#include "stdafx.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.dimension.h" #include "FlowerFeature.h" #include "net.minecraft.world.level.tile.h" FlowerFeature::FlowerFeature(int tile) { this->tile = tile; } bool FlowerFeature::place(Level *level, Random *random, int x, int y, int z) { // 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 - 8, y - 4, z - 8, x + 8, y + 4, z + 8); if(intersects) { //app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n"); return false; } } for (int i = 0; i < 64; i++) { int x2 = x + random->nextInt(8) - random->nextInt(8); int y2 = y + random->nextInt(4) - random->nextInt(4); int z2 = z + random->nextInt(8) - random->nextInt(8); if (level->isEmptyTile(x2, y2, z2) && (!level->dimension->hasCeiling || y2 < Level::genDepthMinusOne)) { if (Tile::tiles[tile]->canSurvive(level, x2, y2, z2)) { level->setTileAndData(x2, y2, z2, tile, 0, Tile::UPDATE_CLIENTS); } } } return true; }