Package me.daddychurchill.CityWorld.Support

Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toSouth()


        chunk.setBlocks(5, 11, sewerY, base2Y, 0, 1, sewerMaterial, chunkOdds, sewerWallData, sewerFloorData);
        chunk.setBlocks(5, 11, base2Y - 1, base2Y, 1, 2, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      } else {
        chunk.setBlocks(7, 9, sewerY - 1, sewerY, 0, 7, emptyMaterial);
      }
      if (!roads.toSouth()) {
        chunk.setBlocks(5, 11, sewerY, base2Y, 15, 16, sewerMaterial, chunkOdds, sewerWallData, sewerFloorData);
        chunk.setBlocks(5, 11, base2Y - 1, base2Y, 14, 15, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      } else {
        chunk.setBlocks(7, 9, sewerY - 1, sewerY, 9, 16, emptyMaterial);
      }
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      // show our bias
      if (roads.toNorth()) {
        vaultNorthWest = sewerNorthWestBias;
        vaultNorthEast = sewerNorthEastBias;
      }
      if (roads.toSouth()) {
        vaultSouthWest = sewerSouthWestBias;
        vaultSouthEast = sewerSouthEastBias;
      }
      if (roads.toWest()) {
        vaultNorthWest = sewerNorthWestBias;
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      // show our bias
      if (roads.toNorth()) {
        vaultNorthWest = sewerNorthWestBias;
        vaultNorthEast = sewerNorthEastBias;
      }
      if (roads.toSouth()) {
        vaultSouthWest = sewerSouthWestBias;
        vaultSouthEast = sewerSouthEastBias;
      }
      if (roads.toWest()) {
        vaultNorthWest = sewerNorthWestBias;
View Full Code Here

      // cardinal directions known walls and ditches
      if (roads.toNorth()) {
        chunk.setBlock(8, sewerY - 1, 3, fluidMaterial);
        generateEntryVines(chunk, base2Y - 1, Direction.Vine.NORTH, 6, 1, 7, 1, 8, 1, 9, 1);
      }
      if (roads.toSouth()) {
        chunk.setBlock(7, sewerY - 1, 12, fluidMaterial);
        generateEntryVines(chunk, base2Y - 1, Direction.Vine.SOUTH, 6, 14, 7, 14, 8, 14, 9, 14);
      }
      if (roads.toWest()) {
        chunk.setBlock(3, sewerY - 1, 7, fluidMaterial);
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      }
      if (centerSouth) {
        generateDoor(chunk, 5, sewerY, 11, Direction.Door.SOUTHBYSOUTHWEST);
        chunk.setStoneSlab(7, sewerY, 11, Direction.StoneSlab.COBBLESTONEFLIP);
        chunk.setStoneSlab(8, sewerY, 11, Direction.StoneSlab.COBBLESTONEFLIP);
      } else if (!placedPlank && roads.toSouth() && chunkOdds.flipCoin()) {
        placedPlank = true;
        BlackMagic.setBlocks(chunk, 6, 10, sewerY, 10, 11, sewerPlankMaterial, sewerPlankData);
      }
      if (centerWest) {
        generateDoor(chunk, 4, sewerY, 5, Direction.Door.WESTBYNORTHWEST);
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