id, 1);
+ int baseDecoColor = ~DyePowderItem::ORANGE & 0xf;
+ int blue = ~DyePowderItem::BLUE & 0xf;
+
+ // towers
+ generateBox(level, chunkBB, 0, 0, 0, 4, 9, 4, Tile::sandStone_Id, 0, false);
+ generateBox(level, chunkBB, 1, 10, 1, 3, 10, 3, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsNorth, 2, 10, 0, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsSouth, 2, 10, 4, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsEast, 0, 10, 2, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsWest, 4, 10, 2, chunkBB);
+ generateBox(level, chunkBB, width - 5, 0, 0, width - 1, 9, 4, Tile::sandStone_Id, 0, false);
+ generateBox(level, chunkBB, width - 4, 10, 1, width - 2, 10, 3, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsNorth, width - 3, 10, 0, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsSouth, width - 3, 10, 4, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsEast, width - 5, 10, 2, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsWest, width - 1, 10, 2, chunkBB);
+
+ // entrance
+ generateBox(level, chunkBB, 8, 0, 0, 12, 4, 4, Tile::sandStone_Id, 0, false);
+ generateBox(level, chunkBB, 9, 1, 0, 11, 3, 4, 0, 0, false);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 9, 1, 1, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 9, 2, 1, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 9, 3, 1, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 10, 3, 1, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 11, 3, 1, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 11, 2, 1, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 11, 1, 1, chunkBB);
+
+ // tower pathways
+ generateBox(level, chunkBB, 4, 1, 1, 8, 3, 3, Tile::sandStone_Id, 0, false);
+ generateBox(level, chunkBB, 4, 1, 2, 8, 2, 2, 0, 0, false);
+ generateBox(level, chunkBB, 12, 1, 1, 16, 3, 3, Tile::sandStone_Id, 0, false);
+ generateBox(level, chunkBB, 12, 1, 2, 16, 2, 2, 0, 0, false);
+
+ // hall floor and pillars
+ generateBox(level, chunkBB, 5, 4, 5, width - 6, 4, depth - 6, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, 9, 4, 9, 11, 4, 11, 0, 0, false);
+ generateBox(level, chunkBB, 8, 1, 8, 8, 3, 8, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, false);
+ generateBox(level, chunkBB, 12, 1, 8, 12, 3, 8, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, false);
+ generateBox(level, chunkBB, 8, 1, 12, 8, 3, 12, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, false);
+ generateBox(level, chunkBB, 12, 1, 12, 12, 3, 12, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, false);
+
+ // catwalks
+ generateBox(level, chunkBB, 1, 1, 5, 4, 4, 11, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, width - 5, 1, 5, width - 2, 4, 11, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, 6, 7, 9, 6, 7, 11, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, width - 7, 7, 9, width - 7, 7, 11, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, 5, 5, 9, 5, 7, 11, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, false);
+ generateBox(level, chunkBB, width - 6, 5, 9, width - 6, 7, 11, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, false);
+ placeBlock(level, 0, 0, 5, 5, 10, chunkBB);
+ placeBlock(level, 0, 0, 5, 6, 10, chunkBB);
+ placeBlock(level, 0, 0, 6, 6, 10, chunkBB);
+ placeBlock(level, 0, 0, width - 6, 5, 10, chunkBB);
+ placeBlock(level, 0, 0, width - 6, 6, 10, chunkBB);
+ placeBlock(level, 0, 0, width - 7, 6, 10, chunkBB);
+
+ // tower stairs
+ generateBox(level, chunkBB, 2, 4, 4, 2, 6, 4, 0, 0, false);
+ generateBox(level, chunkBB, width - 3, 4, 4, width - 3, 6, 4, 0, 0, false);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsNorth, 2, 4, 5, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsNorth, 2, 3, 4, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsNorth, width - 3, 4, 5, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsNorth, width - 3, 3, 4, chunkBB);
+ generateBox(level, chunkBB, 1, 1, 3, 2, 2, 3, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, width - 3, 1, 3, width - 2, 2, 3, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ placeBlock(level, Tile::stairs_sandstone_Id, 0, 1, 1, 2, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, 0, width - 2, 1, 2, chunkBB);
+ placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, 1, 2, 2, chunkBB);
+ placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, width - 2, 2, 2, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsWest, 2, 1, 2, chunkBB);
+ placeBlock(level, Tile::stairs_sandstone_Id, stairsEast, width - 3, 1, 2, chunkBB);
+
+ // indoor decoration
+ generateBox(level, chunkBB, 4, 3, 5, 4, 3, 18, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, width - 5, 3, 5, width - 5, 3, 17, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, 3, 1, 5, 4, 2, 16, 0, 0, false);
+ generateBox(level, chunkBB, width - 6, 1, 5, width - 5, 2, 16, 0, 0, false);
+ for (int z = 5; z <= 17; z += 2)
+ {
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 4, 1, z, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, 4, 2, z, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, width - 5, 1, z, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, width - 5, 2, z, chunkBB);
+ }
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 10, 0, 7, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 10, 0, 8, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 9, 0, 9, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 11, 0, 9, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 8, 0, 10, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 12, 0, 10, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 7, 0, 10, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 13, 0, 10, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 9, 0, 11, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 11, 0, 11, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 10, 0, 12, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 10, 0, 13, chunkBB);
+ placeBlock(level, Tile::cloth_Id, blue, 10, 0, 10, chunkBB);
+
+ // outdoor decoration
+ for (int x = 0; x <= width - 1; x += width - 1)
+ {
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 2, 1, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 2, 2, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 2, 3, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 3, 1, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 3, 2, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 3, 3, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 4, 1, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, x, 4, 2, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 4, 3, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 5, 1, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 5, 2, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 5, 3, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 6, 1, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, x, 6, 2, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 6, 3, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 7, 1, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 7, 2, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 7, 3, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 8, 1, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 8, 2, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 8, 3, chunkBB);
+ }
+ for (int x = 2; x <= width - 3; x += width - 3 - 2)
+ {
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x - 1, 2, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 2, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x + 1, 2, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x - 1, 3, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 3, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x + 1, 3, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x - 1, 4, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, x, 4, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x + 1, 4, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x - 1, 5, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 5, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x + 1, 5, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x - 1, 6, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, x, 6, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x + 1, 6, 00, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x - 1, 7, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x, 7, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, x + 1, 7, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x - 1, 8, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x, 8, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, x + 1, 8, 0, chunkBB);
+ }
+ generateBox(level, chunkBB, 8, 4, 0, 12, 6, 0, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, false);
+ placeBlock(level, 0, 0, 8, 6, 0, chunkBB);
+ placeBlock(level, 0, 0, 12, 6, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 9, 5, 0, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, 10, 5, 0, chunkBB);
+ placeBlock(level, Tile::cloth_Id, baseDecoColor, 11, 5, 0, chunkBB);
+
+ // tombs
+ generateBox(level, chunkBB, 8, -14, 8, 12, -11, 12, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, false);
+ generateBox(level, chunkBB, 8, -10, 8, 12, -10, 12, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, false);
+ generateBox(level, chunkBB, 8, -9, 8, 12, -9, 12, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, false);
+ generateBox(level, chunkBB, 8, -8, 8, 12, -1, 12, Tile::sandStone_Id, Tile::sandStone_Id, false);
+ generateBox(level, chunkBB, 9, -11, 9, 11, -1, 11, 0, 0, false);
+ placeBlock(level, Tile::pressurePlate_stone_Id, 0, 10, -11, 10, chunkBB);
+ generateBox(level, chunkBB, 9, -13, 9, 11, -13, 11, Tile::tnt_Id, 0, false);
+ placeBlock(level, 0, 0, 8, -11, 10, chunkBB);
+ placeBlock(level, 0, 0, 8, -10, 10, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, 7, -10, 10, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 7, -11, 10, chunkBB);
+ placeBlock(level, 0, 0, 12, -11, 10, chunkBB);
+ placeBlock(level, 0, 0, 12, -10, 10, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, 13, -10, 10, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 13, -11, 10, chunkBB);
+ placeBlock(level, 0, 0, 10, -11, 8, chunkBB);
+ placeBlock(level, 0, 0, 10, -10, 8, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, 10, -10, 7, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 10, -11, 7, chunkBB);
+ placeBlock(level, 0, 0, 10, -11, 12, chunkBB);
+ placeBlock(level, 0, 0, 10, -10, 12, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_HEIROGLYPHS, 10, -10, 13, chunkBB);
+ placeBlock(level, Tile::sandStone_Id, SandStoneTile::TYPE_SMOOTHSIDE, 10, -11, 13, chunkBB);
+
+ // chests!
+ for (int i = 0; i < 4; i++)
+ {
+ if (!hasPlacedChest[i])
+ {
+ int xo = Direction::STEP_X[i] * 2;
+ int zo = Direction::STEP_Z[i] * 2;
+ hasPlacedChest[i] = createChest(level, chunkBB, random, 10 + xo, -11, 10 + zo, WeighedTreasure::addToTreasure(WeighedTreasureArray(treasureItems,TREASURE_ITEMS_COUNT), Item::enchantedBook->createForRandomTreasure(random)), 2 + random->nextInt(5));
+ }
+ }
+
+ return true;
+}
+
+WeighedTreasure *ScatteredFeaturePieces::JunglePyramidPiece::treasureItems[ScatteredFeaturePieces::JunglePyramidPiece::TREASURE_ITEMS_COUNT] =
+{
+ new WeighedTreasure(Item::diamond_Id, 0, 1, 3, 3),
+ new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 10),
+ new WeighedTreasure(Item::goldIngot_Id, 0, 2, 7, 15),
+ new WeighedTreasure(Item::emerald_Id, 0, 1, 3, 2),
+ new WeighedTreasure(Item::bone_Id, 0, 4, 6, 20),
+ new WeighedTreasure(Item::rotten_flesh_Id, 0, 3, 7, 16),
+};
+
+
+WeighedTreasure *ScatteredFeaturePieces::JunglePyramidPiece::dispenserItems[ScatteredFeaturePieces::JunglePyramidPiece::DISPENSER_ITEMS_COUNT] =
+{
+ new WeighedTreasure(Item::arrow_Id, 0, 2, 7, 30),
+ // new WeighedTreasure(Item.fireball.id, 0, 1, 1, 10),
+};
+
+ScatteredFeaturePieces::JunglePyramidPiece::JunglePyramidPiece(Random *random, int west, int north) : ScatteredFeaturePiece(random, west, 64, north, 12, 10, 15)
+{
+ placedMainChest = false;
+ placedHiddenChest = false;
+ placedTrap1 = false;
+ placedTrap2 = false;
+}
+
+bool ScatteredFeaturePieces::JunglePyramidPiece::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
+{
+ if (!updateAverageGroundHeight(level, chunkBB, 0))
+ {
+ return false;
+ }
+
+ int stairsNorth = getOrientationData(Tile::stairs_stone_Id, 3);
+ int stairsSouth = getOrientationData(Tile::stairs_stone_Id, 2);
+ int stairsEast = getOrientationData(Tile::stairs_stone_Id, 0);
+ int stairsWest = getOrientationData(Tile::stairs_stone_Id, 1);
+
+ // floor
+ generateBox(level, chunkBB, 0, -4, 0, width - 1, 0, depth - 1, false, random, &stoneSelector);
+
+ // first floor walls
+ generateBox(level, chunkBB, 2, 1, 2, 9, 2, 2, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 2, 1, 12, 9, 2, 12, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 2, 1, 3, 2, 2, 11, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 9, 1, 3, 9, 2, 11, false, random, &stoneSelector);
+
+ // second floor walls
+ generateBox(level, chunkBB, 1, 3, 1, 10, 6, 1, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 1, 3, 13, 10, 6, 13, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 1, 3, 2, 1, 6, 12, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 10, 3, 2, 10, 6, 12, false, random, &stoneSelector);
+
+ // roof levels
+ generateBox(level, chunkBB, 2, 3, 2, 9, 3, 12, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 2, 6, 2, 9, 6, 12, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 3, 7, 3, 8, 7, 11, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 4, 8, 4, 7, 8, 10, false, random, &stoneSelector);
+
+ // clear interior
+ generateAirBox(level, chunkBB, 3, 1, 3, 8, 2, 11);
+ generateAirBox(level, chunkBB, 4, 3, 6, 7, 3, 9);
+ generateAirBox(level, chunkBB, 2, 4, 2, 9, 5, 12);
+ generateAirBox(level, chunkBB, 4, 6, 5, 7, 6, 9);
+ generateAirBox(level, chunkBB, 5, 7, 6, 6, 7, 8);
+
+ // doors and windows
+ generateAirBox(level, chunkBB, 5, 1, 2, 6, 2, 2);
+ generateAirBox(level, chunkBB, 5, 2, 12, 6, 2, 12);
+ generateAirBox(level, chunkBB, 5, 5, 1, 6, 5, 1);
+ generateAirBox(level, chunkBB, 5, 5, 13, 6, 5, 13);
+ placeBlock(level, 0, 0, 1, 5, 5, chunkBB);
+ placeBlock(level, 0, 0, 10, 5, 5, chunkBB);
+ placeBlock(level, 0, 0, 1, 5, 9, chunkBB);
+ placeBlock(level, 0, 0, 10, 5, 9, chunkBB);
+
+ // outside decoration
+ for (int z = 0; z <= 14; z += 14)
+ {
+ generateBox(level, chunkBB, 2, 4, z, 2, 5, z, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 4, 4, z, 4, 5, z, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 7, 4, z, 7, 5, z, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 9, 4, z, 9, 5, z, false, random, &stoneSelector);
+ }
+ generateBox(level, chunkBB, 5, 6, 0, 6, 6, 0, false, random, &stoneSelector);
+ for (int x = 0; x <= 11; x += 11)
+ {
+ for (int z = 2; z <= 12; z += 2)
+ {
+ generateBox(level, chunkBB, x, 4, z, x, 5, z, false, random, &stoneSelector);
+ }
+ generateBox(level, chunkBB, x, 6, 5, x, 6, 5, false, random, &stoneSelector);
+ generateBox(level, chunkBB, x, 6, 9, x, 6, 9, false, random, &stoneSelector);
+ }
+ generateBox(level, chunkBB, 2, 7, 2, 2, 9, 2, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 9, 7, 2, 9, 9, 2, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 2, 7, 12, 2, 9, 12, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 9, 7, 12, 9, 9, 12, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 4, 9, 4, 4, 9, 4, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 7, 9, 4, 7, 9, 4, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 4, 9, 10, 4, 9, 10, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 7, 9, 10, 7, 9, 10, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 5, 9, 7, 6, 9, 7, false, random, &stoneSelector);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 5, 9, 6, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 6, 9, 6, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsSouth, 5, 9, 8, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsSouth, 6, 9, 8, chunkBB);
+
+ // front stairs
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 4, 0, 0, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 5, 0, 0, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 6, 0, 0, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 7, 0, 0, chunkBB);
+
+ // indoor stairs up
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 4, 1, 8, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 4, 2, 9, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 4, 3, 10, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 7, 1, 8, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 7, 2, 9, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsNorth, 7, 3, 10, chunkBB);
+ generateBox(level, chunkBB, 4, 1, 9, 4, 1, 9, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 7, 1, 9, 7, 1, 9, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 4, 1, 10, 7, 2, 10, false, random, &stoneSelector);
+
+ // indoor hand rail
+ generateBox(level, chunkBB, 5, 4, 5, 6, 4, 5, false, random, &stoneSelector);
+ placeBlock(level, Tile::stairs_stone_Id, stairsEast, 4, 4, 5, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsWest, 7, 4, 5, chunkBB);
+
+ // indoor stairs down
+ for (int i = 0; i < 4; i++)
+ {
+ placeBlock(level, Tile::stairs_stone_Id, stairsSouth, 5, 0 - i, 6 + i, chunkBB);
+ placeBlock(level, Tile::stairs_stone_Id, stairsSouth, 6, 0 - i, 6 + i, chunkBB);
+ generateAirBox(level, chunkBB, 5, 0 - i, 7 + i, 6, 0 - i, 9 + i);
+ }
+
+ // underground corridors
+ generateAirBox(level, chunkBB, 1, -3, 12, 10, -1, 13);
+ generateAirBox(level, chunkBB, 1, -3, 1, 3, -1, 13);
+ generateAirBox(level, chunkBB, 1, -3, 1, 9, -1, 5);
+ for (int z = 1; z <= 13; z += 2)
+ {
+ generateBox(level, chunkBB, 1, -3, z, 1, -2, z, false, random, &stoneSelector);
+ }
+ for (int z = 2; z <= 12; z += 2)
+ {
+ generateBox(level, chunkBB, 1, -1, z, 3, -1, z, false, random, &stoneSelector);
+ }
+ generateBox(level, chunkBB, 2, -2, 1, 5, -2, 1, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 7, -2, 1, 9, -2, 1, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 6, -3, 1, 6, -3, 1, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 6, -1, 1, 6, -1, 1, false, random, &stoneSelector);
+
+ // trip wire trap 1
+ placeBlock(level, Tile::tripWireSource_Id, getOrientationData(Tile::tripWireSource_Id, Direction::EAST) | TripWireSourceTile::MASK_ATTACHED, 1, -3, 8, chunkBB);
+ placeBlock(level, Tile::tripWireSource_Id, getOrientationData(Tile::tripWireSource_Id, Direction::WEST) | TripWireSourceTile::MASK_ATTACHED, 4, -3, 8, chunkBB);
+ placeBlock(level, Tile::tripWire_Id, TripWireTile::MASK_ATTACHED, 2, -3, 8, chunkBB);
+ placeBlock(level, Tile::tripWire_Id, TripWireTile::MASK_ATTACHED, 3, -3, 8, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 5, -3, 7, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 5, -3, 6, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 5, -3, 5, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 5, -3, 4, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 5, -3, 3, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 5, -3, 2, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 5, -3, 1, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 4, -3, 1, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 3, -3, 1, chunkBB);
+ if (!placedTrap1)
+ {
+ placedTrap1 = createDispenser(level, chunkBB, random, 3, -2, 1, Facing::NORTH, WeighedTreasureArray(dispenserItems,DISPENSER_ITEMS_COUNT), 2);
+ }
+ placeBlock(level, Tile::vine_Id, 0xf, 3, -2, 2, chunkBB);
+
+ // trip wire trap 2
+ placeBlock(level, Tile::tripWireSource_Id, getOrientationData(Tile::tripWireSource_Id, Direction::NORTH) | TripWireSourceTile::MASK_ATTACHED, 7, -3, 1, chunkBB);
+ placeBlock(level, Tile::tripWireSource_Id, getOrientationData(Tile::tripWireSource_Id, Direction::SOUTH) | TripWireSourceTile::MASK_ATTACHED, 7, -3, 5, chunkBB);
+ placeBlock(level, Tile::tripWire_Id, TripWireTile::MASK_ATTACHED, 7, -3, 2, chunkBB);
+ placeBlock(level, Tile::tripWire_Id, TripWireTile::MASK_ATTACHED, 7, -3, 3, chunkBB);
+ placeBlock(level, Tile::tripWire_Id, TripWireTile::MASK_ATTACHED, 7, -3, 4, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 8, -3, 6, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 9, -3, 6, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 9, -3, 5, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 9, -3, 4, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 9, -2, 4, chunkBB);
+ if (!placedTrap2)
+ {
+ placedTrap2 = createDispenser(level, chunkBB, random, 9, -2, 3, Facing::WEST, WeighedTreasureArray(dispenserItems,DISPENSER_ITEMS_COUNT), 2);
+ }
+ placeBlock(level, Tile::vine_Id, 0xf, 8, -1, 3, chunkBB);
+ placeBlock(level, Tile::vine_Id, 0xf, 8, -2, 3, chunkBB);
+ if (!placedMainChest)
+ {
+ placedMainChest = createChest(level, chunkBB, random, 8, -3, 3, WeighedTreasure::addToTreasure(WeighedTreasureArray(treasureItems,TREASURE_ITEMS_COUNT), Item::enchantedBook->createForRandomTreasure(random)), 2 + random->nextInt(5));
+ }
+ placeBlock(level, Tile::mossStone_Id, 0, 9, -3, 2, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 8, -3, 1, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 4, -3, 5, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 5, -2, 5, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 5, -1, 5, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 6, -3, 5, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 7, -2, 5, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 7, -1, 5, chunkBB);
+ placeBlock(level, Tile::mossStone_Id, 0, 8, -3, 5, chunkBB);
+ generateBox(level, chunkBB, 9, -1, 1, 9, -1, 5, false, random, &stoneSelector);
+
+ // hidden room
+ generateAirBox(level, chunkBB, 8, -3, 8, 10, -1, 10);
+ placeBlock(level, Tile::stoneBrickSmooth_Id, SmoothStoneBrickTile::TYPE_DETAIL, 8, -2, 11, chunkBB);
+ placeBlock(level, Tile::stoneBrickSmooth_Id, SmoothStoneBrickTile::TYPE_DETAIL, 9, -2, 11, chunkBB);
+ placeBlock(level, Tile::stoneBrickSmooth_Id, SmoothStoneBrickTile::TYPE_DETAIL, 10, -2, 11, chunkBB);
+ placeBlock(level, Tile::lever_Id, LeverTile::getLeverFacing(getOrientationData(Tile::lever_Id, Facing::NORTH)), 8, -2, 12, chunkBB);
+ placeBlock(level, Tile::lever_Id, LeverTile::getLeverFacing(getOrientationData(Tile::lever_Id, Facing::NORTH)), 9, -2, 12, chunkBB);
+ placeBlock(level, Tile::lever_Id, LeverTile::getLeverFacing(getOrientationData(Tile::lever_Id, Facing::NORTH)), 10, -2, 12, chunkBB);
+ generateBox(level, chunkBB, 8, -3, 8, 8, -3, 10, false, random, &stoneSelector);
+ generateBox(level, chunkBB, 10, -3, 8, 10, -3, 10, false, random, &stoneSelector);
+ placeBlock(level, Tile::mossStone_Id, 0, 10, -2, 9, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 8, -2, 9, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 8, -2, 10, chunkBB);
+ placeBlock(level, Tile::redStoneDust_Id, 0, 10, -1, 9, chunkBB);
+ placeBlock(level, Tile::pistonStickyBase_Id, Facing::UP, 9, -2, 8, chunkBB);
+ placeBlock(level, Tile::pistonStickyBase_Id, getOrientationData(Tile::pistonStickyBase_Id, Facing::WEST), 10, -2, 8, chunkBB);
+ placeBlock(level, Tile::pistonStickyBase_Id, getOrientationData(Tile::pistonStickyBase_Id, Facing::WEST), 10, -1, 8, chunkBB);
+ placeBlock(level, Tile::diode_off_Id, getOrientationData(Tile::diode_off_Id, Direction::NORTH), 10, -2, 10, chunkBB);
+ if (!placedHiddenChest)
+ {
+ placedHiddenChest = createChest(level, chunkBB, random, 9, -3, 10, WeighedTreasure::addToTreasure(WeighedTreasureArray(treasureItems,TREASURE_ITEMS_COUNT), Item::enchantedBook->createForRandomTreasure(random)), 2 + random->nextInt(5));
+ }
+
+ return true;
+}
+
+void ScatteredFeaturePieces::JunglePyramidPiece::MossStoneSelector::next(Random *random, int worldX, int worldY, int worldZ, bool isEdge)
+{
+ if (random->nextFloat() < .4f)
+ {
+ nextId = Tile::stoneBrick_Id;
+ }
+ else
+ {
+ nextId = Tile::mossStone_Id;
+ }
+}
+
+ScatteredFeaturePieces::JunglePyramidPiece::MossStoneSelector ScatteredFeaturePieces::JunglePyramidPiece::stoneSelector; \ No newline at end of file