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42 lines
1.8 KiB
C++
42 lines
1.8 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.tile.h"
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#include "ReedsFeature.h"
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bool ReedsFeature::place(Level* level, Random* random, int x, int y, int z) {
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for (int i = 0; i < 20; i++) {
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int x2 = x + random->nextInt(4) - random->nextInt(4);
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int y2 = y;
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int z2 = z + random->nextInt(4) - random->nextInt(4);
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// 4J Stu Added to stop reed features generating areas previously place
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// by game rule generation
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if (app.getLevelGenerationOptions() != nullptr) {
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LevelGenerationOptions* levelGenOptions =
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app.getLevelGenerationOptions();
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bool intersects =
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levelGenOptions->checkIntersects(x2, y2, z2, x2, y2, z2);
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if (intersects) {
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// app.DebugPrintf("Skipping reeds feature generation as it
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// overlaps a game rule structure\n");
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continue;
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}
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}
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if (level->isEmptyTile(x2, y2, z2)) {
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if (level->getMaterial(x2 - 1, y2 - 1, z2) == Material::water ||
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level->getMaterial(x2 + 1, y2 - 1, z2) == Material::water ||
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level->getMaterial(x2, y2 - 1, z2 - 1) == Material::water ||
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level->getMaterial(x2, y2 - 1, z2 + 1) == Material::water) {
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int h = 2 + random->nextInt(random->nextInt(3) + 1);
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for (int yy = 0; yy < h; yy++) {
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if (Tile::reeds->canSurvive(level, x2, y2 + yy, z2)) {
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level->setTileAndData(x2, y2 + yy, z2, Tile::reeds_Id,
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0, Tile::UPDATE_CLIENTS);
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}
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}
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}
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}
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}
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return true;
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} |