diff options
Diffstat (limited to 'Minecraft.World/SandFeature.cpp')
| -rw-r--r-- | Minecraft.World/SandFeature.cpp | 58 |
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; +}
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