renaming a few structures for consistence

This commit is contained in:
gnembon committed 2020-01-25 20:03:44 -04:00
1 parent 0d62fdc980
commit b612be2b04
2 files changed
+19 -19

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@@ -120,11 +120,11 @@ public class FeatureGenerator
{
structureToFeature.put("Monument", Collections.singletonList("monument"));
structureToFeature.put("EndCity", Collections.singletonList("end_city"));
structureToFeature.put("Ocean_Ruin", Arrays.asList("oceanruin", "oceanruin_warm", "oceanruin_small", "oceanruin_warm_small", "oceanruin_tall", "oceanruin_warm_tall"));
structureToFeature.put("Ocean_Ruin", Arrays.asList("ocean_ruin", "ocean_ruin_warm", "ocean_ruin_small", "ocean_ruin_warm_small", "ocean_ruin_tall", "ocean_ruin_warm_tall"));
structureToFeature.put("Village", Arrays.asList("village", "village_desert", "village_savanna", "village_taiga", "village_snowy"));
structureToFeature.put("Mansion", Collections.singletonList("mansion"));
structureToFeature.put("Buried_Treasure", Collections.singletonList("treasure"));
structureToFeature.put("Swamp_Hut", Collections.singletonList("witchhut"));
structureToFeature.put("Swamp_Hut", Collections.singletonList("witch_hut"));
structureToFeature.put("Stronghold", Collections.singletonList("stronghold"));
structureToFeature.put("Desert_Pyramid", Collections.singletonList("desert_temple"));
structureToFeature.put("Jungle_Pyramid", Collections.singletonList("jungle_temple"));
@@ -147,20 +147,20 @@ public class FeatureGenerator
put("igloo", ((StructureFeatureInterface)Feature.IGLOO)::gridAnywhere);
put("shipwreck", gridCustomStructure(Feature.SHIPWRECK, new ShipwreckFeatureConfig(true), Biomes.PLAINS));
put("shipwreck2", gridCustomStructure(Feature.SHIPWRECK, new ShipwreckFeatureConfig(false), Biomes.PLAINS));
put("witchhut", ((StructureFeatureInterface)Feature.SWAMP_HUT)::gridAnywhere);
put("witch_hut", ((StructureFeatureInterface)Feature.SWAMP_HUT)::gridAnywhere);
put("stronghold", ((StructureFeatureInterface)Feature.STRONGHOLD)::gridAnywhere);
put("oceanruin_small", gridCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_small", gridCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.COLD, 0.0F, 0.5F), Biomes.PLAINS));
put("oceanruin_warm_small", gridCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_warm_small", gridCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.WARM, 0.0F, 0.5F), Biomes.PLAINS));
put("oceanruin_tall", gridCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_tall", gridCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.COLD, 1.0F, 0.0F), Biomes.PLAINS));
put("oceanruin_warm_tall", gridCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_warm_tall", gridCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.WARM, 1.0F, 0.0F), Biomes.PLAINS));
put("oceanruin", gridCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin", gridCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.COLD, 1.0F, 1.0F), Biomes.PLAINS));
put("oceanruin_warm", gridCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_warm", gridCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.WARM, 1.0F, 1.0F), Biomes.PLAINS));
put("treasure", ((StructureFeatureInterface)Feature.BURIED_TREASURE)::gridAnywhere);
@@ -248,20 +248,20 @@ public class FeatureGenerator
put("igloo", ((StructureFeatureInterface)Feature.IGLOO)::plopAnywhere);
put("shipwreck", spawnCustomStructure(Feature.SHIPWRECK, new ShipwreckFeatureConfig(true), Biomes.PLAINS));
put("shipwreck2", spawnCustomStructure(Feature.SHIPWRECK, new ShipwreckFeatureConfig(false), Biomes.PLAINS));
put("witchhut", ((StructureFeatureInterface)Feature.SWAMP_HUT)::plopAnywhere);
put("witch_hut", ((StructureFeatureInterface)Feature.SWAMP_HUT)::plopAnywhere);
put("stronghold", ((StructureFeatureInterface)Feature.STRONGHOLD)::plopAnywhere);
put("oceanruin_small", spawnCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_small", spawnCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.COLD, 0.0F, 0.5F), Biomes.PLAINS));
put("oceanruin_warm_small", spawnCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_warm_small", spawnCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.WARM, 0.0F, 0.5F), Biomes.PLAINS));
put("oceanruin_tall", spawnCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_tall", spawnCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.COLD, 1.0F, 0.0F), Biomes.PLAINS));
put("oceanruin_warm_tall", spawnCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_warm_tall", spawnCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.WARM, 1.0F, 0.0F), Biomes.PLAINS));
put("oceanruin", spawnCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin", spawnCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.COLD, 1.0F, 1.0F), Biomes.PLAINS));
put("oceanruin_warm", spawnCustomStructure(Feature.OCEAN_RUIN,
put("ocean_ruin_warm", spawnCustomStructure(Feature.OCEAN_RUIN,
new OceanRuinFeatureConfig(OceanRuinFeature.BiomeType.WARM, 1.0F, 1.0F), Biomes.PLAINS));
put("treasure", ((StructureFeatureInterface)Feature.BURIED_TREASURE)::plopAnywhere);
@@ -3034,9 +3034,9 @@ public class CarpetExpression
* <li><code>igloo</code>: Igloo</li>
* <li><code>shipwreck</code>: Shipwreck, version1?</li>
* <li><code>shipwreck2</code>: Shipwreck, version2?</li>
* <li><code>witchhut</code></li>
* <li><code>oceanruin, oceanruin_small, oceanruin_tall</code>: Stone variants of ocean ruins.</li>
* <li><code>oceanruin_warm, oceanruin_warm_small, oceanruin_warm_tall</code>: Sandstone variants of ocean ruins.</li>
* <li><code>witch_hut</code></li>
* <li><code>ocean_ruin, ocean_ruin_small, ocean_ruin_tall</code>: Stone variants of ocean ruins.</li>
* <li><code>ocean_ruin_warm, ocean_ruin_warm_small, ocean_ruin_warm_tall</code>: Sandstone variants of ocean ruins.</li>
* <li><code>treasure</code>: A treasure chest. Yes, its a whole structure.</li>
* <li><code>pillager_outpost</code>: A pillager outpost.</li>
* <li><code>mineshaft</code>: A mineshaft.</li>