Files
MinecraftConsoles/Minecraft.World/ReedsFeature.cpp
ModMaker101 a9be52c41a Project modernization (#630)
* 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
2026-03-08 09:56:03 +07:00

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() != nullptr)
{
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;
}