* 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
51 lines
1.6 KiB
C++
51 lines
1.6 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "SpringFeature.h"
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SpringFeature::SpringFeature(int tile)
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{
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this->tile = tile;
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}
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bool SpringFeature::place(Level *level, Random *random, int x, int y, int z)
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{
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// 4J Stu Added to stop spring 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, y, z, x, y, z);
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if(intersects)
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{
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//app.DebugPrintf("Skipping spring 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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if (level->getTile(x, y + 1, z) != Tile::stone_Id) return false;
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if (level->getTile(x, y - 1, z) != Tile::stone_Id) return false;
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if (level->getTile(x, y, z) != 0 && level->getTile(x, y, z) != Tile::stone_Id) return false;
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int rockCount = 0;
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if (level->getTile(x - 1, y, z) == Tile::stone_Id) rockCount++;
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if (level->getTile(x + 1, y, z) == Tile::stone_Id) rockCount++;
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if (level->getTile(x, y, z - 1) == Tile::stone_Id) rockCount++;
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if (level->getTile(x, y, z + 1) == Tile::stone_Id) rockCount++;
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int holeCount = 0;
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if (level->isEmptyTile(x - 1, y, z)) holeCount++;
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if (level->isEmptyTile(x + 1, y, z)) holeCount++;
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if (level->isEmptyTile(x, y, z - 1)) holeCount++;
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if (level->isEmptyTile(x, y, z + 1)) holeCount++;
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if (rockCount == 3 && holeCount == 1)
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{
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level->setTileAndData(x, y, z, tile, 0, Tile::UPDATE_CLIENTS);
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level->setInstaTick(true);
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Tile::tiles[tile]->tick(level, x, y, z, random);
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level->setInstaTick(false);
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}
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return true;
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} |