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Commit Graph

2 Commits

Author SHA1 Message Date
12xx12
d78bcac150
Obsidian pillars, end fountain, not Ender dragon spawning (#4993)
* 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>
2021-04-08 12:18:18 +02:00
12xx12
c18fe8aa45
Adding Generator For Single Piece Structures (#4830)
* 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>
2020-09-17 22:20:50 +00:00