#include "stdafx.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.entity.boss.enderdragon.h" #include "net.minecraft.world.level.tile.h" #include "SpikeFeature.h" SpikeFeature::SpikeFeature(int tile) { this->tile = tile; //m_iIndex=0; } bool SpikeFeature::place(Level *level, Random *random, int x, int y, int z) { if (!(level->isEmptyTile(x, y, z) && level->getTile(x, y - 1, z) == tile)) { return false; } int hh = random->nextInt(32) + 6; int r = random->nextInt(4) + 1; for (int xx = x - r; xx <= x + r; xx++) for (int zz = z - r; zz <= z + r; zz++) { int xd = xx - x; int zd = zz - z; if (xd * xd + zd * zd <= r * r + 1) { if (level->getTile(xx, y - 1, zz) != tile) { return false; } } } for (int yy = y; yy < y + hh; yy++) { if (yy < Level::genDepth) { for (int xx = x - r; xx <= x + r; xx++) for (int zz = z - r; zz <= z + r; zz++) { int xd = xx - x; int zd = zz - z; if (xd * xd + zd * zd <= r * r + 1) { level->setTile(xx, yy, zz, Tile::obsidian_Id); } } } else break; } shared_ptr enderCrystal = shared_ptr(new EnderCrystal(level)); enderCrystal->moveTo(x + 0.5f, y + hh, z + 0.5f, random->nextFloat() * 360, 0); level->addEntity(enderCrystal); level->setTile(x, y + hh, z, Tile::unbreakable_Id); return true; } bool SpikeFeature::placeWithIndex(Level *level, Random *random, int x, int y, int z,int iIndex, int iRadius) { app.DebugPrintf("Spike - %d,%d,%d - index %d\n",x,y,z,iIndex); int hh = 12 + (iIndex*3); // fill any tiles below the spike for (int xx = x - iRadius; xx <= x + iRadius; xx++) { for (int zz = z - iRadius; zz <= z + iRadius; zz++) { int xd = xx - x; int zd = zz - z; if (xd * xd + zd * zd <= iRadius * iRadius + 1) { int iTileBelow=1; while((y-iTileBelow>-10) && level->getTile(xx, y - iTileBelow, zz) != tile) { if(level->isEmptyTile(xx, y - iTileBelow, zz)) { // empty tile level->setTileNoUpdate(xx, y - iTileBelow, zz, Tile::obsidian_Id); } else { level->setTile(xx, y - iTileBelow, zz, Tile::obsidian_Id); } iTileBelow++; } } } } for (int yy = y; yy < y + hh; yy++) { if (yy < Level::genDepth) { for (int xx = x - iRadius; xx <= x + iRadius; xx++) { for (int zz = z - iRadius; zz <= z + iRadius; zz++) { int xd = xx - x; int zd = zz - z; int iVal = xd * xd + zd * zd; if ( iVal <= iRadius * iRadius + 1) { //level->setTile(xx, yy, zz, Tile::obsidian_Id); placeBlock(level, xx, yy, zz, Tile::obsidian_Id, 0); } } } } else { app.DebugPrintf("Breaking out of spike feature\n"); break; } } // cap the last spikes with a fence to stop lucky arrows hitting the crystal if(iIndex>5) { for (int yy = y; yy < y + hh; yy++) { if (yy < Level::genDepth) { for (int xx = x - 2; xx <= x + 2; xx++) { for (int zz = z - 2; zz <= z + 2; zz++) { int xd = xx - x; int zd = zz - z; int iVal = xd * xd + zd * zd; if ( iVal >= 2 * 2) { if(yy==(y + hh - 1)) { placeBlock(level, xx, y + hh, zz, Tile::ironFence_Id, 0); placeBlock(level, xx, y + hh +1, zz, Tile::ironFence_Id, 0); placeBlock(level, xx, y + hh +2, zz, Tile::ironFence_Id, 0); } } } } } else { app.DebugPrintf("Breaking out of spike feature\n"); break; } } // and cap off the top int yy = y + hh + 3; if (yy < Level::genDepth) { for (int xx = x - 2; xx <= x + 2; xx++) { for (int zz = z - 2; zz <= z + 2; zz++) { placeBlock(level, xx, yy, zz, Tile::ironFence_Id, 0); } } } } shared_ptr enderCrystal = shared_ptr(new EnderCrystal(level)); enderCrystal->moveTo(x + 0.5f, y + hh, z + 0.5f, random->nextFloat() * 360, 0); level->addEntity(enderCrystal); placeBlock(level, x, y + hh, z, Tile::unbreakable_Id, 0); //level->setTile(x, y + hh, z, Tile::unbreakable_Id); return true; }