Package me.daddychurchill.CityWorld.Support

Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toEast()


        chunk.setBlocks(0, 1, sewerY, base2Y, 5, 11, sewerMaterial, chunkOdds, sewerWallData, sewerFloorData);
        chunk.setBlocks(1, 2, base2Y - 1, base2Y, 5, 11, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      } else {
        chunk.setBlocks(0, 7, sewerY - 1, sewerY, 7, 9, emptyMaterial);
      }
      if (!roads.toEast()) {
        chunk.setBlocks(15, 16, sewerY, base2Y, 5, 11, sewerMaterial, chunkOdds, sewerWallData, sewerFloorData);
        chunk.setBlocks(14, 15, base2Y - 1, base2Y, 5, 11, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      } else {
        chunk.setBlocks(9, 16, sewerY - 1, sewerY, 7, 9, emptyMaterial);
      }
View Full Code Here


      }
      if (roads.toWest()) {
        vaultNorthWest = sewerNorthWestBias;
        vaultSouthWest = sewerSouthWestBias;
      }
      if (roads.toEast()) {
        vaultNorthEast = sewerNorthEastBias;
        vaultSouthEast = sewerSouthEastBias;
      }
     
      // make sure there is a way down
View Full Code Here

      }
      if (roads.toWest()) {
        vaultNorthWest = sewerNorthWestBias;
        vaultSouthWest = sewerSouthWestBias;
      }
      if (roads.toEast()) {
        vaultNorthEast = sewerNorthEastBias;
        vaultSouthEast = sewerSouthEastBias;
      }
     
      // make sure there is a way down
View Full Code Here

      }
      if (roads.toWest()) {
        chunk.setBlock(3, sewerY - 1, 7, fluidMaterial);
        generateEntryVines(chunk, base2Y - 1, Direction.Vine.WEST, 1, 6, 1, 7, 1, 8, 1, 9);
      }
      if (roads.toEast()) {
        chunk.setBlock(12, sewerY - 1, 8, fluidMaterial);
        generateEntryVines(chunk, base2Y - 1, Direction.Vine.EAST, 14, 6, 14, 7, 14, 8, 14, 9);
      }
     
      // add the various doors
View Full Code Here

      }
      if (centerEast) {
        generateDoor(chunk, 11, sewerY, 10, Direction.Door.EASTBYSOUTHEAST);
        chunk.setStoneSlab(11, sewerY, 7, Direction.StoneSlab.COBBLESTONEFLIP);
        chunk.setStoneSlab(11, sewerY, 8, Direction.StoneSlab.COBBLESTONEFLIP);
      } else if (!placedPlank && roads.toEast() && chunkOdds.flipCoin()) {
        placedPlank = true;
        BlackMagic.setBlocks(chunk, 10, 11, sewerY, 6, 10, sewerPlankMaterial, sewerPlankData);
      }
     
      // populate the vaults
View Full Code Here

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.