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.
118 lines
2.5 KiB
C++
118 lines
2.5 KiB
C++
#include "stdafx.h"
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#include "GrassTile.h"
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#include "net.minecraft.world.item.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.material.h"
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#include "net.minecraft.world.phys.h"
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#include "ReedTile.h"
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ReedTile::ReedTile(int id) : Tile( id, Material::plant,isSolidRender() )
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{
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this->updateDefaultShape();
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this->setTicking(true);
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}
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// 4J Added override
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void ReedTile::updateDefaultShape()
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{
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float ss = 6 / 16.0f;
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this->setShape(0.5f - ss, 0, 0.5f - ss, 0.5f + ss, 1, 0.5f + ss);
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}
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void ReedTile::tick(Level *level, int x, int y, int z, Random* random)
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{
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if (level->isEmptyTile(x, y + 1, z))
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{
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int height = 1;
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while (level->getTile(x, y - height, z) == id)
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{
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height++;
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}
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if (height < 3)
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{
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int age = level->getData(x, y, z);
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if (age == 15)
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{
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level->setTileAndUpdate(x, y + 1, z, id);
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level->setData(x, y, z, 0, Tile::UPDATE_NONE);
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}
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else
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{
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level->setData(x, y, z, age + 1, Tile::UPDATE_NONE);
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}
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}
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}
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}
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bool ReedTile::mayPlace(Level *level, int x, int y, int z)
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{
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int below = level->getTile(x, y - 1, z);
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if (below == id) return true;
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if (below != Tile::grass_Id && below != Tile::dirt_Id && below != Tile::sand_Id) return false;
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if (level->getMaterial(x - 1, y - 1, z) == Material::water) return true;
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if (level->getMaterial(x + 1, y - 1, z) == Material::water) return true;
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if (level->getMaterial(x, y - 1, z - 1) == Material::water) return true;
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if (level->getMaterial(x, y - 1, z + 1) == Material::water) return true;
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//printf("no water\n");
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return false;
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}
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void ReedTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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checkAlive(level, x, y, z);
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}
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const void ReedTile::checkAlive(Level *level, int x, int y, int z)
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{
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if (!canSurvive(level, x, y, z))
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{
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spawnResources(level, x, y, z, level->getData(x, y, z), 0);
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level->removeTile(x, y, z);
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}
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}
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bool ReedTile::canSurvive(Level *level, int x, int y, int z)
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{
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return mayPlace(level, x, y, z);
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}
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AABB *ReedTile::getAABB(Level *level, int x, int y, int z)
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{
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return NULL;
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}
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int ReedTile::getResource(int data, Random *random, int playerBonusLevel)
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{
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return Item::reeds->id;
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}
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bool ReedTile::blocksLight()
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{
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return false;
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}
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bool ReedTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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bool ReedTile::isCubeShaped()
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{
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return false;
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}
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int ReedTile::getRenderShape()
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{
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return Tile::SHAPE_CROSS_TEXTURE;
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}
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int ReedTile::cloneTileId(Level *level, int x, int y, int z)
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{
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return Item::reeds_Id;
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}
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bool ReedTile::shouldTileTick(Level *level, int x,int y,int z)
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{
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return level->isEmptyTile(x, y + 1, z);
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}
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