Files
MinecraftConsoles/Minecraft.World/ReedsFeature.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

46 lines
1.4 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "ReedsFeature.h"
bool ReedsFeature::place(Level *level, Random *random, int x, int y, int z)
{
for (int i = 0; i < 20; i++)
{
int x2 = x + random->nextInt(4) - random->nextInt(4);
int y2 = y;
int z2 = z + random->nextInt(4) - random->nextInt(4);
// 4J Stu Added to stop reed features generating areas previously place by game rule generation
if(app.getLevelGenerationOptions() != NULL)
{
LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
bool intersects = levelGenOptions->checkIntersects(x2, y2, z2, x2, y2, z2);
if(intersects)
{
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
continue;
}
}
if (level->isEmptyTile(x2, y2, z2))
{
if (level->getMaterial(x2-1, y2-1, z2) == Material::water ||
level->getMaterial(x2+1, y2-1, z2) == Material::water ||
level->getMaterial(x2, y2-1, z2-1) == Material::water ||
level->getMaterial(x2, y2-1, z2+1) == Material::water)
{
int h = 2 + random->nextInt(random->nextInt(3) + 1);
for (int yy = 0; yy < h; yy++)
{
if ( Tile::reeds->canSurvive(level, x2, y2 + yy, z2) )
{
level->setTileAndData(x2, y2 + yy, z2, Tile::reeds_Id, 0, Tile::UPDATE_CLIENTS);
}
}
}
}
}
return true;
}