From b691c43c44ff180d10e7d4a9afc83b98551ff586 Mon Sep 17 00:00:00 2001 From: daoge_cmd <3523206925@qq.com> Date: Sun, 1 Mar 2026 12:16:08 +0800 Subject: Initial commit --- Minecraft.World/ReedsFeature.cpp | 46 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 46 insertions(+) create mode 100644 Minecraft.World/ReedsFeature.cpp (limited to 'Minecraft.World/ReedsFeature.cpp') 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 -- cgit v1.2.3