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-rw-r--r--Minecraft.World/ReedsFeature.cpp46
1 files changed, 46 insertions, 0 deletions
diff --git a/Minecraft.World/ReedsFeature.cpp b/Minecraft.World/ReedsFeature.cpp
new file mode 100644
index 00000000..6d4f3e97
--- /dev/null
+++ b/Minecraft.World/ReedsFeature.cpp
@@ -0,0 +1,46 @@
+#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() != NULL)
+ {
+ 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->setTileNoUpdate(x2, y2 + yy, z2, Tile::reeds_Id);
+ }
+ }
+ }
+ }
+ }
+
+ return true;
+} \ No newline at end of file