the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "BonusChestFeature.h" 3#include "net.minecraft.world.level.h" 4#include "net.minecraft.world.level.tile.h" 5#include "net.minecraft.world.level.tile.entity.h" 6#include "WeighedTreasure.h" 7#include "StructurePiece.h" 8 9BonusChestFeature::BonusChestFeature(WeighedTreasureArray treasureList, int numRolls) : treasureList(treasureList), numRolls(numRolls) 10{ 11} 12 13// 4J - original virtual method 14bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z) 15{ 16 return place(level, random, x, y, z, false ); 17} 18 19// 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 20// 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 21// 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 22// 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 23// any surrounding torches where appropriate. 24 25bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, bool force) 26{ 27 if( !force ) 28 { 29 int t = 0; 30 while (((t = level->getTile(x, y, z)) == 0 || t == Tile::leaves_Id) && y > 1) 31 y--; 32 33 if (y < 1) 34 { 35 return false; 36 } 37 y++; 38 } 39 40 for (int i = 0; i < 4; i++) 41 { 42 int x2, y2, z2; 43 44 if( force ) 45 { 46 x2 = x; 47 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. 48 // 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. 49 z2 = z; 50 } 51 else 52 { 53 x2 = x + random->nextInt(4) - random->nextInt(4); 54 y2 = y + random->nextInt(3) - random->nextInt(3); 55 z2 = z + random->nextInt(4) - random->nextInt(4); 56 } 57 58 if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2))) 59 { 60 level->setTileAndData(x2, y2, z2, Tile::chest_Id, 0, Tile::UPDATE_CLIENTS); 61 shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2)); 62 if (chest != NULL) 63 { 64 WeighedTreasure::addChestItems(random, treasureList, chest, numRolls); 65 chest->isBonusChest = true; // 4J added 66 } 67 if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) 68 { 69 level->setTileAndData(x2 - 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); 70 } 71 if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) 72 { 73 level->setTileAndData(x2 + 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); 74 } 75 if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) 76 { 77 level->setTileAndData(x2, y2, z2 - 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); 78 } 79 if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) 80 { 81 level->setTileAndData(x2, y2, z2 + 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS); 82 } 83 return true; 84 } 85 } 86 87 return false; 88}