4jcraft/Minecraft.World/WorldGen/Features/ReedsFeature.cpp
MatthewBeshay dfb0e3b03e refactor: replace NULL with nullptr across C++ codebase
Excludes vendored C libs (zlib, Miles, DirectXMath, boost, Iggy).
2026-03-30 16:25:52 +11:00

42 lines
1.8 KiB
C++

#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() != nullptr) {
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;
}