Package me.daddychurchill.CityWorld.Support

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


      chunk.setBlocks(6, 10, base2Y - 1, base2Y, 15, 16, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      chunk.setBlocks(0, 1, base2Y - 1, base2Y, 6, 10, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      chunk.setBlocks(15, 16, base2Y - 1, base2Y, 6, 10, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
     
      // cardinal directions known walls and ditches
      if (!roads.toNorth()) {
        chunk.setBlocks(5, 11, sewerY, base2Y, 0, 1, sewerMaterial, chunkOdds, sewerWallData, sewerFloorData);
        chunk.setBlocks(5, 11, base2Y - 1, base2Y, 1, 2, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      } else {
        chunk.setBlocks(7, 9, sewerY - 1, sewerY, 0, 7, emptyMaterial);
      }
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      } else {
        chunk.setBlocks(9, 16, sewerY - 1, sewerY, 7, 9, emptyMaterial);
      }
     
      // show our bias
      if (roads.toNorth()) {
        vaultNorthWest = sewerNorthWestBias;
        vaultNorthEast = sewerNorthEastBias;
      }
      if (roads.toSouth()) {
        vaultSouthWest = sewerSouthWestBias;
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        vaultNorthEast = sewerNorthEastBias;
        vaultSouthEast = sewerSouthEastBias;
      }
     
      // make sure there is a way down
      if (roads.toNorth() && roads.toWest()) {
        vaultNorthWest = true;
      }
     
      // figure out the center
      if (!(vaultNorthWest && vaultNorthEast && vaultSouthWest && vaultSouthEast)) {
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      // ceiling please
      chunk.setBlocks(0, 16, base2Y, base2Y + 1, 0, 16, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
     
      // show our bias
      if (roads.toNorth()) {
        vaultNorthWest = sewerNorthWestBias;
        vaultNorthEast = sewerNorthEastBias;
      }
      if (roads.toSouth()) {
        vaultSouthWest = sewerSouthWestBias;
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        vaultNorthEast = sewerNorthEastBias;
        vaultSouthEast = sewerSouthEastBias;
      }
     
      // make sure there is a way down
      if (roads.toNorth() && roads.toWest()) {
        vaultNorthWest = true;
       
        // place the manhole
        chunk.setTrapDoor(3, sidewalkLevel, 2, Direction.TrapDoor.WEST);
       
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      }
     
      Material fluidMaterial = generator.oreProvider.fluidFluidMaterial;
     
      // cardinal directions known walls and ditches
      if (roads.toNorth()) {
        chunk.setBlock(8, sewerY - 1, 3, fluidMaterial);
        generateEntryVines(chunk, base2Y - 1, Direction.Vine.NORTH, 6, 1, 7, 1, 8, 1, 9, 1);
      }
      if (roads.toSouth()) {
        chunk.setBlock(7, sewerY - 1, 12, fluidMaterial);
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      // fancy up the center walls?
      if (centerNorth) {
        generateDoor(chunk, 10, sewerY, 4, Direction.Door.NORTHBYNORTHEAST);
        chunk.setStoneSlab(7, sewerY, 4, Direction.StoneSlab.COBBLESTONEFLIP);
        chunk.setStoneSlab(8, sewerY, 4, Direction.StoneSlab.COBBLESTONEFLIP);
      } else if (!placedPlank && roads.toNorth() && chunkOdds.flipCoin()) {
        placedPlank = true;
        BlackMagic.setBlocks(chunk, 6, 10, sewerY, 5, 6, sewerPlankMaterial, sewerPlankData);
      }
      if (centerSouth) {
        generateDoor(chunk, 5, sewerY, 11, Direction.Door.SOUTHBYSOUTHWEST);
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        BlackMagic.setBlocks(chunk, 10, 11, sewerY, 6, 10, sewerPlankMaterial, sewerPlankData);
      }
     
      // populate the vaults
      if (vaultNorthWest) {
        if (!(roads.toNorth() && roads.toWest())) // special case for manholes
          generateTreat(generator, chunk, 2, sewerY, 2);
      }
      if (vaultNorthEast) {
        generateTreat(generator, chunk, 13, sewerY, 2);
      }
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