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2021-04-08Obsidian pillars, end fountain, not Ender dragon spawning (#4993)12xx121-0/+0
* added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2020-09-18Adding Generator For Single Piece Structures (#4830)12xx124-0/+1613
* the beginning of a magnificent work - added basic files and classes without functionality * fixed checkstyle * added imports * moved imports * - Adding SinglePieceStructureGen - Adding a cPrefabChestStructure to generate Chests with contents - Added the options and calls to the ComposableGenerator * moved Globals to .h file * removed the chest thingy from the code (for now) * Update SinglePieceStructureGen.cpp * readded whitespace * renamed to SinglePieceStructuresGen for consistency added new classes to test * fixed small things (mostly style and cleanup) removed loottables * added small changes suggested by madmaxoft * small change to documentation * added check for allowed biomes * check only the biome of the origin position * fixed error on IsBiomeAllowed * added new cubesets * updated structures for with sponging * updated biome names * updated metadata to prevent crashing removed debug output * updated structures with sponging * added sponging to deserterWell to make it disappear in sand * small change in meta * rename DesertTemple -> DesertPyramid * minor style changes Co-authored-by: 12xx12 <12xx12100@gmail.com> Co-authored-by: Alexander Harkness <me@bearbin.net>
2016-12-15Fixed and extended TestRails cubeset.Mattes D1-34/+43
2016-12-01Updated the prefabs.Mattes D6-667/+666
2016-11-24Prefabs: Implemented support for ExpandFloorStrategy.Mattes D10-874/+877
2015-12-01Added PieceStructures generator.Mattes D10-235/+16126
2015-10-05Updated PlainsVillage prefabs.Mattes D1-94/+96
Some connectors had been off by one block.
2015-09-05Renamed output directory to ServerMattes D5-0/+17765