diff --git a/world/src/site2/plot/sea_chapel.rs b/world/src/site2/plot/sea_chapel.rs index 93a324328a..623be45f6f 100644 --- a/world/src/site2/plot/sea_chapel.rs +++ b/world/src/site2/plot/sea_chapel.rs @@ -1114,7 +1114,7 @@ impl Structure for SeaChapel { max: (center + (diameter / 6) - 1).with_z(base - (diameter / 8) + diameter + 1), }) .clear(); - // chapel tube1 glass barrier / gold door + // chapel tube1 gold window painter .aabb(Aabb { min: Vec3::new( @@ -1626,13 +1626,6 @@ impl Structure for SeaChapel { .with_z(base - (diameter / 8) + diameter - (diameter / 8)), }) .fill(white.clone()); - //chapel floor2 glass barriers in tube - painter - .cylinder(Aabb { - min: (center - 4).with_z(base - (diameter / 8) + diameter - (diameter / 8)), - max: (center + 4).with_z(base - (diameter / 8) + diameter - (diameter / 8) + 2), - }) - .fill(glass_barrier.clone()); //chapel floor2 drawer and potion painter.sprite( (center - (diameter / 8)).with_z(base - (diameter / 8) + diameter - (diameter / 8)), @@ -2633,6 +2626,20 @@ impl Structure for SeaChapel { max: Vec3::new( center_s2.x + 4, center_s2.y + 4, + base - (diameter / 8) + diameter + 1, + ), + }) + .clear(); + painter + .cylinder(Aabb { + min: Vec3::new( + center_s2.x - 3, + center_s2.y - 3, + base - (diameter / 8) + diameter + 1, + ), + max: Vec3::new( + center_s2.x + 3, + center_s2.y + 3, base - (diameter / 8) + diameter + 2, ), }) @@ -2652,7 +2659,7 @@ impl Structure for SeaChapel { ), }) .fill(window_ver2.clone()); - // coral chest + // chest painter.rotated_sprite( Vec3::new( center_s2.x - 5, @@ -3368,11 +3375,11 @@ impl Structure for SeaChapel { ), }) .fill(glass_barrier.clone()); - // Holding Cell Villagers - let hc_villagers_pos = Vec3::new(center.x, center.y + (diameter / 3), base + 3); - for _ in 0..(5 + ((RandomField::new(0).get((hc_villagers_pos).with_z(base))) % 5)) { + // Holding Cell Prisoners + let prisoners_pos = Vec3::new(center.x, center.y + (diameter / 3), base + 3); + for _ in 0..(5 + ((RandomField::new(0).get((prisoners_pos).with_z(base))) % 5)) { painter.spawn( - EntityInfo::at(hc_villagers_pos.as_()) + EntityInfo::at(prisoners_pos.as_()) .with_asset_expect("common.entity.village.villager", &mut rng), ); } @@ -4447,12 +4454,6 @@ impl Structure for SeaChapel { .with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 2); let bldg_floor_potion_pos = (bldg_center - (bldg_diameter / 8)) .with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 3); - let bldg_floor_glass_barriers = Aabb { - min: (bldg_center - 4) - .with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 2), - max: (bldg_center + 4) - .with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 3), - }; let bldg_floor2_wall = Aabb { min: (bldg_center - 4).with_z( base - (bldg_diameter / 15) + (bldg_diameter / 2) - (bldg_diameter / 10) + 1, @@ -4509,9 +4510,6 @@ impl Structure for SeaChapel { + (bldg_diameter / 7) - 6, ); - let bldg_floor2_sea_cleric_pos = (bldg_center + 5).with_z( - base - (bldg_diameter / 15) + (bldg_diameter / 2) - (bldg_diameter / 10) + 2, - ); // bldg cellar Sea Crocodiles let bldg_cellar_sea_croc_pos = Vec3::new( bldg_center.x - (bldg_diameter / 8), @@ -4632,9 +4630,6 @@ impl Structure for SeaChapel { painter.aabb(bldg_room3_entry_clear2).clear(); painter.aabb(bldg_room3_entry_clear3).clear(); painter.aabb(bldg_room3_entry_clear4).clear(); - painter - .cylinder(bldg_floor_glass_barriers) - .fill(glass_barrier.clone()); painter.cylinder(bldg_floor2_wall).fill(white.clone()); painter .aabb(bldg_floor2_glass_barriers) @@ -4696,18 +4691,6 @@ impl Structure for SeaChapel { ), ) } - // bldg floor2 Sea Clerics - for _ in 0..(1 - + ((RandomField::new(0).get((bldg_floor2_sea_cleric_pos).with_z(base))) - % 2)) - { - painter.spawn( - EntityInfo::at(bldg_floor2_sea_cleric_pos.as_()).with_asset_expect( - "common.entity.dungeon.sea_chapel.sea_cleric", - &mut rng, - ), - ) - } }, _ => {}, };