public Biome(string n, BiomeCode code, BiomeType type, ushort blendingBlock, List <int> structCodes, List <int> amountStructs, List <float> percentageStructs) { this.name = n; this.biomeCode = (byte)code; this.biomeType = (byte)type; this.blendingBlock = blendingBlock; this.structCodes = structCodes; this.amountStructs = amountStructs; this.percentageStructs = percentageStructs; }
public void GenerateBiomeStructures(ChunkLoader_Server cl, ChunkPos pos, BiomeCode biome, ushort[] blockdata, ushort[] statedata, ushort[] hpdata) { switch (biome) { case BiomeCode.PLAINS: GeneratePlainsStructures(cl, pos, blockdata, statedata, hpdata); break; case BiomeCode.GRASSY_HIGHLANDS: GenerateGrassyHighlandsStructures(cl, pos, blockdata, statedata, hpdata); break; case BiomeCode.OCEAN: break; case BiomeCode.FOREST: GenerateForestStructures(cl, pos, blockdata, statedata, hpdata); break; case BiomeCode.DESERT: GenerateDesertStructures(cl, pos, blockdata, statedata, hpdata); break; case BiomeCode.SNOWY_PLAINS: GenerateSnowyPlainsStructures(cl, pos, blockdata, statedata, hpdata); break; case BiomeCode.SNOWY_HIGHLANDS: GenerateSnowyHighlandsStructures(cl, pos, blockdata, statedata, hpdata); break; case BiomeCode.ICE_OCEAN: break; case BiomeCode.SNOWY_FOREST: GenerateSnowyForestStructures(cl, pos, blockdata, statedata, hpdata); break; default: break; } }
// Returns the list of possible Percentages in a biome public static List <float> GetBiomePercentages(BiomeCode biome) { return(dataset[(byte)biome].percentageStructs); }
// Returns the list of possible Amounts in a biome public static List <int> GetBiomeAmounts(BiomeCode biome) { return(dataset[(byte)biome].amountStructs); }
// Returns the list of possible Structures in a biome public static List <int> GetBiomeStructs(BiomeCode biome) { return(dataset[(byte)biome].structCodes); }