diff options
Diffstat (limited to 'src/Generating/DungeonRoomsFinisher.cpp')
-rw-r--r-- | src/Generating/DungeonRoomsFinisher.cpp | 34 |
1 files changed, 31 insertions, 3 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp index f213455d6..3f328868d 100644 --- a/src/Generating/DungeonRoomsFinisher.cpp +++ b/src/Generating/DungeonRoomsFinisher.cpp @@ -6,6 +6,7 @@ #include "Globals.h" #include "DungeonRoomsFinisher.h" #include "../FastRandom.h" +#include "../BlockEntities/ChestEntity.h" @@ -175,7 +176,33 @@ protected: } a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y); - // TODO: Fill the chest with random loot + // Fill the chest with random loot + static const cLootProbab LootProbab[] = + { + // Item, MinAmount, MaxAmount, Weight + { cItem(E_ITEM_GOLDEN_APPLE), 1, 1, 1 }, + { cItem(E_ITEM_DIAMOND_HORSE_ARMOR), 1, 1, 1 }, + { cItem(E_ITEM_GOLD_HORSE_ARMOR), 1, 1, 2 }, + { cItem(E_ITEM_13_DISC), 1, 1, 4 }, + { cItem(E_ITEM_CAT_DISC), 1, 1, 4 }, + { cItem(E_ITEM_IRON_HORSE_ARMOR), 1, 1, 5 }, + { cItem(E_ITEM_IRON), 1, 4, 10 }, + { cItem(E_ITEM_WHEAT), 1, 4, 10 }, + { cItem(E_ITEM_GUNPOWDER), 1, 4, 10 }, + { cItem(E_ITEM_STRING), 1, 4, 10 }, + { cItem(E_ITEM_REDSTONE_DUST), 1, 4, 10 }, + { cItem(E_ITEM_SADDLE), 1, 1, 10 }, + { cItem(E_ITEM_BUCKET), 1, 1, 10 }, + { cItem(E_ITEM_BREAD), 1, 1, 10 }, + { cItem(E_ITEM_NAME_TAG), 1, 1, 10 }, + } ; + + cChestEntity * ChestEntity = (cChestEntity *)a_ChunkDesc.GetBlockEntity(RelX, m_FloorHeight + 1, RelZ); + ASSERT((ChestEntity != nullptr) && (ChestEntity->GetBlockType() == E_BLOCK_CHEST)); + cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ()); + int NumSlots = 3 + ((Noise.IntNoise3DInt(a_Chest.x, a_Chest.y, a_Chest.z) / 11) % 4); + int Seed = Noise.IntNoise2DInt(RelX, RelZ); + ChestEntity->GetContents().GenerateRandomLootWithBooks(LootProbab, ARRAYCOUNT(LootProbab), NumSlots, Seed); } @@ -193,6 +220,7 @@ protected: // The chunk is not intersecting the room at all, bail out return; } + int b = m_FloorHeight + 1; // Bottom int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top ReplaceCuboidRandom(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE, E_BLOCK_COBBLESTONE); // Floor @@ -230,7 +258,7 @@ protected: //////////////////////////////////////////////////////////////////////////////// // cDungeonRoomsFinisher: -cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : +cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGenPtr a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024), m_HeightGen(a_HeightGen), m_MaxHalfSize((a_MaxSize + 1) / 2), @@ -266,7 +294,7 @@ cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ; cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ); cChunkDef::HeightMap HeightMap; - m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap); + m_HeightGen->GenHeightMap(ChunkX, ChunkZ, HeightMap); int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ} Height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, Height - 5); |