///<summary>
        /// Returns a list of creatures of the specified type that can spawn at the given location.
        ///</summary>
        public List <SpawnListEntry> GetPossibleCreatures(CreatureType par1EnumCreatureType, int par2, int par3, int par4)
        {
            BiomeGenBase biomegenbase = worldObj.GetBiomeGenForCoords(par2, par4);

            if (biomegenbase == null)
            {
                return(null);
            }
            else
            {
                return(biomegenbase.GetSpawnableList(par1EnumCreatureType));
            }
        }
Beispiel #2
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        ///<summary>
        /// Returns a list of creatures of the specified type that can spawn at the given location.
        ///</summary>
        public List <SpawnListEntry> GetPossibleCreatures(CreatureType par1EnumCreatureType, int par2, int par3, int par4)
        {
            if (par1EnumCreatureType == CreatureType.Monster && GenNetherBridge.Func_40483_a(par2, par3, par4))
            {
                return(GenNetherBridge.GetSpawnList());
            }

            BiomeGenBase biomegenbase = worldObj.GetBiomeGenForCoords(par2, par4);

            if (biomegenbase == null)
            {
                return(null);
            }
            else
            {
                return(biomegenbase.GetSpawnableList(par1EnumCreatureType));
            }
        }
Beispiel #3
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        /// <summary>
        /// Called during chunk generation to spawn initial creatures.
        /// </summary>
        public static void PerformWorldGenSpawning(World par0World, BiomeGenBase par1BiomeGenBase, int par2, int par3, int par4, int par5, Random par6Random)
        {
            List <SpawnListEntry> list = par1BiomeGenBase.GetSpawnableList(CreatureType.Creature);

            if (list.Count == 0)
            {
                return;
            }

            while (par6Random.NextDouble() < par1BiomeGenBase.GetSpawningChance())
            {
                SpawnListEntry spawnlistentry = (SpawnListEntry)WeightedRandom.GetRandomItem(par0World.Rand, list);
                int            i  = spawnlistentry.MinGroupCount + par6Random.Next((1 + spawnlistentry.MaxGroupCount) - spawnlistentry.MinGroupCount);
                int            j  = par2 + par6Random.Next(par4);
                int            k  = par3 + par6Random.Next(par5);
                int            l  = j;
                int            i1 = k;
                int            j1 = 0;

                while (j1 < i)
                {
                    bool flag = false;

                    for (int k1 = 0; !flag && k1 < 4; k1++)
                    {
                        int l1 = par0World.GetTopSolidOrLiquidBlock(j, k);

                        if (CanCreatureTypeSpawnAtLocation(CreatureType.Creature, par0World, j, l1, k))
                        {
                            float        f  = (float)j + 0.5F;
                            float        f1 = l1;
                            float        f2 = (float)k + 0.5F;
                            EntityLiving entityliving;

                            try
                            {
                                entityliving = (EntityLiving)Activator.CreateInstance(spawnlistentry.EntityClass, new object[] { par0World });
                            }
                            catch (Exception exception)
                            {
                                Console.WriteLine(exception.ToString());
                                Console.Write(exception.StackTrace);
                                continue;
                            }

                            entityliving.SetLocationAndAngles(f, f1, f2, (float)par6Random.NextDouble() * 360F, 0.0F);
                            par0World.SpawnEntityInWorld(entityliving);
                            CreatureSpecificInit(entityliving, par0World, f, f1, f2);
                            flag = true;
                        }

                        j += par6Random.Next(5) - par6Random.Next(5);

                        for (k += par6Random.Next(5) - par6Random.Next(5); j < par2 || j >= par2 + par4 || k < par3 || k >= par3 + par4; k = (i1 + par6Random.Next(5)) - par6Random.Next(5))
                        {
                            j = (l + par6Random.Next(5)) - par6Random.Next(5);
                        }
                    }

                    j1++;
                }
            }
        }