#include "stdafx.h" #include "BonusChestFeature.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.tile.h" #include "net.minecraft.world.level.tile.entity.h" #include "WeighedTreasure.h" #include "StructurePiece.h" BonusChestFeature::BonusChestFeature(WeighedTreasureArray treasureList, int numRolls) : treasureList(treasureList), numRolls(numRolls) { } // 4J - original virtual method bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z) { return place(level, random, x, y, z, false ); } // 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 // 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 // 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 // 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 // any surrounding torches where appropriate. bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, bool force) { if( !force ) { int t = 0; while (((t = level->getTile(x, y, z)) == 0 || t == Tile::leaves_Id) && y > 1) y--; if (y < 1) { return false; } y++; } for (int i = 0; i < 4; i++) { int x2, y2, z2; if( force ) { x2 = x; 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. // 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. z2 = z; } else { x2 = x + random->nextInt(4) - random->nextInt(4); y2 = y + random->nextInt(3) - random->nextInt(3); z2 = z + random->nextInt(4) - random->nextInt(4); } if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2))) { level->setTile(x2, y2, z2, Tile::chest_Id); shared_ptr chest = dynamic_pointer_cast(level->getTileEntity(x2, y2, z2)); if (chest != NULL) { WeighedTreasure::addChestItems(random, treasureList, chest, numRolls); chest->isBonusChest = true; // 4J added } if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTile(x2 - 1, y2, z2, Tile::torch_Id); } if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTile(x2 + 1, y2, z2, Tile::torch_Id); } if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTile(x2, y2, z2 - 1, Tile::torch_Id); } if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2)) { level->setTile(x2, y2, z2 + 1, Tile::torch_Id); } return true; } } return false; }