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#pragma once
#include "StructurePiece.h"
class ScatteredFeaturePieces
{
public:
static void loadStatic();
private:
class ScatteredFeaturePiece : public StructurePiece
{
protected:
int width;
int height;
int depth;
int heightPosition;
ScatteredFeaturePiece();
ScatteredFeaturePiece(Random *random, int west, int floor, int north, int width, int height, int depth);
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditonalSaveData(CompoundTag *tag);
bool updateAverageGroundHeight(Level *level, BoundingBox *chunkBB, int offset);
};
public:
class DesertPyramidPiece : public ScatteredFeaturePiece
{
public:
static StructurePiece *Create() { return new DesertPyramidPiece(); }
virtual EStructurePiece GetType() { return eStructurePiece_DesertPyramidPiece; }
public:
static const int TREASURE_ITEMS_COUNT = 10;
private:
bool hasPlacedChest[4];
static WeighedTreasure *treasureItems[TREASURE_ITEMS_COUNT];
public:
DesertPyramidPiece();
DesertPyramidPiece(Random *random, int west, int north);
protected:
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditonalSaveData(CompoundTag *tag);
bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
class JunglePyramidPiece : public ScatteredFeaturePiece
{
public:
static StructurePiece *Create() { return new JunglePyramidPiece(); }
virtual EStructurePiece GetType() { return eStructurePiece_JunglePyramidPiece; }
public:
static const int TREASURE_ITEMS_COUNT = 10;
static const int DISPENSER_ITEMS_COUNT = 1;
private:
bool placedMainChest;
bool placedHiddenChest;
bool placedTrap1;
bool placedTrap2;
static WeighedTreasure *treasureItems[TREASURE_ITEMS_COUNT];
static WeighedTreasure *dispenserItems[DISPENSER_ITEMS_COUNT];
public:
JunglePyramidPiece();
JunglePyramidPiece(Random *random, int west, int north);
protected:
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditonalSaveData(CompoundTag *tag);
public:
bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
private:
class MossStoneSelector : public BlockSelector
{
public:
void next(Random *random, int worldX, int worldY, int worldZ, bool isEdge);
};
static MossStoneSelector stoneSelector;
};
class SwamplandHut : public ScatteredFeaturePiece
{
public:
static StructurePiece *Create() { return new SwamplandHut(); }
virtual EStructurePiece GetType() { return eStructurePiece_SwamplandHut; }
private:
bool spawnedWitch;
public:
SwamplandHut();
SwamplandHut(Random *random, int west, int north);
protected:
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditonalSaveData(CompoundTag *tag);
public:
bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
};
};
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