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