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#pragma once
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#include "StructurePiece.h"
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class ScatteredFeaturePieces
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{
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public:
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static void loadStatic();
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private:
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class ScatteredFeaturePiece : public StructurePiece
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{
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protected:
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int width;
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int height;
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int depth;
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int heightPosition;
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ScatteredFeaturePiece();
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ScatteredFeaturePiece(Random *random, int west, int floor, int north, int width, int height, int depth);
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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bool updateAverageGroundHeight(Level *level, BoundingBox *chunkBB, int offset);
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};
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public:
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class DesertPyramidPiece : public ScatteredFeaturePiece
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{
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public:
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static StructurePiece *Create() { return new DesertPyramidPiece(); }
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virtual EStructurePiece GetType() { return eStructurePiece_DesertPyramidPiece; }
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public:
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static const int TREASURE_ITEMS_COUNT = 10;
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private:
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bool hasPlacedChest[4];
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static WeighedTreasure *treasureItems[TREASURE_ITEMS_COUNT];
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public:
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DesertPyramidPiece();
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DesertPyramidPiece(Random *random, int west, int north);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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class JunglePyramidPiece : public ScatteredFeaturePiece
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{
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public:
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static StructurePiece *Create() { return new JunglePyramidPiece(); }
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virtual EStructurePiece GetType() { return eStructurePiece_JunglePyramidPiece; }
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public:
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static const int TREASURE_ITEMS_COUNT = 10;
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static const int DISPENSER_ITEMS_COUNT = 1;
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private:
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bool placedMainChest;
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bool placedHiddenChest;
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bool placedTrap1;
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bool placedTrap2;
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static WeighedTreasure *treasureItems[TREASURE_ITEMS_COUNT];
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static WeighedTreasure *dispenserItems[DISPENSER_ITEMS_COUNT];
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public:
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JunglePyramidPiece();
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JunglePyramidPiece(Random *random, int west, int north);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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private:
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class MossStoneSelector : public BlockSelector
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{
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public:
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void next(Random *random, int worldX, int worldY, int worldZ, bool isEdge);
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};
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static MossStoneSelector stoneSelector;
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};
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class SwamplandHut : public ScatteredFeaturePiece
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{
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public:
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static StructurePiece *Create() { return new SwamplandHut(); }
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virtual EStructurePiece GetType() { return eStructurePiece_SwamplandHut; }
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private:
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bool spawnedWitch;
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public:
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SwamplandHut();
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SwamplandHut(Random *random, int west, int north);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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};
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