4jcraft/Minecraft.World/WorldGen/Features/MegaTreeFeature.cpp
2026-03-21 17:45:10 -05:00

205 lines
8.4 KiB
C++

#include "../../Platform/stdafx.h"
#include "../../Headers/net.minecraft.world.level.h"
#include "../../Headers/net.minecraft.world.level.tile.h"
#include "MegaTreeFeature.h"
MegaTreeFeature::MegaTreeFeature(bool doUpdate, int baseHeight, int trunkType,
int leafType)
: Feature(doUpdate),
baseHeight(baseHeight),
trunkType(trunkType),
leafType(leafType) {}
bool MegaTreeFeature::place(Level* level, Random* random, int x, int y, int z) {
int treeHeight = random->nextInt(3) + baseHeight;
bool free = true;
if (y < 1 || y + treeHeight + 1 > Level::maxBuildHeight) return false;
// 4J Stu Added to stop tree features generating areas previously place by
// game rule generation
if (app.getLevelGenerationOptions() != NULL) {
PIXBeginNamedEvent(0, "MegaTreeFeature Checking intersects");
LevelGenerationOptions* levelGenOptions =
app.getLevelGenerationOptions();
bool intersects = levelGenOptions->checkIntersects(
x - 2, y - 1, z - 2, x + 2, y + treeHeight, z + 2);
PIXEndNamedEvent();
if (intersects) {
// app.DebugPrintf("Skipping reeds feature generation as it overlaps
// a game rule structure\n");
return false;
}
}
for (int yy = y; yy <= y + 1 + treeHeight; yy++) {
int r = 2;
if (yy == y) r = 1;
if (yy >= y + 1 + treeHeight - 2) r = 2;
for (int xx = x - r; xx <= x + r && free; xx++) {
for (int zz = z - r; zz <= z + r && free; zz++) {
if (yy >= 0 && yy < Level::maxBuildHeight) {
int tt = level->getTile(xx, yy, zz);
if (tt != 0 && tt != Tile::leaves_Id &&
tt != Tile::grass_Id && tt != Tile::dirt_Id &&
tt != Tile::treeTrunk_Id && tt != Tile::sapling_Id)
free = false;
} else {
free = false;
}
}
}
}
if (!free) return false;
int belowTile = level->getTile(x, y - 1, z);
if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) ||
y >= Level::maxBuildHeight - treeHeight - 1)
return false;
level->setTileAndData(x, y - 1, z, Tile::dirt_Id, 0, Tile::UPDATE_CLIENTS);
level->setTileAndData(x + 1, y - 1, z, Tile::dirt_Id, 0,
Tile::UPDATE_CLIENTS);
level->setTileAndData(x, y - 1, z + 1, Tile::dirt_Id, 0,
Tile::UPDATE_CLIENTS);
level->setTileAndData(x + 1, y - 1, z + 1, Tile::dirt_Id, 0,
Tile::UPDATE_CLIENTS);
PIXBeginNamedEvent(0, "MegaTree placing leaves, %d, %d, %d", x, z,
y + treeHeight);
placeLeaves(level, x, z, y + treeHeight, 2, random);
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "MegaTree placing branches");
int branchHeight = y + treeHeight - 2 - random->nextInt(4);
while (branchHeight > y + treeHeight / 2) {
float angle = random->nextFloat() * PI * 2.0f;
int bx = x + (int)(0.5f + Mth::cos(angle) * 4.0f);
int bz = z + (int)(0.5f + Mth::sin(angle) * 4.0f);
placeLeaves(level, bx, bz, branchHeight, 0, random);
for (int b = 0; b < 5; b++) {
bx = x + (int)(1.5f + Mth::cos(angle) * b);
bz = z + (int)(1.5f + Mth::sin(angle) * b);
placeBlock(level, bx, branchHeight - 3 + b / 2, bz,
Tile::treeTrunk_Id, trunkType);
}
branchHeight -= 2 + random->nextInt(4);
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "MegaTree placing vines");
for (int hh = 0; hh < treeHeight; hh++) {
int t = level->getTile(x, y + hh, z);
if (t == 0 || t == Tile::leaves_Id) {
placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id, trunkType);
if (hh > 0) {
if (random->nextInt(3) > 0 &&
level->isEmptyTile(x - 1, y + hh, z)) {
placeBlock(level, x - 1, y + hh, z, Tile::vine_Id,
VineTile::VINE_EAST);
}
if (random->nextInt(3) > 0 &&
level->isEmptyTile(x, y + hh, z - 1)) {
placeBlock(level, x, y + hh, z - 1, Tile::vine_Id,
VineTile::VINE_SOUTH);
}
}
}
if (hh < (treeHeight - 1)) {
t = level->getTile(x + 1, y + hh, z);
if (t == 0 || t == Tile::leaves_Id) {
placeBlock(level, x + 1, y + hh, z, Tile::treeTrunk_Id,
trunkType);
if (hh > 0) {
if (random->nextInt(3) > 0 &&
level->isEmptyTile(x + 2, y + hh, z)) {
placeBlock(level, x + 2, y + hh, z, Tile::vine_Id,
VineTile::VINE_WEST);
}
if (random->nextInt(3) > 0 &&
level->isEmptyTile(x + 1, y + hh, z - 1)) {
placeBlock(level, x + 1, y + hh, z - 1, Tile::vine_Id,
VineTile::VINE_SOUTH);
}
}
}
t = level->getTile(x + 1, y + hh, z + 1);
if (t == 0 || t == Tile::leaves_Id) {
placeBlock(level, x + 1, y + hh, z + 1, Tile::treeTrunk_Id,
trunkType);
if (hh > 0) {
if (random->nextInt(3) > 0 &&
level->isEmptyTile(x + 2, y + hh, z + 1)) {
placeBlock(level, x + 2, y + hh, z + 1, Tile::vine_Id,
VineTile::VINE_WEST);
}
if (random->nextInt(3) > 0 &&
level->isEmptyTile(x + 1, y + hh, z + 2)) {
placeBlock(level, x + 1, y + hh, z + 2, Tile::vine_Id,
VineTile::VINE_NORTH);
}
}
}
t = level->getTile(x, y + hh, z + 1);
if (t == 0 || t == Tile::leaves_Id) {
placeBlock(level, x, y + hh, z + 1, Tile::treeTrunk_Id,
trunkType);
if (hh > 0) {
if (random->nextInt(3) > 0 &&
level->isEmptyTile(x - 1, y + hh, z + 1)) {
placeBlock(level, x - 1, y + hh, z + 1, Tile::vine_Id,
VineTile::VINE_EAST);
}
if (random->nextInt(3) > 0 &&
level->isEmptyTile(x, y + hh, z + 2)) {
placeBlock(level, x, y + hh, z + 2, Tile::vine_Id,
VineTile::VINE_NORTH);
}
}
}
}
}
PIXEndNamedEvent();
return true;
}
void MegaTreeFeature::placeLeaves(Level* level, int x, int z, int topPosition,
int baseRadius, Random* random) {
int grassHeight = 2;
// 4J Stu - Generate from top down so that we don't have to keep adjusting
// the heightmaps
for (int yy = topPosition; yy >= topPosition - grassHeight; yy--) {
int yo = yy - (topPosition);
int radius = baseRadius + 1 - yo;
for (int xx = x - radius; xx <= x + radius + 1; xx++) {
int xo = xx - (x);
for (int zz = z - radius; zz <= z + radius + 1; zz++) {
int zo = zz - (z);
if ((xo < 0 && zo < 0) &&
(xo * xo + zo * zo) > (radius * radius)) {
continue;
}
if ((xo > 0 || zo > 0) &&
(xo * xo + zo * zo) > ((radius + 1) * (radius + 1))) {
continue;
}
if (random->nextInt(4) == 0 &&
(xo * xo + zo * zo) > ((radius - 1) * (radius - 1))) {
continue;
}
PIXBeginNamedEvent(0, "Getting tile");
int t = level->getTile(xx, yy, zz);
PIXEndNamedEvent();
if (t == 0 || t == Tile::leaves_Id) {
PIXBeginNamedEvent(0, "Placing block");
placeBlock(level, xx, yy, zz, Tile::leaves_Id, leafType);
PIXEndNamedEvent();
}
}
}
}
}