Files
MinecraftConsoles/Minecraft.World/SpruceFeature.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

117 lines
3.4 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "SpruceFeature.h"
SpruceFeature::SpruceFeature(bool doUpdate) : Feature(doUpdate)
{
}
bool SpruceFeature::place(Level *level, Random *random, int x, int y, int z)
{
// pines can be quite tall
int treeHeight = random->nextInt(4) + 6;
int trunkHeight = 1 + random->nextInt(2);
int topHeight = treeHeight - trunkHeight;
int leafRadius = 2 + random->nextInt(2);
bool free = true;
// may not be outside of y boundaries
if (y < 1 || y + treeHeight + 1 > Level::maxBuildHeight)
{
return false;
}
// 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 - leafRadius, y - 1, z - leafRadius, x + leafRadius, y + treeHeight, z + leafRadius);
if(intersects)
{
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
return false;
}
}
// make sure there is enough space
for (int yy = y; yy <= y + 1 + treeHeight && free; yy++)
{
int r = 1;
if ((yy - y) < trunkHeight)
{
r = 0;
}
else
{
r = leafRadius;
}
for (int xx = x - r; xx <= x + r && free; xx++)
{
for (int zz = z - r; zz <= z + r && free; zz++)
{
if (yy >= 0 && yy < Level::maxBuildHeight)
{
int tt = level->getTile(xx, yy, zz);
if (tt != 0 && tt != Tile::leaves_Id) free = false;
}
else
{
free = false;
}
}
}
}
if (!free) return false;
// must stand on ground
int belowTile = level->getTile(x, y - 1, z);
if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) || y >= Level::maxBuildHeight - treeHeight - 1) return false;
placeBlock(level, x, y - 1, z, Tile::dirt_Id);
// place leaf top
int currentRadius = random->nextInt(2);
int maxRadius = 1;
int minRadius = 0;
for (int heightPos = 0; heightPos <= topHeight; heightPos++)
{
const int yy = y + treeHeight - heightPos;
for (int xx = x - currentRadius; xx <= x + currentRadius; xx++)
{
int xo = xx - (x);
for (int zz = z - currentRadius; zz <= z + currentRadius; zz++)
{
int zo = zz - (z);
if (abs(xo) == currentRadius && abs(zo) == currentRadius && currentRadius > 0) continue;
if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::leaves_Id, LeafTile::EVERGREEN_LEAF);
}
}
if (currentRadius >= maxRadius)
{
currentRadius = minRadius;
minRadius = 1;
maxRadius += 1;
if (maxRadius > leafRadius)
{
maxRadius = leafRadius;
}
}
else
{
currentRadius = currentRadius + 1;
}
}
int topOffset = random->nextInt(3);
for (int hh = 0; hh < treeHeight - topOffset; hh++)
{
int t = level->getTile(x, y + hh, z);
if (t == 0 || t == Tile::leaves_Id) placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id, TreeTile::DARK_TRUNK);
}
return true;
}