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Implement loot system
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@@ -1,12 +1,10 @@
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package com.dfsek.terra.util.structure;
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import com.dfsek.terra.procgen.math.Vector2;
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import com.dfsek.terra.structure.GaeaStructure;
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import com.dfsek.terra.structure.Structure;
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import org.bukkit.block.BlockFace;
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import org.bukkit.block.data.Rail;
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import java.util.Arrays;
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public class RotationUtil {
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/**
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* Rotate and mirror a coordinate pair.
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@@ -14,7 +12,7 @@ public class RotationUtil {
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* @param r Rotation
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* @return Rotated coordinate pair
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*/
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public static Vector2 getRotatedCoords(Vector2 orig, GaeaStructure.Rotation r) {
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public static Vector2 getRotatedCoords(Vector2 orig, Structure.Rotation r) {
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Vector2 copy = orig.clone();
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switch(r) {
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case CW_90:
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@@ -36,7 +34,7 @@ public class RotationUtil {
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* @param r Rotation
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* @return Rotated BlockFace
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*/
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public static BlockFace getRotatedFace(BlockFace f, GaeaStructure.Rotation r) {
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public static BlockFace getRotatedFace(BlockFace f, Structure.Rotation r) {
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BlockFace n = f;
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int rotateNum = r.getDegrees()/90;
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int rn = faceRotation(f);
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@@ -46,9 +44,9 @@ public class RotationUtil {
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return n;
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}
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public static org.bukkit.Axis getRotatedAxis(org.bukkit.Axis orig, GaeaStructure.Rotation r) {
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public static org.bukkit.Axis getRotatedAxis(org.bukkit.Axis orig, Structure.Rotation r) {
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org.bukkit.Axis other = orig;
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final boolean shouldSwitch = r.equals(GaeaStructure.Rotation.CW_90) || r.equals(GaeaStructure.Rotation.CCW_90);
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final boolean shouldSwitch = r.equals(Structure.Rotation.CW_90) || r.equals(Structure.Rotation.CCW_90);
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switch(orig) {
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case X:
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if(shouldSwitch) other = org.bukkit.Axis.Z;
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@@ -67,7 +65,7 @@ public class RotationUtil {
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* @param r Rotate
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* @return Rotated/mirrored shape
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*/
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public static Rail.Shape getRotatedRail(Rail.Shape orig, GaeaStructure.Rotation r) {
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public static Rail.Shape getRotatedRail(Rail.Shape orig, Structure.Rotation r) {
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switch(r) {
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case CCW_90:
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switch(orig) {
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