private void PickLab(int s, int structX, int structY, bool mirrored) { if (s == 0) { WastelandLab.StructureGen(structX, structY, mirrored); // create the structure first WastelandLabPlatforms.StructureGen(structX, structY, mirrored); // then create the platforms (on top of the walls) WastelandLabFurniture.StructureGen(structX, structY, mirrored); // then the furniture } else if (s == 12) { AncientsLab.Generate(structX, structY, mirrored); } else { Lab.StructureGen(structX, structY, mirrored); // create the structure first LabPlatforms.StructureGen(structX, structY, mirrored); // create the structure first LabFurniture.StructureGen(structX, structY, mirrored, s - 1); // then the furniture. s - 1 so the drives start at 0 again } }
private void LootStructures(int xO, int yO, Player player) { int structX = xO - 225 * sizeMult + Main.rand.Next(225 * sizeMult * 2); int structY = yO - 275 * sizeMult + Main.rand.Next(275 * sizeMult / 2); Point16 newStructurePosition = new Point16(structX, structY); newStructurePosition = new Point16((int)player.position.X / 16, (int)player.position.Y / 16); structX = newStructurePosition.X; structY = newStructurePosition.Y; if (TileCheckSafe(structX, structY)) { bool mirrored = false; if (Main.rand.Next(2) == 0) { mirrored = true; } AncientsLab.Generate(structX, structY, mirrored); } }