This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
41 lines
1.2 KiB
C++
41 lines
1.2 KiB
C++
#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;
|
|
} |