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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
finished enough
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@ -8,6 +8,7 @@ import com.hbm.items.ModItems;
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import com.hbm.items.machine.ItemBreedingRod.*;
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import com.hbm.items.machine.ItemZirnoxRod.EnumZirnoxType;
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import com.hbm.items.special.ItemBookLore.BookLoreType;
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import com.hbm.items.tool.ItemBlowtorch;
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import net.minecraft.init.Items;
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import net.minecraft.item.Item;
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@ -355,6 +356,57 @@ public class HbmChestContents {
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new WeightedRandomChestContent(ModItems.ink, 0, 1, 1, 1), //make that mf rare; 1:555 weight
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};
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public static WeightedRandomChestContent[] solidFuel = new WeightedRandomChestContent[] {
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new WeightedRandomChestContent(ModItems.solid_fuel, 0, 1, 5, 1),
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new WeightedRandomChestContent(ModItems.solid_fuel_presto, 0, 1, 2, 2),
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new WeightedRandomChestContent(ModItems.ball_dynamite, 0, 1, 4, 2),
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new WeightedRandomChestContent(Items.redstone, 0, 1, 3, 1),
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new WeightedRandomChestContent(ModItems.niter, 0, 1, 3, 1)
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};
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public static WeightedRandomChestContent[] labVault = new WeightedRandomChestContent[] {
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new WeightedRandomChestContent(ItemBlowtorch.getEmptyTool(ModItems.blowtorch), 1, 1, 4),
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new WeightedRandomChestContent(ModItems.chemistry_set, 0, 1, 1, 15),
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new WeightedRandomChestContent(ModItems.screwdriver, 0, 1, 1, 10),
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new WeightedRandomChestContent(ModItems.nugget_mercury, 0, 1, 1, 3),
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new WeightedRandomChestContent(ModItems.morning_glory, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.filter_coal, 0, 1, 1, 5),
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new WeightedRandomChestContent(ModItems.dust, 0, 1, 3, 25),
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new WeightedRandomChestContent(Items.paper, 0, 1, 2, 15),
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new WeightedRandomChestContent(ModItems.cell_empty, 0, 1, 1, 5),
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new WeightedRandomChestContent(Items.glass_bottle, 0, 1, 1, 5),
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new WeightedRandomChestContent(ModItems.powder_iodine, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.powder_bromine, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.powder_cobalt, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.powder_neodymium, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.powder_boron, 0, 1, 1, 1),
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};
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public static WeightedRandomChestContent[] lockersVault = new WeightedRandomChestContent[] {
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new WeightedRandomChestContent(ModItems.robes_helmet, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.robes_plate, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.robes_legs, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.robes_boots, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.jackt, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.jackt2, 0, 1, 1, 1),
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new WeightedRandomChestContent(ModItems.gas_mask_m65, 0, 1, 1, 2),
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new WeightedRandomChestContent(ModItems.gas_mask_mono, 0, 1, 1, 2),
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new WeightedRandomChestContent(ModItems.goggles, 0, 1, 1, 2),
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new WeightedRandomChestContent(ModItems.gas_mask_filter, 0, 1, 1, 4),
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new WeightedRandomChestContent(ModItems.flame_opinion, 0, 1, 3, 5),
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new WeightedRandomChestContent(ModItems.flame_conspiracy, 0, 1, 3, 5),
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new WeightedRandomChestContent(ModItems.flame_politics, 0, 1, 3, 5),
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new WeightedRandomChestContent(ModItems.cigarette, 0, 1, 8, 5),
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new WeightedRandomChestContent(ModItems.canteen_13, 0, 1, 1, 2),
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new WeightedRandomChestContent(ModItems.armor_polish, 0, 1, 1, 3),
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new WeightedRandomChestContent(ModItems.gun_kit_1, 0, 1, 1, 3),
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new WeightedRandomChestContent(ModItems.rag, 0, 1, 3, 5),
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new WeightedRandomChestContent(Items.paper, 0, 1, 6, 7),
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new WeightedRandomChestContent(Items.clock, 0, 1, 1, 3),
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new WeightedRandomChestContent(Items.book, 0, 1, 5, 10),
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new WeightedRandomChestContent(Items.experience_bottle, 0, 1, 3, 1),
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};
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/** ITEMBOOKLORE ARRAYS */
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//might make a wrapper class for this, if game-state knowledge using the nbt system becomes that relevant
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public final static BookLoreType[] books_office_sch = new BookLoreType[] {
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@ -6,6 +6,7 @@ import com.hbm.world.gen.component.BunkerComponents;
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import com.hbm.world.gen.component.CivilianFeatures;
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import com.hbm.world.gen.component.OfficeFeatures;
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import com.hbm.world.gen.component.RuinFeatures;
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import com.hbm.world.gen.component.BunkerComponents.BunkerStart;
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import cpw.mods.fml.common.IWorldGenerator;
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import cpw.mods.fml.common.registry.GameRegistry;
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@ -23,6 +24,7 @@ public class HbmWorld {
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//MapGenStructureIO.registerStructure(StructureStartTest.class, "HFR_STRUCTURE");
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//MapGenStructureIO.func_143031_a(StructureComponentTest.class, "HFR_COMPONENT");
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MapGenStructureIO.registerStructure(MapGenNTMFeatures.Start.class, "NTMFeatures");
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MapGenStructureIO.registerStructure(BunkerStart.class, "NTMBunker");
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registerNTMFeatures();
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registerWorldGen(new HbmWorldGen(), 1);
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@ -7,6 +7,7 @@ import java.util.Random;
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import com.hbm.config.GeneralConfig;
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import com.hbm.config.StructureConfig;
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import com.hbm.world.gen.component.BunkerComponents.BunkerStart;
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import com.hbm.world.gen.component.CivilianFeatures.*;
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import com.hbm.world.gen.component.OfficeFeatures.*;
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import com.hbm.world.gen.component.RuinFeatures.*;
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@ -89,6 +90,9 @@ public class MapGenNTMFeatures extends MapGenStructure {
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/** Returns new StructureStart if structure can be spawned at coords */
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@Override
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protected StructureStart getStructureStart(int chunkX, int chunkZ) {
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if(this.rand.nextInt(15) == 0) { //eh might as well, they'll already be prettty rare anyway
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return new BunkerStart(this.worldObj, this.rand, chunkX, chunkZ);
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}
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return new MapGenNTMFeatures.Start(this.worldObj, this.rand, chunkX, chunkZ);
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}
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@ -20,6 +20,8 @@ public class BunkerComponents {
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public static class BunkerStart extends ProceduralStructureStart {
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public BunkerStart() {}
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public BunkerStart(World world, Random rand, int chunkX, int chunkZ) {
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super(chunkX, chunkZ);
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@ -373,13 +375,13 @@ public class BunkerComponents {
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placeBlockAtCurrentPosition(world, ModBlocks.concrete_smooth_stairs, stairMetaE | 4, 4, 1, 9, box);
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placeBlockAtCurrentPosition(world, Blocks.oak_stairs, stairMetaS, 5, 1, 8, box);
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placeBlockAtCurrentPosition(world, ModBlocks.deco_computer, getDecoModelMeta(0), 5, 2, 9, box);
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generateInvContents(world, box, rand, ModBlocks.filing_cabinet, getDecoModelMeta(0), 3, 1, 9, HbmChestContents.antenna/*TODO change */, 5);
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generateInvContents(world, box, rand, ModBlocks.filing_cabinet, getDecoModelMeta(0), 3, 1, 9, HbmChestContents.filingCabinet, 5);
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//lockers
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 8, 1, 7, HbmChestContents.antenna/*TODO change */, 3);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 8, 2, 7, HbmChestContents.antenna/*TODO change */, 3);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 8, 1, 7, HbmChestContents.lockersVault, 3);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 8, 2, 7, HbmChestContents.lockersVault, 5);
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fillWithBlocks(world, box, 8, 1, 8, 8, 2, 8, ModBlocks.deco_tungsten);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 8, 1, 9, HbmChestContents.antenna/*TODO change */, 3);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 8, 2, 9, HbmChestContents.antenna/*TODO change */, 3);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 8, 1, 9, HbmChestContents.lockersVault, 4);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 8, 2, 9, HbmChestContents.lockersVault, 5);
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fillWithMetadataBlocks(world, box, 8, 3, 7, 8, 3, 9, Blocks.trapdoor, getDecoModelMeta(2) >> 2);
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//doors
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placeDoor(world, box, ModBlocks.door_bunker, 1, true, rand.nextBoolean(), 7, 1, 0);
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@ -472,7 +474,7 @@ public class BunkerComponents {
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//table & chest
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placeBlockAtCurrentPosition(world, Blocks.fence, 0, 6, 1, 2, box);
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placeBlockAtCurrentPosition(world, Blocks.wooden_pressure_plate, 0, 6, 2, 2, box);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 6, 1, 3, HbmChestContents.antenna/*TODO change */, 7);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 6, 1, 3, HbmChestContents.lockersVault, 8);
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//desk w/ computer + bobblehead
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placeBlockAtCurrentPosition(world, ModBlocks.concrete_smooth_stairs, stairMetaS | 4, 1, 1, 8, box);
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placeBlockAtCurrentPosition(world, ModBlocks.concrete_smooth_stairs, stairMetaE | 4, 1, 1, 9, box);
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@ -677,12 +679,12 @@ public class BunkerComponents {
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fillWithMetadataBlocks(world, box, 1, 3, 9, 1, 3, 10, ModBlocks.tape_recorder, decoMetaW);
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fillWithBlocks(world, box, 1, 1, 11, 1, 3, 11, ModBlocks.deco_tungsten);
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//desks w/ computers
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(2), 3, 1, 4, HbmChestContents.antenna, 4); //wip
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(2), 3, 1, 4, HbmChestContents.machineParts, 6);
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placeBlockAtCurrentPosition(world, ModBlocks.concrete_smooth_stairs, stairMetaS | 4, 3, 1, 5, box);
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fillWithMetadataBlocks(world, box, 4, 1, 5, 4, 1, 7, ModBlocks.concrete_smooth_stairs, stairMetaW | 4);
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placeBlockAtCurrentPosition(world, Blocks.oak_stairs, stairMetaN, 3, 1, 7, box);
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placeBlockAtCurrentPosition(world, ModBlocks.concrete_smooth_stairs, stairMetaS | 4, 3, 1, 9, box);
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fillWithMetadataBlocks(world, box, 4, 1, 9, 4, 1, 11, ModBlocks.concrete_smooth_stairs, 4);
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fillWithMetadataBlocks(world, box, 4, 1, 9, 4, 1, 11, ModBlocks.concrete_smooth_stairs, stairMetaW | 4);
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placeBlockAtCurrentPosition(world, Blocks.oak_stairs, stairMetaN, 3, 1, 11, box);
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placeBlockAtCurrentPosition(world, Blocks.flower_pot, 0, 3, 2, 5, box);
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placeBlockAtCurrentPosition(world, ModBlocks.deco_computer, decoModelMetaW, 4, 2, 6, box);
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@ -702,7 +704,7 @@ public class BunkerComponents {
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//table w/ chest
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placeBlockAtCurrentPosition(world, Blocks.fence, 0, 7, 1, 9, box);
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placeBlockAtCurrentPosition(world, Blocks.wooden_pressure_plate, 0, 7, 2, 9, box);
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 7, 1, 10, HbmChestContents.antenna, 4); //wip
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generateInvContents(world, box, rand, Blocks.chest, getDecoMeta(4), 7, 1, 10, HbmChestContents.labVault, 8);
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//doors
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placeDoor(world, box, ModBlocks.door_bunker, 1, true, rand.nextBoolean(), 5, 1, 0);
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placeDoor(world, box, ModBlocks.door_bunker, 1, false, rand.nextBoolean(), 6, 1, 0);
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@ -817,8 +819,8 @@ public class BunkerComponents {
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placeBlockAtCurrentPosition(world, ModBlocks.fluid_duct_gauge, decoMetaW, 10, 2, 5, box);
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placeBlockAtCurrentPosition(world, ModBlocks.barrel_plastic, 0, 6, 1, 5, box);
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//chests
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generateInvContents(world, box, rand, Blocks.chest, decoMetaS, 7, 1, 5, HbmChestContents.antenna, 4); //WIP
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generateInvContents(world, box, rand, Blocks.chest, decoMetaS, 9, 1, 5, HbmChestContents.antenna, 4);
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generateInvContents(world, box, rand, Blocks.chest, decoMetaS, 7, 1, 5, HbmChestContents.solidFuel, 5);
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generateInvContents(world, box, rand, Blocks.chest, decoMetaS, 9, 1, 5, HbmChestContents.solidFuel, 6);
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break;
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case 1:
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placeBlockAtCurrentPosition(world, ModBlocks.concrete_colored_ext, 5, 6, 1, 1, box);
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@ -871,7 +873,7 @@ public class BunkerComponents {
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placeBlockAtCurrentPosition(world, ModBlocks.deco_pipe_quad_rusted, getPillarMeta(4), 7, 3, 1, box);
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placeBlockAtCurrentPosition(world, ModBlocks.fluid_duct_gauge, decoMetaN, 6, 3, 1, box);
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//chest
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generateInvContents(world, box, rand, Blocks.chest, decoMetaN, 6, 1, 2, HbmChestContents.antenna, 4); //WIP
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generateInvContents(world, box, rand, Blocks.chest, decoMetaN, 6, 1, 2, HbmChestContents.nuclearFuel, 8);
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break;
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}
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//transformer
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@ -903,8 +905,8 @@ public class BunkerComponents {
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placeBlockAtCurrentPosition(world, Blocks.flower_pot, 0, 8, 2, 10, box);
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placeBlockAtCurrentPosition(world, ModBlocks.deco_computer, getDecoModelMeta(0), 9, 2, 10, box);
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//loot
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generateInvContents(world, box, rand, Blocks.chest, decoMetaE, 1, 1, 7, HbmChestContents.antenna, 4); //WIP
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generateInvContents(world, box, rand, ModBlocks.filing_cabinet, getDecoModelMeta(0), 7, 1, 10, HbmChestContents.antenna, 4);
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generateInvContents(world, box, rand, Blocks.chest, decoMetaE, 1, 1, 7, HbmChestContents.machineParts, 6);
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generateInvContents(world, box, rand, ModBlocks.filing_cabinet, getDecoModelMeta(0), 7, 1, 10, HbmChestContents.filingCabinet, 4);
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//doors
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placeDoor(world, box, ModBlocks.door_bunker, 1, true, rand.nextBoolean(), 3, 1, 0);
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placeDoor(world, box, ModBlocks.door_bunker, 1, false, rand.nextBoolean(), 4, 1, 0);
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