feat: remove bonus chests

This commit is contained in:
str1k3r committed 2026-09-30 02:54:29 -04:00
1 parent 7272b62d38
commit ca003f1afa
30 files changed
+8 -246

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-1
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@@ -25,7 +25,6 @@
#define GAME_HOST_OPTION_BITMASK_GAMETYPE 0x00000030
#define GAME_HOST_OPTION_BITMASK_LEVELTYPE 0x00000040
#define GAME_HOST_OPTION_BITMASK_STRUCTURES 0x00000080
#define GAME_HOST_OPTION_BITMASK_BONUSCHEST 0x00000100
#define GAME_HOST_OPTION_BITMASK_BEENINCREATIVE 0x00000200
#define GAME_HOST_OPTION_BITMASK_PVP 0x00000400
#define GAME_HOST_OPTION_BITMASK_TRUSTPLAYERS 0x00000800
-1
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@@ -604,7 +604,6 @@ enum eGameHostOption
eGameHostOption_GameType,
eGameHostOption_LevelType, // flat or default
eGameHostOption_Structures,
eGameHostOption_BonusChest,
eGameHostOption_HasBeenInCreative,
eGameHostOption_PvP,
eGameHostOption_TrustPlayers,
-15
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@@ -7379,18 +7379,6 @@ void CMinecraftApp::SetGameHostOption(unsigned int &uiHostSettings, eGameHostOpt
uiHostSettings&=~GAME_HOST_OPTION_BITMASK_STRUCTURES;
}
break;
case eGameHostOption_BonusChest:
if(uiVal!=0)
{
uiHostSettings|=GAME_HOST_OPTION_BITMASK_BONUSCHEST;
}
else
{
// off
uiHostSettings&=~GAME_HOST_OPTION_BITMASK_BONUSCHEST;
}
break;
case eGameHostOption_HasBeenInCreative:
if(uiVal!=0)
@@ -7563,9 +7551,6 @@ unsigned int CMinecraftApp::GetGameHostOption(unsigned int uiHostSettings, eGame
case eGameHostOption_Structures:
return (uiHostSettings&GAME_HOST_OPTION_BITMASK_STRUCTURES);
break;
case eGameHostOption_BonusChest:
return (uiHostSettings&GAME_HOST_OPTION_BITMASK_BONUSCHEST);
break;
case eGameHostOption_HasBeenInCreative:
return (uiHostSettings&GAME_HOST_OPTION_BITMASK_BEENINCREATIVE);
break;
@@ -67,7 +67,6 @@ UIScene_CreateWorldMenu::UIScene_CreateWorldMenu(int iPad, void *initData, UILay
m_MoreOptionsParams.bGenerateOptions=TRUE;
m_MoreOptionsParams.bStructures=TRUE;
m_MoreOptionsParams.bFlatWorld=FALSE;
m_MoreOptionsParams.bBonusChest=FALSE;
m_MoreOptionsParams.bPVP = TRUE;
m_MoreOptionsParams.bTrust = TRUE;
m_MoreOptionsParams.bFireSpreads = TRUE;
@@ -1162,7 +1161,6 @@ void UIScene_CreateWorldMenu::CreateGame(UIScene_CreateWorldMenu* pClass, DWORD
app.SetGameHostOption(eGameHostOption_GameType,pClass->m_bGameModeSurvival?GameType::SURVIVAL->getId():GameType::CREATIVE->getId() );
app.SetGameHostOption(eGameHostOption_LevelType,pClass->m_MoreOptionsParams.bFlatWorld );
app.SetGameHostOption(eGameHostOption_Structures,pClass->m_MoreOptionsParams.bStructures );
app.SetGameHostOption(eGameHostOption_BonusChest,pClass->m_MoreOptionsParams.bBonusChest );
app.SetGameHostOption(eGameHostOption_PvP,pClass->m_MoreOptionsParams.bPVP);
app.SetGameHostOption(eGameHostOption_TrustPlayers,pClass->m_MoreOptionsParams.bTrust );
@@ -297,9 +297,6 @@ void UIScene_LaunchMoreOptionsMenu::handleCheckboxToggled(F64 controlId, bool se
case eLaunchCheckbox_FlatWorld:
m_params->bFlatWorld = selected;
break;
case eLaunchCheckbox_BonusChest:
m_params->bBonusChest = selected;
break;
case eLaunchCheckbox_DisableSaving:
m_params->bDisableSaving = selected;
break;
@@ -344,9 +341,6 @@ void UIScene_LaunchMoreOptionsMenu::handleFocusChange(F64 controlId, F64 childId
case eLaunchCheckbox_FlatWorld:
stringId = IDS_GAMEOPTION_SUPERFLAT;
break;
case eLaunchCheckbox_BonusChest:
stringId = IDS_GAMEOPTION_BONUS_CHEST;
break;
#ifdef _LARGE_WORLDS
case eControl_EditSeed:
stringId = IDS_GAMEOPTION_SEED;
@@ -19,7 +19,6 @@ private:
eLaunchCheckbox_ResetNether,
eLaunchCheckbox_Structures,
eLaunchCheckbox_FlatWorld,
eLaunchCheckbox_BonusChest,
eLaunchCheckbox_DisableSaving,
eLaunchCheckboxes_Count,
@@ -63,7 +62,6 @@ private:
UI_MAP_ELEMENT( m_labelWorldSize, "WorldSize")
UI_MAP_ELEMENT( m_sliderWorldSize, "WorldSizeSlider")
UI_MAP_ELEMENT( m_checkboxes[eLaunchCheckbox_Structures], "CheckboxStructures")
UI_MAP_ELEMENT( m_checkboxes[eLaunchCheckbox_BonusChest], "CheckboxBonusChest")
UI_MAP_ELEMENT( m_checkboxes[eLaunchCheckbox_FlatWorld], "CheckboxFlatWorld")
UI_END_MAP_CHILD_ELEMENTS()
@@ -84,7 +82,6 @@ private:
UI_MAP_ELEMENT( m_labelWorldOptions, "WorldOptions")
UI_MAP_ELEMENT( m_checkboxes[eLaunchCheckbox_Structures], "CheckboxStructures")
UI_MAP_ELEMENT( m_checkboxes[eLaunchCheckbox_FlatWorld], "CheckboxFlatWorld")
UI_MAP_ELEMENT( m_checkboxes[eLaunchCheckbox_BonusChest], "CheckboxBonusChest")
}
UI_MAP_ELEMENT( m_labelDescription, "Description")
@@ -79,6 +79,10 @@ UIScene_LeaderboardsMenu::UIScene_LeaderboardsMenu(int iPad, void *initData, UIL
ReadStats(-1);
#ifdef _WINDOWS64
m_labelInfo.setLabel(app.GetString(IDS_LEADERBOARD_NORESULTS));
#endif
#if ( defined __PS3__ || defined __ORBIS__ || defined __PSVITA__ )
addTimer( PLAYER_ONLINE_TIMER_ID, PLAYER_ONLINE_TIMER_TIME );
#endif
-1
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@@ -243,7 +243,6 @@ typedef struct _LaunchMoreOptionsMenuInitData
BOOL bGenerateOptions;
BOOL bStructures;
BOOL bFlatWorld;
BOOL bBonusChest;
BOOL bPVP;
BOOL bTrust;
@@ -1461,7 +1461,6 @@ void CScene_LoadGameSettings::LoadLevelGen(LevelGenerationOptions *levelGen)
// TU12: Content: Gameplay: New "Mass Effect World" remembers and uses the settings of another - lately created - World.
app.SetGameHostOption(eGameHostOption_LevelType,m_MoreOptionsParams.bFlatWorld);
app.SetGameHostOption(eGameHostOption_Structures,m_MoreOptionsParams.bStructures);
app.SetGameHostOption(eGameHostOption_BonusChest,m_MoreOptionsParams.bBonusChest);
app.SetGameHostOption(eGameHostOption_PvP,m_MoreOptionsParams.bPVP);
app.SetGameHostOption(eGameHostOption_TrustPlayers,m_MoreOptionsParams.bTrust );
@@ -964,7 +964,6 @@ void CScene_MultiGameCreate::CreateGame(CScene_MultiGameCreate* pClass, DWORD dw
app.SetGameHostOption(eGameHostOption_GameType,pClass->m_bGameModeSurvival?GameType::SURVIVAL->getId():GameType::CREATIVE->getId());
app.SetGameHostOption(eGameHostOption_LevelType,pClass->m_MoreOptionsParams.bFlatWorld );
app.SetGameHostOption(eGameHostOption_Structures,pClass->m_MoreOptionsParams.bStructures );
app.SetGameHostOption(eGameHostOption_BonusChest,pClass->m_MoreOptionsParams.bBonusChest );
app.SetGameHostOption(eGameHostOption_PvP,pClass->m_MoreOptionsParams.bPVP);
app.SetGameHostOption(eGameHostOption_TrustPlayers,pClass->m_MoreOptionsParams.bTrust );
-1
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@@ -283,7 +283,6 @@ void CConsoleMinecraftApp::TemporaryCreateGameStart()
app.SetGameHostOption(eGameHostOption_GameType,GameType::SURVIVAL->getId() );
app.SetGameHostOption(eGameHostOption_LevelType, 0 );
app.SetGameHostOption(eGameHostOption_Structures, 1 );
app.SetGameHostOption(eGameHostOption_BonusChest, 0 );
app.SetGameHostOption(eGameHostOption_PvP, 1);
app.SetGameHostOption(eGameHostOption_TrustPlayers, 1 );
-1
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@@ -392,7 +392,6 @@ bool MinecraftServer::loadLevel(LevelStorageSource *storageSource, const wstring
app.DebugPrintf("Default game type: %d\n" , gameTypeId);
LevelSettings *levelSettings = new LevelSettings(levelSeed, gameType, app.GetGameHostOption(eGameHostOption_Structures)>0?true:false, isHardcore(), true, pLevelType, initData->xzSize, initData->hellScale);
if( app.GetGameHostOption(eGameHostOption_BonusChest ) ) levelSettings->enableStartingBonusItems();
// 4J - temp - load existing level
shared_ptr<McRegionLevelStorage> storage = nullptr;
-1
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@@ -414,7 +414,6 @@ void CConsoleMinecraftApp::TemporaryCreateGameStart()
app.SetGameHostOption(eGameHostOption_GameType,GameType::SURVIVAL->getId());
app.SetGameHostOption(eGameHostOption_LevelType, 0 );
app.SetGameHostOption(eGameHostOption_Structures, 1 );
app.SetGameHostOption(eGameHostOption_BonusChest, 0 );
app.SetGameHostOption(eGameHostOption_PvP, 1);
app.SetGameHostOption(eGameHostOption_TrustPlayers, 1 );
-1
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@@ -531,7 +531,6 @@ void CConsoleMinecraftApp::TemporaryCreateGameStart()
app.SetGameHostOption(eGameHostOption_GameType,GameType::CREATIVE->getId());
app.SetGameHostOption(eGameHostOption_LevelType, 0 );
app.SetGameHostOption(eGameHostOption_Structures, 1 );
app.SetGameHostOption(eGameHostOption_BonusChest, 0 );
app.SetGameHostOption(eGameHostOption_PvP, 1);
app.SetGameHostOption(eGameHostOption_TrustPlayers, 1 );
-1
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@@ -323,7 +323,6 @@ void CConsoleMinecraftApp::TemporaryCreateGameStart()
app.SetGameHostOption(eGameHostOption_GameType,GameType::CREATIVE->getId());
app.SetGameHostOption(eGameHostOption_LevelType, 0 );
app.SetGameHostOption(eGameHostOption_Structures, 1 );
app.SetGameHostOption(eGameHostOption_BonusChest, 0 );
app.SetGameHostOption(eGameHostOption_PvP, 1);
app.SetGameHostOption(eGameHostOption_TrustPlayers, 1 );
-56
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@@ -119,13 +119,6 @@ ServerLevel::ServerLevel(MinecraftServer *server, shared_ptr<LevelStorage>levelS
initializeLevel(levelSettings);
levelData->setInitialized(true);
}
else if ( (dimension==0) && levelData->getSpawnBonusChest() ) // 4J-JEV, still would like bonus chests to respawn.
{
// 4J - added isFindingSpawn as we want any chunks we are looking in here for suitable locations for the bonus chest to actually create those chunks rather than just get emptychunks if they aren't loaded
isFindingSpawn = true;
generateBonusItemsNearSpawn();
isFindingSpawn = false;
}
// 4J - added initialisers
// 4J Stu - Allowing spawn edit for our game, and consider a better solution for the possible griefing
@@ -788,58 +781,9 @@ void ServerLevel::setInitialSpawn(LevelSettings *levelSettings)
}
levelData->setSpawn(xSpawn, ySpawn, zSpawn);
if (levelSettings->hasStartingBonusItems())
{
generateBonusItemsNearSpawn();
}
isFindingSpawn = false;
}
// 4J - brought forward from 1.3.2
void ServerLevel::generateBonusItemsNearSpawn()
{
// once we've found the initial spawn, try to find a location for the
// starting bonus chest
// 4J - added - scan the spawn area first to see if there's already a chest near here
static const int r = 20;
int xs = levelData->getXSpawn();
int zs = levelData->getZSpawn();
for( int xx = -r; xx <= r; xx++ )
for( int zz = -r; zz <= r; zz++ )
{
int x = xx + xs;
int z = zz + zs;
int y = getTopSolidBlock( x, z ) - 1;
if( getTile( x, y, z ) == Tile::chest_Id )
{
shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(getTileEntity(x, y, z));
if (chest != NULL)
{
if( chest->isBonusChest )
{
return;
}
}
}
}
BonusChestFeature *feature = new BonusChestFeature(RANDOM_BONUS_ITEMS, 16);
for (int attempt = 0; attempt < 16; attempt++)
{
int x = levelData->getXSpawn() + random->nextInt(6) - random->nextInt(6);
int z = levelData->getZSpawn() + random->nextInt(6) - random->nextInt(6);
int y = getTopSolidBlock(x, z) + 1;
if (feature->place(this, random, x, y, z, (attempt == 15) ))
{
break;
}
}
delete feature;
}
Pos *ServerLevel::getDimensionSpecificSpawn()
{
return dimension->getSpawnPos();
-1
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@@ -77,7 +77,6 @@ public:
protected:
virtual void initializeLevel(LevelSettings *settings);
virtual void setInitialSpawn(LevelSettings *settings);
void generateBonusItemsNearSpawn(); // 4J - brought forward from 1.3.2
public:
Pos *getDimensionSpecificSpawn();
@@ -185,7 +185,6 @@ void CConsoleMinecraftApp::TemporaryCreateGameStart()
app.SetGameHostOption(eGameHostOption_GameType,GameType::CREATIVE->getId() ); // LevelSettings::GAMETYPE_SURVIVAL
app.SetGameHostOption(eGameHostOption_LevelType, 0 );
app.SetGameHostOption(eGameHostOption_Structures, 1 );
app.SetGameHostOption(eGameHostOption_BonusChest, 0 );
app.SetGameHostOption(eGameHostOption_PvP, 1);
app.SetGameHostOption(eGameHostOption_TrustPlayers, 1 );
-88
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@@ -1,88 +0,0 @@
#include "stdafx.h"
#include "BonusChestFeature.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.level.tile.entity.h"
#include "WeighedTreasure.h"
#include "StructurePiece.h"
BonusChestFeature::BonusChestFeature(WeighedTreasureArray treasureList, int numRolls) : treasureList(treasureList), numRolls(numRolls)
{
}
// 4J - original virtual method
bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z)
{
return place(level, random, x, y, z, false );
}
// 4J - added force parameter - trying to keep this as similar as possible to the original algorithm, but would also like it to definitely place a
// chest as it doesn't necessarily find somewhere in the original java. This method is called multple times for different x,y,z round the
// spawn point and force signifies that this is the last time this will be called. In this case, just place the chest exactly where the input
// parameters requested we place it (we know this will be one tile above the top solid block of a randomn column), and then do our best to place
// any surrounding torches where appropriate.
bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, bool force)
{
if( !force )
{
int t = 0;
while (((t = level->getTile(x, y, z)) == 0 || t == Tile::leaves_Id) && y > 1)
y--;
if (y < 1)
{
return false;
}
y++;
}
for (int i = 0; i < 4; i++)
{
int x2, y2, z2;
if( force )
{
x2 = x;
y2 = y - 1; // 4J - the position passed in is actually two above the top solid block, as the calling function adds 1 to getTopSolidBlock, and that actually returns the block above anyway.
// this would explain why there is a while loop above here (not used in force mode) to move the y back down again, shouldn't really be needed if 1 wasn't added to the getTopSolidBlock return value.
z2 = z;
}
else
{
x2 = x + random->nextInt(4) - random->nextInt(4);
y2 = y + random->nextInt(3) - random->nextInt(3);
z2 = z + random->nextInt(4) - random->nextInt(4);
}
if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2)))
{
level->setTile(x2, y2, z2, Tile::chest_Id);
shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2));
if (chest != NULL)
{
WeighedTreasure::addChestItems(random, treasureList, chest, numRolls);
chest->isBonusChest = true; // 4J added
}
if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
{
level->setTile(x2 - 1, y2, z2, Tile::torch_Id);
}
if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
{
level->setTile(x2 + 1, y2, z2, Tile::torch_Id);
}
if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
{
level->setTile(x2, y2, z2 - 1, Tile::torch_Id);
}
if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
{
level->setTile(x2, y2, z2 + 1, Tile::torch_Id);
}
return true;
}
}
return false;
}
-19
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@@ -1,19 +0,0 @@
#pragma once
#include "Feature.h"
class Random;
class Level;
class BonusChestFeature : public Feature
{
private:
const WeighedTreasureArray treasureList;
const int numRolls;
public:
BonusChestFeature(WeighedTreasureArray treasureList, int numRolls);
virtual bool place(Level *level, Random *random, int x, int y, int z);
bool place(Level *level, Random *random, int x, int y, int z, bool force); // 4J added this method with extra force parameter
};
+1 -4
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@@ -13,12 +13,11 @@ using namespace std;
ChestTileEntity::ChestTileEntity(bool isBonusChest/* = false*/) : TileEntity()
ChestTileEntity::ChestTileEntity() : TileEntity()
{
items = new ItemInstanceArray(9 * 4);
hasCheckedNeighbors = false;
this->isBonusChest = isBonusChest;
openness = 0.0f;
oOpenness = 0.0f;
@@ -108,7 +107,6 @@ void ChestTileEntity::load(CompoundTag *base)
unsigned int slot = tag->getByte(L"Slot") & 0xff;
if (slot >= 0 && slot < items->length) (*items)[slot] = ItemInstance::fromTag(tag);
}
isBonusChest = base->getBoolean(L"bonus");
}
void ChestTileEntity::save(CompoundTag *base)
@@ -127,7 +125,6 @@ void ChestTileEntity::save(CompoundTag *base)
}
}
base->put(L"Items", listTag);
base->putBoolean(L"bonus", isBonusChest);
}
int ChestTileEntity::getMaxStackSize()
+1 -2
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@@ -19,14 +19,13 @@ public:
using TileEntity::setChanged;
public:
ChestTileEntity(bool isBonusChest = false); // 4J added param
ChestTileEntity();
virtual ~ChestTileEntity();
private:
ItemInstanceArray *items;
public:
bool isBonusChest; // 4J added
bool hasCheckedNeighbors;
weak_ptr<ChestTileEntity> n;
weak_ptr<ChestTileEntity> e;
-9
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@@ -42,7 +42,6 @@ LevelData::LevelData(CompoundTag *tag)
{
generateMapFeatures = true;
}
spawnBonusChest = tag->getBoolean(L"spawnBonusChest");
xSpawn = tag->getInt(L"SpawnX");
ySpawn = tag->getInt(L"SpawnY");
@@ -144,7 +143,6 @@ LevelData::LevelData(LevelSettings *levelSettings, const wstring& levelName)
this->seed = levelSettings->getSeed();
this->gameType = levelSettings->getGameType();
this->generateMapFeatures = levelSettings->isGenerateMapFeatures();
this->spawnBonusChest = levelSettings->hasStartingBonusItems();
this->levelName = levelName;
this->m_pGenerator = levelSettings->getLevelType();
this->hardcore = levelSettings->isHardcore();
@@ -200,7 +198,6 @@ LevelData::LevelData(LevelData *copy)
this->m_pGenerator = copy->m_pGenerator;
this->gameType = copy->gameType;
this->generateMapFeatures = copy->generateMapFeatures;
this->spawnBonusChest = copy->spawnBonusChest;
this->xSpawn = copy->xSpawn;
this->ySpawn = copy->ySpawn;
this->zSpawn = copy->zSpawn;
@@ -256,7 +253,6 @@ void LevelData::setTagData(CompoundTag *tag)
tag->putInt(L"generatorVersion", m_pGenerator->getVersion());
tag->putInt(L"GameType", gameType->getId());
tag->putBoolean(L"MapFeatures", generateMapFeatures);
tag->putBoolean(L"spawnBonusChest",spawnBonusChest);
tag->putInt(L"SpawnX", xSpawn);
tag->putInt(L"SpawnY", ySpawn);
tag->putInt(L"SpawnZ", zSpawn);
@@ -515,11 +511,6 @@ bool LevelData::isGenerateMapFeatures()
return generateMapFeatures;
}
bool LevelData::getSpawnBonusChest()
{
return spawnBonusChest;
}
void LevelData::setGameType(GameType *gameType)
{
this->gameType = gameType;
-2
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@@ -36,7 +36,6 @@ private:
bool initialized;
bool newSeaLevel; // 4J added
bool hasBeenInCreative; // 4J added
bool spawnBonusChest; // 4J added
int m_xzSize; // 4J Added
int m_hellScale; // 4J Added
@@ -116,7 +115,6 @@ public:
virtual void setRainTime(int rainTime);
virtual GameType *getGameType();
virtual bool isGenerateMapFeatures();
virtual bool getSpawnBonusChest();
virtual void setGameType(GameType *gameType);
virtual bool useNewSeaLevel();
virtual bool getHasBeenInCreative(); // 4J Added
+1 -14
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@@ -94,7 +94,6 @@ void LevelSettings::_init(__int64 seed, GameType *gameType, bool generateMapFeat
this->newSeaLevel = newSeaLevel;
this->levelType = levelType;
this->allowCommands = false;
this->startingBonusItems = false;
m_xzSize = xzSize;
m_hellScale = hellScale;
}
@@ -105,8 +104,7 @@ LevelSettings::LevelSettings(__int64 seed, GameType *gameType, bool generateMapF
hardcore(hardcore),
generateMapFeatures(generateMapFeatures),
newSeaLevel(newSeaLevel),
levelType(levelType),
startingBonusItems(false)
levelType(levelType)
{
_init(seed, gameType, generateMapFeatures, hardcore, newSeaLevel, levelType, xzSize, hellScale);
}
@@ -116,23 +114,12 @@ LevelSettings::LevelSettings(LevelData *levelData)
_init(levelData->getSeed(), levelData->getGameType(), levelData->isGenerateMapFeatures(), levelData->isHardcore(), levelData->useNewSeaLevel(), levelData->getGenerator(), levelData->getXZSize(), levelData->getHellScale() );
}
LevelSettings *LevelSettings::enableStartingBonusItems()
{
startingBonusItems = true;
return this;
}
LevelSettings *LevelSettings::enableSinglePlayerCommands()
{
allowCommands = true;
return this;
}
bool LevelSettings::hasStartingBonusItems()
{
return startingBonusItems;
}
__int64 LevelSettings::getSeed()
{
return seed;
-3
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@@ -42,7 +42,6 @@ private:
bool newSeaLevel;
LevelType *levelType;
bool allowCommands;
bool startingBonusItems; // 4J - brought forward from 1.3.2
int m_xzSize; // 4J Added
int m_hellScale;
@@ -51,9 +50,7 @@ private:
public:
LevelSettings(__int64 seed, GameType *gameType, bool generateMapFeatures, bool hardcore, bool newSeaLevel, LevelType *levelType, int xzSize, int hellScale); // 4J Added xzSize and hellScale param
LevelSettings(LevelData *levelData);
LevelSettings *enableStartingBonusItems(); // 4J - brought forward from 1.3.2
LevelSettings *enableSinglePlayerCommands();
bool hasStartingBonusItems(); // 4J - brought forward from 1.3.2
__int64 getSeed();
GameType *getGameType();
bool isHardcore();
-2
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@@ -1887,7 +1887,6 @@
<ClInclude Include="Boat.h" />
<ClInclude Include="BoatItem.h" />
<ClInclude Include="BodyControl.h" />
<ClInclude Include="BonusChestFeature.h" />
<ClInclude Include="BookItem.h" />
<ClInclude Include="BookshelfTile.h" />
<ClInclude Include="BossMob.h" />
@@ -2808,7 +2807,6 @@
<ClCompile Include="Boat.cpp" />
<ClCompile Include="BoatItem.cpp" />
<ClCompile Include="BodyControl.cpp" />
<ClCompile Include="BonusChestFeature.cpp" />
<ClCompile Include="BookItem.cpp" />
<ClCompile Include="BookshelfTile.cpp" />
<ClCompile Include="BossMob.cpp" />
@@ -1924,9 +1924,6 @@
<ClInclude Include="HellFlatLevelSource.h">
<Filter>net\minecraft\world\level\levelgen</Filter>
</ClInclude>
<ClInclude Include="BonusChestFeature.h">
<Filter>net\minecraft\world\level\levelgen\feature</Filter>
</ClInclude>
<ClInclude Include="StoneMonsterTileItem.h">
<Filter>net\minecraft\world\item</Filter>
</ClInclude>
@@ -4164,9 +4161,6 @@
<ClCompile Include="HellFlatLevelSource.cpp">
<Filter>net\minecraft\world\level\levelgen</Filter>
</ClCompile>
<ClCompile Include="BonusChestFeature.cpp">
<Filter>net\minecraft\world\level\levelgen\feature</Filter>
</ClCompile>
<ClCompile Include="StoneMonsterTileItem.cpp">
<Filter>net\minecraft\world\item</Filter>
</ClCompile>
@@ -27,7 +27,6 @@
#include "HugeMushroomFeature.h"
#include "SandFeature.h"
#include "SwampTreeFeature.h"
#include "BonusChestFeature.h"
#include "SpikeFeature.h"
#include "EndPodiumFeature.h"
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@@ -11,9 +11,8 @@ Bringing the October 10th 2014 Source Leak back down to TU0
- [ ] World Generation
## Removed Features
- [ ] Adventure Mode
- [ ] Creative Mode
- [ ] Bonus Chests
- [x] Bonus Chests
- [x] Map Position
- [x] Experience
- [ ] Enchanting