Fixed components, added block selector for slabs

This commit is contained in:
Vaern 2022-10-30 14:31:18 -07:00
parent e8ef0c1a87
commit e1c26f338a
4 changed files with 59 additions and 18 deletions

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@ -155,9 +155,9 @@ public class MapGenNTMFeatures extends MapGenStructure {
case 2:
LargeOffice office = new LargeOffice(rand, chunkX * 16 + 8, posY, chunkZ * 16 + 8);
this.components.add(office); break;
/*case 3:
case 3:
LargeOfficeCorner officeCorner = new LargeOfficeCorner(rand, chunkX * 16 + 8, posY, chunkZ * 16 + 8);
this.components.add(officeCorner); break;*/
this.components.add(officeCorner); break;
}
}

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@ -453,6 +453,10 @@ public class BunkerComponents extends ProceduralComponents {
//what 'waste'?
public static class WasteDisposal extends Bunker {
private static ConcreteBricks conBrick = new ConcreteBricks();
private static ConcreteBricksStairs conBrickStairs = new ConcreteBricksStairs();
private static ConcreteBricksSlabs conBrickSlabs = new ConcreteBricksSlabs();
public WasteDisposal() { }
public WasteDisposal(int componentType, Random rand, StructureBoundingBox box, int coordBaseMode) {
@ -521,16 +525,16 @@ public class BunkerComponents extends ProceduralComponents {
placeBlockAtCurrentPosition(world, ModBlocks.brick_fire, 0, 4, 1, 7, box);
fillWithBlocks(world, box, 5, 1, 5, 5, 1, 7, ModBlocks.brick_fire);
//i genuinely cannot be bothered to go to the effort of block selectors for the stairs n shit
fillWithMetadataBlocks(world, box, 3, 2, 5, 3, 2, 6, ModBlocks.brick_concrete_stairs, getStairMeta(1));
placeBlockAtCurrentPosition(world, ModBlocks.brick_concrete_stairs, getStairMeta(2), 3, 2, 7, box);
placeBlockAtCurrentPosition(world, ModBlocks.concrete_brick_slab, 0, 4, 2, 5, box);
placeBlockAtCurrentPosition(world, ModBlocks.brick_concrete_stairs, getStairMeta(2), 4, 2, 7, box);
fillWithMetadataBlocks(world, box, 5, 2, 5, 5, 2, 6, ModBlocks.brick_concrete_stairs, getStairMeta(0));
placeBlockAtCurrentPosition(world, ModBlocks.brick_concrete_stairs, getStairMeta(2), 5, 2, 7, box);
fillWithBlocks(world, box, 3, 3, 5, 3, 3, 7, ModBlocks.brick_concrete);
placeBlockAtCurrentPosition(world, ModBlocks.concrete_brick_slab, 8, 4, 3, 5, box);
placeBlockAtCurrentPosition(world, ModBlocks.brick_concrete, 0, 4, 3, 7, box);
fillWithBlocks(world, box, 5, 3, 5, 5, 3, 7, ModBlocks.brick_concrete);
fillWithRandomizedBlocksMeta(world, box, 3, 2, 5, 3, 2, 6, rand, conBrickStairs, getStairMeta(1));
fillWithRandomizedBlocksMeta(world, box, 3, 2, 7, 3, 2, 7, rand, conBrickStairs, getStairMeta(2));
fillWithRandomizedBlocksMeta(world, box, 4, 2, 5, 4, 2, 5, rand, conBrickSlabs, 0);
fillWithRandomizedBlocksMeta(world, box, 4, 2, 7, 4, 2, 7, rand, conBrickStairs, getStairMeta(2));
fillWithRandomizedBlocksMeta(world, box, 5, 2, 5, 5, 2, 6, rand, conBrickStairs, getStairMeta(0));
fillWithRandomizedBlocksMeta(world, box, 5, 2, 7, 5, 2, 7, rand, conBrickStairs, getStairMeta(2));
fillWithRandomizedBlocks(world, box, 3, 3, 5, 3, 3, 7, rand, conBrick);
fillWithRandomizedBlocksMeta(world, box, 4, 3, 5, 4, 3, 5, rand, conBrickSlabs, 8);
fillWithRandomizedBlocks(world, box, 4, 3, 7, 4, 3, 7, rand, conBrick);
fillWithRandomizedBlocks(world, box, 5, 3, 5, 5, 3, 7, rand, conBrick);
fillWithMetadataBlocks(world, box, 1, 3, 6, 2, 3, 6, ModBlocks.deco_pipe_quad_rusted, pillarMetaWE);
fillWithMetadataBlocks(world, box, 6, 3, 6, 7, 3, 6, ModBlocks.deco_pipe_quad_rusted, pillarMetaWE);
placeDoor(world, box, ModBlocks.door_bunker, 1, 4, 1, 0);
@ -854,14 +858,24 @@ public class BunkerComponents extends ProceduralComponents {
//Right Planter
fillWithBlocks(world, box, 1, 1, 1, 4, 1, 1, Blocks.grass);
fillWithMetadataBlocks(world, box, 1, 1, 2, 3, 1, 2, ModBlocks.reinforced_brick_stairs, stairMetaS);
placeBlockAtCurrentPosition(world, ModBlocks.reinforced_brick, 0, 4, 1, 2, box);
fillWithMetadataBlocks(world, box, 5, 1, 1, 5, 1, 2, ModBlocks.reinforced_brick_stairs, stairMetaE);
placeBlockAtCurrentPosition(world, ModBlocks.reinforced_brick, 0, 4, 1, 2, box);
if(!expandsNX) {
fillWithMetadataBlocks(world, box, 2, 1, 2, 3, 1, 2, ModBlocks.reinforced_brick_stairs, stairMetaS);
fillWithMetadataBlocks(world, box, 2, 1, 3, 2, 1, 5, ModBlocks.reinforced_brick_stairs, stairMetaE);
fillWithBlocks(world, box, 1, 1, 2, 1, 1, 5, Blocks.grass);
} else
fillWithMetadataBlocks(world, box, 1, 1, 2, 3, 1, 2, ModBlocks.reinforced_brick_stairs, stairMetaS);
//Left Planter
fillWithBlocks(world, box, 10, 1, 1, 13, 1, 1, Blocks.grass);
fillWithMetadataBlocks(world, box, 11, 1, 2, 13, 1, 2, ModBlocks.reinforced_brick_stairs, stairMetaS);
placeBlockAtCurrentPosition(world, ModBlocks.reinforced_brick, 0, 10, 1, 2, box);
fillWithMetadataBlocks(world, box, 9, 1, 1, 9, 1, 2, ModBlocks.reinforced_brick_stairs, stairMetaW);
placeBlockAtCurrentPosition(world, ModBlocks.reinforced_brick, 0, 10, 1, 2, box);
if(!expandsPX) {
fillWithMetadataBlocks(world, box, 11, 1, 2, 12, 1, 2, ModBlocks.reinforced_brick_stairs, stairMetaS);
fillWithMetadataBlocks(world, box, 12, 1, 3, 12, 1, 5, ModBlocks.reinforced_brick_stairs, stairMetaW);
fillWithBlocks(world, box, 13, 1, 2, 13, 1, 5, Blocks.grass);
} else
fillWithMetadataBlocks(world, box, 11, 1, 2, 13, 1, 2, ModBlocks.reinforced_brick_stairs, stairMetaS);
//Main planter with conversation pits
fillWithBlocks(world, box, 1, 1, 7, 2, 1, 11, Blocks.grass); //Planter
fillWithBlocks(world, box, 7, 1, 8, 7, 1, 10, Blocks.grass);
@ -895,6 +909,8 @@ public class BunkerComponents extends ProceduralComponents {
fillWithRandomizedBlocks(world, box, 3, 2, 11, 11, 2, 11, rand, plantSelector);
fillWithRandomizedBlocks(world, box, 12, 2, 7, 13, 2, 11, rand, plantSelector);
fillWithRandomizedBlocks(world, box, 7, 2, 8, 7, 2, 10, rand, plantSelector);
if(!expandsNX) fillWithRandomizedBlocks(world, box, 1, 2, 2, 1, 2, 5, rand, plantSelector);
if(!expandsPX) fillWithRandomizedBlocks(world, box, 13, 2, 2, 13, 2, 5, rand, plantSelector);
break;
}

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@ -715,7 +715,7 @@ abstract public class Component extends StructureComponent {
int posY = getYWithOffset(y);
//keep this functionality in mind!
selector.selectBlocks(rand, posX, posY, posZ, false); //for most structures it's redundant since nothing is just hollow cubes, but vanilla structures rely on this. use the method above in that case.
world.setBlock(posX, posY, posZ, selector.func_151561_a(), meta, 2);
world.setBlock(posX, posY, posZ, selector.func_151561_a(), meta | selector.getSelectedBlockMetaData(), 2); //Make sure the metadata is initialized in the ctor!
}
}
}
@ -916,7 +916,9 @@ abstract public class Component extends StructureComponent {
static class ConcreteBricksStairs extends StructureComponent.BlockSelector {
ConcreteBricksStairs() { }
ConcreteBricksStairs() {
this.selectedBlockMetaData = 0;
}
/** Selects blocks */
@Override
@ -935,6 +937,28 @@ abstract public class Component extends StructureComponent {
}
}
static class ConcreteBricksSlabs extends StructureComponent.BlockSelector {
ConcreteBricksSlabs() {
this.field_151562_a = ModBlocks.concrete_brick_slab;
this.selectedBlockMetaData = 0;
}
/** Selects blocks */
@Override
public void selectBlocks(Random rand, int posX, int posY, int posZ, boolean notInterior) {
float chance = rand.nextFloat();
if (chance >= 0.4F && chance < 0.7F) {
this.selectedBlockMetaData |= 1;
} else if (chance < 0.9F) {
this.selectedBlockMetaData |= 2;
} else {
this.selectedBlockMetaData |= 3;
}
}
}
//ag
static class LabTiles extends StructureComponent.BlockSelector {

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@ -10,6 +10,7 @@ import net.minecraft.world.World;
import net.minecraft.world.gen.structure.StructureBoundingBox;
//These structures are... kind of? low quality, but they test out new methods so whatev.
//TODO: smite
public class MilitaryBaseFeatures {
//stop-gap methods until this entire mess can be organized into proper classes/structure groups