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.
132 lines
3.6 KiB
C++
132 lines
3.6 KiB
C++
#include "stdafx.h"
|
|
#include "SwampTreeFeature.h"
|
|
#include "net.minecraft.world.level.h"
|
|
#include "net.minecraft.world.level.tile.h"
|
|
#include "JavaMath.h"
|
|
|
|
bool SwampTreeFeature::place(Level *level, Random *random, int x, int y, int z)
|
|
{
|
|
int treeHeight = random->nextInt(4) + 5;
|
|
while (level->getMaterial(x, y - 1, z) == Material::water)
|
|
y--;
|
|
|
|
bool free = true;
|
|
if (y < 1 || y + treeHeight + 1 > Level::genDepth) 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 - 3, y - 1, z - 3, x + 3, y + treeHeight, z + 3);
|
|
if(intersects)
|
|
{
|
|
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
for (int yy = y; yy <= y + 1 + treeHeight; yy++)
|
|
{
|
|
int r = 1;
|
|
if (yy == y) r = 0;
|
|
if (yy >= y + 1 + treeHeight - 2) r = 3;
|
|
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::genDepth)
|
|
{
|
|
int tt = level->getTile(xx, yy, zz);
|
|
if (tt != 0 && tt != Tile::leaves_Id)
|
|
{
|
|
if (tt == Tile::calmWater_Id || tt == Tile::water_Id)
|
|
{
|
|
if (yy > y) free = false;
|
|
}
|
|
else
|
|
{
|
|
free = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
free = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!free) return false;
|
|
|
|
int belowTile = level->getTile(x, y - 1, z);
|
|
if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) || y >= Level::genDepth - treeHeight - 1) return false;
|
|
|
|
placeBlock(level, x, y - 1, z, Tile::dirt_Id);
|
|
|
|
for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
|
|
{
|
|
int yo = yy - (y + treeHeight);
|
|
int offs = 2 - yo / 2;
|
|
for (int xx = x - offs; xx <= x + offs; xx++)
|
|
{
|
|
int xo = xx - (x);
|
|
for (int zz = z - offs; zz <= z + offs; zz++)
|
|
{
|
|
int zo = zz - (z);
|
|
if (abs(xo) == offs && abs(zo) == offs && (random->nextInt(2) == 0 || yo == 0)) continue;
|
|
if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::leaves_Id);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int hh = 0; hh < treeHeight; hh++)
|
|
{
|
|
int t = level->getTile(x, y + hh, z);
|
|
if (t == 0 || t == Tile::leaves_Id || t == Tile::water_Id || t == Tile::calmWater_Id) placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id);
|
|
}
|
|
|
|
for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
|
|
{
|
|
int yo = yy - (y + treeHeight);
|
|
int offs = 2 - yo / 2;
|
|
for (int xx = x - offs; xx <= x + offs; xx++)
|
|
{
|
|
for (int zz = z - offs; zz <= z + offs; zz++)
|
|
{
|
|
if (level->getTile(xx, yy, zz) == Tile::leaves_Id)
|
|
{
|
|
if (random->nextInt(4) == 0 && level->getTile(xx - 1, yy, zz) == 0)
|
|
{
|
|
addVine(level, xx - 1, yy, zz, VineTile::VINE_EAST);
|
|
}
|
|
if (random->nextInt(4) == 0 && level->getTile(xx + 1, yy, zz) == 0)
|
|
{
|
|
addVine(level, xx + 1, yy, zz, VineTile::VINE_WEST);
|
|
}
|
|
if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz - 1) == 0)
|
|
{
|
|
addVine(level, xx, yy, zz - 1, VineTile::VINE_SOUTH);
|
|
}
|
|
if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz + 1) == 0)
|
|
{
|
|
addVine(level, xx, yy, zz + 1, VineTile::VINE_NORTH);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
|
|
}
|
|
|
|
void SwampTreeFeature::addVine(Level *level, int xx, int yy, int zz, int dir)
|
|
{
|
|
placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
|
|
int maxDir = 4;
|
|
while (level->getTile(xx, --yy, zz) == 0 && maxDir > 0)
|
|
{
|
|
placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
|
|
maxDir--;
|
|
}
|
|
} |