/// <summary> /// Generates structures in specified chunk next to existing structures. Does *not* generate StructureStarts. /// </summary> public virtual bool GenerateStructuresInChunk(World par1World, Random par2Random, int par3, int par4) { int i = (par3 << 4) + 8; int j = (par4 << 4) + 8; bool flag = false; IEnumerator <StructureStart> iterator = CoordMap.Values.GetEnumerator(); do { if (!iterator.MoveNext()) { break; } StructureStart structurestart = iterator.Current; if (structurestart.IsSizeableStructure() && structurestart.GetBoundingBox().IntersectsWith(i, j, i + 15, j + 15)) { structurestart.GenerateStructure(par1World, par2Random, new StructureBoundingBox(i, j, i + 15, j + 15)); flag = true; } }while (true); return(flag); }
public virtual bool Func_40483_a(int par1, int par2, int par3) { IEnumerator <StructureStart> iterator = CoordMap.Values.GetEnumerator(); label0: do { if (iterator.MoveNext()) { StructureStart structurestart = iterator.Current; if (!structurestart.IsSizeableStructure() || !structurestart.GetBoundingBox().IntersectsWith(par1, par3, par1, par3)) { continue; } IEnumerator <StructureComponent> iterator1 = structurestart.GetComponents().GetEnumerator(); StructureComponent structurecomponent; do { if (!iterator1.MoveNext()) { goto label0; } structurecomponent = iterator1.Current; }while (!structurecomponent.GetBoundingBox().IsVecInside(par1, par2, par3)); break; } else { return(false); } }while (true); return(true); }