4jcraft/Minecraft.World/WorldGen/Features/SpruceFeature.cpp
2026-03-13 17:06:56 -05:00

106 lines
3.6 KiB
C++

#include "../../Platform/stdafx.h"
#include "../../Headers/net.minecraft.world.level.h"
#include "../../Headers/net.minecraft.world.level.tile.h"
#include "SpruceFeature.h"
SpruceFeature::SpruceFeature(bool doUpdate) : Feature(doUpdate) {}
bool SpruceFeature::place(Level* level, Random* random, int x, int y, int z) {
// pines can be quite tall
int treeHeight = random->nextInt(4) + 6;
int trunkHeight = 1 + random->nextInt(2);
int topHeight = treeHeight - trunkHeight;
int leafRadius = 2 + random->nextInt(2);
bool free = true;
// may not be outside of y boundaries
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) {
LevelGenerationOptions* levelGenOptions =
app.getLevelGenerationOptions();
bool intersects = levelGenOptions->checkIntersects(
x - leafRadius, y - 1, z - leafRadius, x + leafRadius,
y + treeHeight, z + leafRadius);
if (intersects) {
// app.DebugPrintf("Skipping reeds feature generation as it overlaps
// a game rule structure\n");
return false;
}
}
// make sure there is enough space
for (int yy = y; yy <= y + 1 + treeHeight && free; yy++) {
int r = 1;
if ((yy - y) < trunkHeight) {
r = 0;
} else {
r = leafRadius;
}
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) free = false;
} else {
free = false;
}
}
}
}
if (!free) return false;
// must stand on ground
int belowTile = level->getTile(x, y - 1, z);
if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) ||
y >= Level::maxBuildHeight - treeHeight - 1)
return false;
placeBlock(level, x, y - 1, z, Tile::dirt_Id);
// place leaf top
int currentRadius = random->nextInt(2);
int maxRadius = 1;
int minRadius = 0;
for (int heightPos = 0; heightPos <= topHeight; heightPos++) {
const int yy = y + treeHeight - heightPos;
for (int xx = x - currentRadius; xx <= x + currentRadius; xx++) {
int xo = xx - (x);
for (int zz = z - currentRadius; zz <= z + currentRadius; zz++) {
int zo = zz - (z);
if (abs(xo) == currentRadius && abs(zo) == currentRadius &&
currentRadius > 0)
continue;
if (!Tile::solid[level->getTile(xx, yy, zz)])
placeBlock(level, xx, yy, zz, Tile::leaves_Id,
LeafTile::EVERGREEN_LEAF);
}
}
if (currentRadius >= maxRadius) {
currentRadius = minRadius;
minRadius = 1;
maxRadius += 1;
if (maxRadius > leafRadius) {
maxRadius = leafRadius;
}
} else {
currentRadius = currentRadius + 1;
}
}
int topOffset = random->nextInt(3);
for (int hh = 0; hh < treeHeight - topOffset; 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,
TreeTile::DARK_TRUNK);
}
return true;
}