#include "../../Platform/stdafx.h" #include "../../Headers/net.minecraft.world.level.h" #include "../../Headers/net.minecraft.world.level.tile.h" #include "ReedsFeature.h" bool ReedsFeature::place(Level* level, Random* random, int x, int y, int z) { for (int i = 0; i < 20; i++) { int x2 = x + random->nextInt(4) - random->nextInt(4); int y2 = y; int z2 = z + random->nextInt(4) - random->nextInt(4); // 4J Stu Added to stop reed features generating areas previously place // by game rule generation if (app.getLevelGenerationOptions() != NULL) { LevelGenerationOptions* levelGenOptions = app.getLevelGenerationOptions(); bool intersects = levelGenOptions->checkIntersects(x2, y2, z2, x2, y2, z2); if (intersects) { // app.DebugPrintf("Skipping reeds feature generation as it // overlaps a game rule structure\n"); continue; } } if (level->isEmptyTile(x2, y2, z2)) { if (level->getMaterial(x2 - 1, y2 - 1, z2) == Material::water || level->getMaterial(x2 + 1, y2 - 1, z2) == Material::water || level->getMaterial(x2, y2 - 1, z2 - 1) == Material::water || level->getMaterial(x2, y2 - 1, z2 + 1) == Material::water) { int h = 2 + random->nextInt(random->nextInt(3) + 1); for (int yy = 0; yy < h; yy++) { if (Tile::reeds->canSurvive(level, x2, y2 + yy, z2)) { level->setTileAndData(x2, y2 + yy, z2, Tile::reeds_Id, 0, Tile::UPDATE_CLIENTS); } } } } } return true; }