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@ -109,7 +109,7 @@ public class MapGenNTMFeatures extends MapGenStructure {
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* Rainfall & Temperature Check
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*/
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//TODO: Do something about this so it's nice-looking and easily readable. Plus, test compatibility against mods like BoP
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if(rand.nextBoolean()) { //Empty Ruin Structures
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/*if(rand.nextBoolean()) { //Empty Ruin Structures
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switch(rand.nextInt(4)) {
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case 0:
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NTMRuin1 ruin1 = new NTMRuin1(rand, chunkX * 16 + 8, posY, chunkZ * 16 + 8);
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@ -144,12 +144,12 @@ public class MapGenNTMFeatures extends MapGenStructure {
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}
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} else if(biome.heightVariation <= 0.2 && biome.rainfall <= 0.5 && !(biome instanceof BiomeGenBeach) && rand.nextBoolean()) { //Everything except jungles, extra-hilly areas, and beaches
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//if(rand.nextBoolean())
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// MilitaryBaseFeatures.smallHelipad(components, chunkX, posY, chunkZ, rand); //agggggggg
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//else {
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if(rand.nextBoolean())
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MilitaryBaseFeatures.smallHelipad(components, chunkX, posY, chunkZ, rand); //agggggggg
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else {*/
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LargeOffice office = new LargeOffice(rand, chunkX * 16 + 8, posY, chunkZ * 16 + 8);
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this.components.add(office);
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//}
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/*}
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} else { //Everything else
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if(rand.nextBoolean()) {
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@ -160,7 +160,7 @@ public class MapGenNTMFeatures extends MapGenStructure {
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this.components.add(lab1);
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}
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}
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}*/
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if(GeneralConfig.enableDebugMode) {
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System.out.print("[Debug] StructureStart at " + (chunkX * 16 + 8) + ", " + posY + ", " + (chunkZ * 16 + 8) + "\n[Debug] Components: ");
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@ -162,9 +162,18 @@ abstract public class Feature extends StructureComponent {
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//N: 0b00, S: 0b01, W: 0b10, E: 0b11
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int rot = metadata & 3;
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switch(this.coordBaseMode) {
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default: //South
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break;
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case 1: //West
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break; //N & S can just have NOT used
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case 2: //North
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break;
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case 3: //East
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break;
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}
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return 0;
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return metadata | rot;
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}
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/**
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@ -137,13 +137,14 @@ public class OfficeFeatures {
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randomlyFillWithBlocks(world, box, rand, 0.75F, sizeX, 2, 8, sizeX, 2, 9, Blocks.glass_pane);
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randomlyFillWithBlocks(world, box, rand, 0.75F, sizeX - 3, 2, sizeZ, sizeX - 2, 2, sizeZ, Blocks.glass_pane);
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//Fuwnituwe >w<
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//North and south are reversed?????? But east and west aren't????
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int stairMetaE = this.getMetadataWithOffset(Blocks.oak_stairs, 1); //East
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int stairMetaS = this.getMetadataWithOffset(Blocks.oak_stairs, 2); //South
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int stairMetaN = this.getMetadataWithOffset(Blocks.oak_stairs, 3); //Nowth :3
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int stairMetaWU = this.getMetadataWithOffset(Blocks.oak_stairs, 4); //West, Upside-down
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int stairMetaEU = this.getMetadataWithOffset(Blocks.oak_stairs, 5); //East, Upside-down
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int stairMetaNU = this.getMetadataWithOffset(Blocks.oak_stairs, 6); //Nowth, Upside-down uwu
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int stairMetaSU = this.getMetadataWithOffset(Blocks.oak_stairs, 7); //South, Upside-down
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int stairMetaS = this.getMetadataWithOffset(Blocks.oak_stairs, 2); //*SHOULD* be north, but south
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int stairMetaN = this.getMetadataWithOffset(Blocks.oak_stairs, 3); //Ditto, but north :3
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int stairMetaWU = this.getMetadataWithOffset(Blocks.oak_stairs, 0) | 4; //West, Upside-down
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int stairMetaEU = this.getMetadataWithOffset(Blocks.oak_stairs, 1) | 4; //East, Upside-down
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int stairMetaSU = this.getMetadataWithOffset(Blocks.oak_stairs, 2) | 4; //Ditto, but south, Upside-down uwu
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int stairMetaNU = this.getMetadataWithOffset(Blocks.oak_stairs, 3) | 4; //Ditto, but north, Upside-down
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//Desk 1 :3
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placeBlockAtCurrentPosition(world, Blocks.spruce_stairs, stairMetaEU, 1, 1, 4, box);
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placeBlockAtCurrentPosition(world, Blocks.spruce_stairs, stairMetaNU, 2, 1, 4, box);
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@ -169,7 +170,7 @@ public class OfficeFeatures {
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placeBlockAtCurrentPosition(world, ModBlocks.deco_computer, getDecoModelMeta(1), sizeX - 3, 2, 1, box); //South-facing Computer :3
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placeBlockAtCurrentPosition(world, ModBlocks.deco_computer, getDecoModelMeta(2), sizeX - 1, 2, 5, box); //West-facing Computer ^w^
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placeBlockAtCurrentPosition(world, Blocks.flower_pot, 0, sizeX - 1, 2, 3, box);
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placeBlockAtCurrentPosition(world, ModBlocks.radiorec, getDecoMeta(3), sizeX - 1, 2, 2, box); //Wadio
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placeBlockAtCurrentPosition(world, ModBlocks.radiorec, getDecoMeta(5), sizeX - 1, 2, 2, box); //Wadio
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//Desk 4 DX
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placeBlockAtCurrentPosition(world, Blocks.spruce_stairs, stairMetaEU, 10, 1, 8, box);
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placeBlockAtCurrentPosition(world, Blocks.spruce_stairs, stairMetaWU, 11, 1, 8, box);
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