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119 lines
4.5 KiB
C++
119 lines
4.5 KiB
C++
#include "../../Platform/stdafx.h"
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#include "SwampTreeFeature.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 "../../Util/JavaMath.h"
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bool SwampTreeFeature::place(Level* level, Random* random, int x, int y,
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int z) {
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int treeHeight = random->nextInt(4) + 5;
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while (level->getMaterial(x, y - 1, z) == Material::water) y--;
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bool free = true;
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if (y < 1 || y + treeHeight + 1 > Level::genDepth) return false;
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// 4J Stu Added to stop tree features generating areas previously place by
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// game rule generation
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if (app.getLevelGenerationOptions() != NULL) {
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LevelGenerationOptions* levelGenOptions =
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app.getLevelGenerationOptions();
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bool intersects = levelGenOptions->checkIntersects(
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x - 3, y - 1, z - 3, x + 3, y + treeHeight, z + 3);
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if (intersects) {
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// app.DebugPrintf("Skipping reeds feature generation as it overlaps
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// a game rule structure\n");
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return false;
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}
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}
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for (int yy = y; yy <= y + 1 + treeHeight; yy++) {
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int r = 1;
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if (yy == y) r = 0;
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if (yy >= y + 1 + treeHeight - 2) r = 3;
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for (int xx = x - r; xx <= x + r && free; xx++) {
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for (int zz = z - r; zz <= z + r && free; zz++) {
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if (yy >= 0 && yy < Level::genDepth) {
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int tt = level->getTile(xx, yy, zz);
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if (tt != 0 && tt != Tile::leaves_Id) {
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if (tt == Tile::calmWater_Id || tt == Tile::water_Id) {
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if (yy > y) free = false;
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} else {
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free = false;
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}
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}
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} else {
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free = false;
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}
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}
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}
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}
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if (!free) return false;
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int belowTile = level->getTile(x, y - 1, z);
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if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) ||
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y >= Level::genDepth - treeHeight - 1)
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return false;
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placeBlock(level, x, y - 1, z, Tile::dirt_Id);
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for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++) {
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int yo = yy - (y + treeHeight);
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int offs = 2 - yo / 2;
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for (int xx = x - offs; xx <= x + offs; xx++) {
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int xo = xx - (x);
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for (int zz = z - offs; zz <= z + offs; zz++) {
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int zo = zz - (z);
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if (abs(xo) == offs && abs(zo) == offs &&
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(random->nextInt(2) == 0 || yo == 0))
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continue;
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if (!Tile::solid[level->getTile(xx, yy, zz)])
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placeBlock(level, xx, yy, zz, Tile::leaves_Id);
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}
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}
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}
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for (int hh = 0; hh < treeHeight; hh++) {
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int t = level->getTile(x, y + hh, z);
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if (t == 0 || t == Tile::leaves_Id || t == Tile::water_Id ||
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t == Tile::calmWater_Id)
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placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id);
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}
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for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++) {
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int yo = yy - (y + treeHeight);
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int offs = 2 - yo / 2;
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for (int xx = x - offs; xx <= x + offs; xx++) {
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for (int zz = z - offs; zz <= z + offs; zz++) {
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if (level->getTile(xx, yy, zz) == Tile::leaves_Id) {
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if (random->nextInt(4) == 0 &&
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level->getTile(xx - 1, yy, zz) == 0) {
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addVine(level, xx - 1, yy, zz, VineTile::VINE_EAST);
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}
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if (random->nextInt(4) == 0 &&
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level->getTile(xx + 1, yy, zz) == 0) {
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addVine(level, xx + 1, yy, zz, VineTile::VINE_WEST);
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}
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if (random->nextInt(4) == 0 &&
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level->getTile(xx, yy, zz - 1) == 0) {
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addVine(level, xx, yy, zz - 1, VineTile::VINE_SOUTH);
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}
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if (random->nextInt(4) == 0 &&
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level->getTile(xx, yy, zz + 1) == 0) {
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addVine(level, xx, yy, zz + 1, VineTile::VINE_NORTH);
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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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}
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void SwampTreeFeature::addVine(Level* level, int xx, int yy, int zz, int dir) {
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placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
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int maxDir = 4;
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while (level->getTile(xx, --yy, zz) == 0 && maxDir > 0) {
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placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
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maxDir--;
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}
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} |