Package me.daddychurchill.CityWorld.Support

Examples of me.daddychurchill.CityWorld.Support.SurroundingLots.toNorth()


    if (generator.worldEnvironment == Environment.NETHER) {
      dividerMaterial = isolationNetherMaterial;
    }
   
    // draw the isolation blocks
    if (!farms.toNorth()) {
      chunk.setBlocks(1, 15, generator.streetLevel, 0, 1, dividerMaterial);
      if (farms.toWest())
        chunk.setBlock(0, generator.streetLevel, 0, dividerMaterial);
      if (farms.toEast())
        chunk.setBlock(15, generator.streetLevel, 0, dividerMaterial);
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      if (farms.toEast())
        chunk.setBlock(15, generator.streetLevel, 15, dividerMaterial);
    }
    if (!farms.toWest()) {
      chunk.setBlocks(0, 1, generator.streetLevel, 1, 15, dividerMaterial);
      if (farms.toNorth())
        chunk.setBlock(0, generator.streetLevel, 0, dividerMaterial);
      if (farms.toSouth())
        chunk.setBlock(0, generator.streetLevel, 15, dividerMaterial);
    }
    if (!farms.toEast()) {
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      if (farms.toSouth())
        chunk.setBlock(0, generator.streetLevel, 15, dividerMaterial);
    }
    if (!farms.toEast()) {
      chunk.setBlocks(15, 16, generator.streetLevel, 1, 15, dividerMaterial);
      if (farms.toNorth())
        chunk.setBlock(15, generator.streetLevel, 0, dividerMaterial);
      if (farms.toSouth())
        chunk.setBlock(15, generator.streetLevel, 15, dividerMaterial);
    }
  }
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      // clear out the rest
      chunk.setBlocks(0, chunk.width, lowestY + waterDepth, highestY + 1, 0, chunk.width, getAirMaterial(generator, lowestY + waterDepth));
     
      // outer columns and walls as needed
      if (neighbors.toNorth()) {
        chunk.setBlocks(3, 5, lowestY, highestY, 0, 1, cisternMaterial);
        chunk.setBlocks(11, 13, lowestY, highestY, 0, 1, cisternMaterial);
      } else
        chunk.setBlocks(0, 16, lowestY, highestY + 1, 0, 1, cisternMaterial);
      if (neighbors.toSouth()) {
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    chunk.setLayer(highestY + 2, generator.oreProvider.subsurfaceMaterial);
    chunk.setLayer(highestY + 3, generator.oreProvider.surfaceMaterial);
   
    // surface features
    int surfaceY = generator.streetLevel + 1;
    if (!neighbors.toNorth() && HeightInfo.isBuildableToNorth(generator, chunk)) {
      chunk.setBlocks(0, 6, surfaceY, surfaceY + 1, 0, 1, columnMaterial);
      chunk.setBlocks(0, 6, surfaceY + 1, surfaceY + 2, 0, 1, fenceMaterial);
      chunk.setBlocks(10, 16, surfaceY, surfaceY + 1, 0, 1, columnMaterial);
      chunk.setBlocks(10, 16, surfaceY + 1, surfaceY + 2, 0, 1, fenceMaterial);
      chunk.setBlocks(6, surfaceY, surfaceY + 2, 0, columnMaterial);
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    int surfaceY = generator.streetLevel + 1;
   
    // way down?
    if (generator.settings.includeCisterns) {
      SurroundingLots neighbors = new SurroundingLots(platmap, platX, platZ);
      if (!neighbors.toNorth() && HeightInfo.isBuildableToNorth(generator, chunk)) {
        int lowestY = generator.streetLevel - cisternDepth + 1 + waterDepth;
        chunk.setBlocks(4, 7, lowestY, lowestY + 1, 1, 2, ledgeMaterial);
        chunk.setLadder(5, lowestY + 1, surfaceY, 1, Direction.General.SOUTH);
        chunk.setTrapDoor(5, surfaceY, 1, Direction.TrapDoor.EAST);
      }
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