1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
|
#pragma once
#include "LargeFeature.h"
class StructureStart;
class StructureFeature : public LargeFeature
{
public:
// 4J added - Maps to values in the game rules xml
enum EFeatureTypes
{
eFeature_Mineshaft,
eFeature_NetherBridge,
eFeature_Temples,
eFeature_Stronghold,
eFeature_Village,
};
protected:
unordered_map<int64_t, StructureStart *> cachedStructures;
public:
~StructureFeature();
virtual void addFeature(Level *level, int x, int z, int xOffs, int zOffs, byteArray blocks);
bool postProcess(Level *level, Random *random, int chunkX, int chunkZ);
bool isIntersection(int cellX, int cellZ);
bool isInsideFeature(int cellX, int cellY, int cellZ);
TilePos *getNearestGeneratedFeature(Level *level, int cellX, int cellY, int cellZ);
protected:
vector<TilePos> *getGuesstimatedFeaturePositions();
/**
* Returns true if the given chunk coordinates should hold a structure
* source.
*
* @param x
* chunk x
* @param z
* chunk z
* @return
*/
protected:
virtual bool isFeatureChunk(int x, int z, bool bIsSuperflat=false) = 0;
/**
* Creates a new instance of a structure source at the given chunk
* coordinates.
*
* @param x
* chunk x
* @param z
* chunk z
* @return
*/
virtual StructureStart *createStructureStart(int x, int z) = 0;
};
|