Files
MinecraftConsoles/Minecraft.World/SandFeature.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

58 lines
1.7 KiB
C++

#include "stdafx.h"
#include "SandFeature.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
SandFeature::SandFeature(int radius, int tile)
{
this->tile = tile;
this->radius = radius;
}
bool SandFeature::place(Level *level, Random *random, int x, int y, int z)
{
if (level->getMaterial(x, y, z) != Material::water) return false;
// 4J - optimisation. Without this, we can end up creating a huge number of HeavyTiles to be ticked
// a few frames away. I think instatick ought to be fine here - we're only turning rock into gravel,
// so should instantly know if we've made a rock with nothing underneath and that should fall.
level->setInstaTick(true);
int r = random->nextInt(radius-2)+2;
int yr = 2;
// 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 - r, y - yr, z - r, x + r, y + yr, z + r);
if(intersects)
{
level->setInstaTick(false);
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
return false;
}
}
for (int xx = x - r; xx <= x + r; xx++)
{
for (int zz = z - r; zz <= z + r; zz++)
{
int xd = xx - x;
int zd = zz - z;
if (xd * xd + zd * zd > r * r) continue;
for (int yy = y - yr; yy <= y + yr; yy++)
{
int t = level->getTile(xx, yy, zz);
if (t == Tile::dirt_Id || t == Tile::grass_Id)
{
level->setTileAndData(xx, yy, zz, tile, 0, Tile::UPDATE_CLIENTS);
}
}
}
}
level->setInstaTick(false);
return true;
}