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path: root/Minecraft.World/SpruceFeature.cpp
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#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "SpruceFeature.h"

SpruceFeature::SpruceFeature(bool doUpdate) : Feature(doUpdate)
{
}

bool SpruceFeature::place(Level *level, Random *random, int x, int y, int z)
{
    // pines can be quite tall
    int treeHeight = random->nextInt(4) + 6;
    int trunkHeight = 1 + random->nextInt(2);
    int topHeight = treeHeight - trunkHeight;
    int leafRadius = 2 + random->nextInt(2);

    bool free = true;
    // may not be outside of y boundaries
	if (y < 1 || y + treeHeight + 1 > Level::maxBuildHeight)
	{
        return false;
    }

	// 4J Stu Added to stop tree features generating areas previously place by game rule generation
	if(app.getLevelGenerationOptions() != nullptr)
	{
		LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
		bool intersects = levelGenOptions->checkIntersects(x - leafRadius, y - 1, z - leafRadius, x + leafRadius, y + treeHeight, z + leafRadius);
		if(intersects)
		{
			//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
			return false;
		}
	}

    // make sure there is enough space
    for (int yy = y; yy <= y + 1 + treeHeight && free; yy++)
	{
        int r = 1;
        if ((yy - y) < trunkHeight)
		{
            r = 0;
        }
		else
		{
            r = leafRadius;
        }
        for (int xx = x - r; xx <= x + r && free; xx++)
		{
            for (int zz = z - r; zz <= z + r && free; zz++)
			{
                if (yy >= 0 && yy < Level::maxBuildHeight)
				{
                    int tt = level->getTile(xx, yy, zz);
                    if (tt != 0 && tt != Tile::leaves_Id) free = false;
                }
				else
				{
                    free = false;
                }
            }
        }
    }

    if (!free) return false;

    // must stand on ground
    int belowTile = level->getTile(x, y - 1, z);
    if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) || y >= Level::maxBuildHeight - treeHeight - 1) return false;

    placeBlock(level, x, y - 1, z, Tile::dirt_Id);

    // place leaf top
    int currentRadius = random->nextInt(2);
    int maxRadius = 1;
    int minRadius = 0;
    for (int heightPos = 0; heightPos <= topHeight; heightPos++)
	{

        const int yy = y + treeHeight - heightPos;

        for (int xx = x - currentRadius; xx <= x + currentRadius; xx++)
		{
            int xo = xx - (x);
            for (int zz = z - currentRadius; zz <= z + currentRadius; zz++)
			{
                int zo = zz - (z);
                if (abs(xo) == currentRadius && abs(zo) == currentRadius && currentRadius > 0) continue;
                if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::leaves_Id, LeafTile::EVERGREEN_LEAF);
            }
        }

        if (currentRadius >= maxRadius)
		{
            currentRadius = minRadius;
            minRadius = 1;
            maxRadius += 1;
            if (maxRadius > leafRadius)
			{
                maxRadius = leafRadius;
            }
        }
		else
		{
            currentRadius = currentRadius + 1;
        }
    }
    int topOffset = random->nextInt(3);
    for (int hh = 0; hh < treeHeight - topOffset; hh++)
	{
        int t = level->getTile(x, y + hh, z);
        if (t == 0 || t == Tile::leaves_Id) placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id, TreeTile::DARK_TRUNK);
    }
    return true;
}