#include "../../Platform/stdafx.h" #include "SandFeature.h" #include "../../Headers/net.minecraft.world.level.h" #include "../../Headers/net.minecraft.world.level.tile.h" SandFeature::SandFeature(int radius, int tile) { this->tile = tile; this->radius = radius; } bool SandFeature::place(Level* level, Random* random, int x, int y, int z) { if (level->getMaterial(x, y, z) != Material::water) return false; // 4J - optimisation. Without this, we can end up creating a huge number of // HeavyTiles to be ticked a few frames away. I think instatick ought to be // fine here - we're only turning rock into gravel, so should instantly know // if we've made a rock with nothing underneath and that should fall. level->setInstaTick(true); int r = random->nextInt(radius - 2) + 2; int yr = 2; // 4J Stu Added to stop tree features generating areas previously place by // game rule generation if (app.getLevelGenerationOptions() != NULL) { LevelGenerationOptions* levelGenOptions = app.getLevelGenerationOptions(); bool intersects = levelGenOptions->checkIntersects( x - r, y - yr, z - r, x + r, y + yr, z + r); if (intersects) { level->setInstaTick(false); // app.DebugPrintf("Skipping reeds feature generation as it overlaps // a game rule structure\n"); return false; } } for (int xx = x - r; xx <= x + r; xx++) { for (int zz = z - r; zz <= z + r; zz++) { int xd = xx - x; int zd = zz - z; if (xd * xd + zd * zd > r * r) continue; for (int yy = y - yr; yy <= y + yr; yy++) { int t = level->getTile(xx, yy, zz); if (t == Tile::dirt_Id || t == Tile::grass_Id) { level->setTileAndData(xx, yy, zz, tile, 0, Tile::UPDATE_CLIENTS); } } } } level->setInstaTick(false); return true; }