4jcraft/targets/minecraft/world/level/levelgen/feature/FlowerFeature.cpp

43 lines
1.7 KiB
C++

#include "minecraft/IGameServices.h"
#include "minecraft/util/Log.h"
#include "FlowerFeature.h"
#include "app/common/GameRules/LevelGeneration/LevelGenerationOptions.h"
#include "app/linux/LinuxGame.h"
#include "java/Random.h"
#include "minecraft/world/level/Level.h"
#include "minecraft/world/level/dimension/Dimension.h"
#include "minecraft/world/level/tile/Tile.h"
FlowerFeature::FlowerFeature(int tile) { this->tile = tile; }
bool FlowerFeature::place(Level* level, Random* random, int x, int y, int z) {
// 4J Stu Added to stop tree features generating areas previously place by
// game rule generation
if (gameServices().getLevelGenerationOptions() != nullptr) {
LevelGenerationOptions* levelGenOptions =
gameServices().getLevelGenerationOptions();
bool intersects = levelGenOptions->checkIntersects(x - 8, y - 4, z - 8,
x + 8, y + 4, z + 8);
if (intersects) {
// Log::info("Skipping reeds feature generation as it overlaps
// a game rule structure\n");
return false;
}
}
for (int i = 0; i < 64; i++) {
int x2 = x + random->nextInt(8) - random->nextInt(8);
int y2 = y + random->nextInt(4) - random->nextInt(4);
int z2 = z + random->nextInt(8) - random->nextInt(8);
if (level->isEmptyTile(x2, y2, z2) &&
(!level->dimension->hasCeiling || y2 < Level::genDepthMinusOne)) {
if (Tile::tiles[tile]->canSurvive(level, x2, y2, z2)) {
level->setTileAndData(x2, y2, z2, tile, 0,
Tile::UPDATE_CLIENTS);
}
}
}
return true;
}