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38 lines
1.5 KiB
C++
38 lines
1.5 KiB
C++
#include "../../Platform/stdafx.h"
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#include "../../Headers/net.minecraft.world.level.h"
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#include "../../Headers/net.minecraft.world.level.dimension.h"
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#include "FlowerFeature.h"
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#include "../../Headers/net.minecraft.world.level.tile.h"
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FlowerFeature::FlowerFeature(int tile) { this->tile = tile; }
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bool FlowerFeature::place(Level* level, Random* random, int x, int y, int z) {
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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 (app.getLevelGenerationOptions() != NULL) {
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LevelGenerationOptions* levelGenOptions =
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app.getLevelGenerationOptions();
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bool intersects = levelGenOptions->checkIntersects(x - 8, y - 4, z - 8,
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x + 8, y + 4, z + 8);
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if (intersects) {
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// app.DebugPrintf("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 i = 0; i < 64; i++) {
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int x2 = x + random->nextInt(8) - random->nextInt(8);
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int y2 = y + random->nextInt(4) - random->nextInt(4);
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int z2 = z + random->nextInt(8) - random->nextInt(8);
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if (level->isEmptyTile(x2, y2, z2) &&
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(!level->dimension->hasCeiling || y2 < Level::genDepthMinusOne)) {
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if (Tile::tiles[tile]->canSurvive(level, x2, y2, z2)) {
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level->setTileAndData(x2, y2, z2, 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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return true;
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} |