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-rw-r--r--Minecraft.World/SandFeature.cpp58
1 files changed, 58 insertions, 0 deletions
diff --git a/Minecraft.World/SandFeature.cpp b/Minecraft.World/SandFeature.cpp
new file mode 100644
index 00000000..b678e290
--- /dev/null
+++ b/Minecraft.World/SandFeature.cpp
@@ -0,0 +1,58 @@
+#include "stdafx.h"
+#include "SandFeature.h"
+#include "net.minecraft.world.level.h"
+#include "net.minecraft.world.level.tile.h"
+
+SandFeature::SandFeature(int radius, int tile)
+{
+ this->tile = tile;
+ this->radius = radius;
+}
+
+bool SandFeature::place(Level *level, Random *random, int x, int y, int z)
+{
+ if (level->getMaterial(x, y, z) != Material::water) return false;
+
+ // 4J - optimisation. Without this, we can end up creating a huge number of HeavyTiles to be ticked
+ // a few frames away. I think instatick ought to be fine here - we're only turning rock into gravel,
+ // so should instantly know if we've made a rock with nothing underneath and that should fall.
+ level->setInstaTick(true);
+
+ int r = random->nextInt(radius-2)+2;
+ int yr = 2;
+
+ // 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 - r, y - yr, z - r, x + r, y + yr, z + r);
+ if(intersects)
+ {
+ level->setInstaTick(false);
+ //app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
+ return false;
+ }
+ }
+
+ for (int xx = x - r; xx <= x + r; xx++)
+ {
+ for (int zz = z - r; zz <= z + r; zz++)
+ {
+ int xd = xx - x;
+ int zd = zz - z;
+ if (xd * xd + zd * zd > r * r) continue;
+ for (int yy = y - yr; yy <= y + yr; yy++)
+ {
+ int t = level->getTile(xx, yy, zz);
+ if (t == Tile::dirt_Id || t == Tile::grass_Id)
+ {
+ level->setTileNoUpdate(xx, yy, zz, tile);
+ }
+ }
+ }
+ }
+
+ level->setInstaTick(false);
+
+ return true;
+} \ No newline at end of file