* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
41 lines
1.2 KiB
C++
41 lines
1.2 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.dimension.h"
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#include "FlowerFeature.h"
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#include "net.minecraft.world.level.tile.h"
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FlowerFeature::FlowerFeature(int tile)
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{
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this->tile = tile;
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}
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bool FlowerFeature::place(Level *level, Random *random, int x, int y, int z)
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{
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// 4J Stu Added to stop tree features generating areas previously place by game rule generation
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if(app.getLevelGenerationOptions() != nullptr)
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{
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LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
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bool intersects = levelGenOptions->checkIntersects(x - 8, y - 4, z - 8, x + 8, y + 4, z + 8);
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if(intersects)
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{
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//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
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return false;
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}
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}
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for (int i = 0; i < 64; i++)
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{
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int x2 = x + random->nextInt(8) - random->nextInt(8);
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int y2 = y + random->nextInt(4) - random->nextInt(4);
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int z2 = z + random->nextInt(8) - random->nextInt(8);
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if (level->isEmptyTile(x2, y2, z2) && (!level->dimension->hasCeiling || y2 < Level::genDepthMinusOne))
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{
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if (Tile::tiles[tile]->canSurvive(level, x2, y2, z2))
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{
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level->setTileAndData(x2, y2, z2, tile, 0, Tile::UPDATE_CLIENTS);
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}
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}
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}
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return true;
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} |