4jcraft/Minecraft.World/WorldGen/Features/SandFeature.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

56 lines
2 KiB
C++

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