1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
|
#include "stdafx.h"
#include "SwampTreeFeature.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "JavaMath.h"
bool SwampTreeFeature::place(Level *level, Random *random, int x, int y, int z)
{
int treeHeight = random->nextInt(4) + 5;
while (level->getMaterial(x, y - 1, z) == Material::water)
y--;
bool free = true;
if (y < 1 || y + treeHeight + 1 > Level::genDepth) return false;
// 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 - 3, y - 1, z - 3, x + 3, y + treeHeight, z + 3);
if(intersects)
{
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
return false;
}
}
for (int yy = y; yy <= y + 1 + treeHeight; yy++)
{
int r = 1;
if (yy == y) r = 0;
if (yy >= y + 1 + treeHeight - 2) r = 3;
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::genDepth)
{
int tt = level->getTile(xx, yy, zz);
if (tt != 0 && tt != Tile::leaves_Id)
{
if (tt == Tile::calmWater_Id || tt == Tile::water_Id)
{
if (yy > y) free = false;
}
else
{
free = false;
}
}
}
else
{
free = false;
}
}
}
}
if (!free) return false;
int belowTile = level->getTile(x, y - 1, z);
if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) || y >= Level::genDepth - treeHeight - 1) return false;
placeBlock(level, x, y - 1, z, Tile::dirt_Id);
for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
{
int yo = yy - (y + treeHeight);
int offs = 2 - yo / 2;
for (int xx = x - offs; xx <= x + offs; xx++)
{
int xo = xx - (x);
for (int zz = z - offs; zz <= z + offs; zz++)
{
int zo = zz - (z);
if (abs(xo) == offs && abs(zo) == offs && (random->nextInt(2) == 0 || yo == 0)) continue;
if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::leaves_Id);
}
}
}
for (int hh = 0; hh < treeHeight; hh++)
{
int t = level->getTile(x, y + hh, z);
if (t == 0 || t == Tile::leaves_Id || t == Tile::water_Id || t == Tile::calmWater_Id) placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id);
}
for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
{
int yo = yy - (y + treeHeight);
int offs = 2 - yo / 2;
for (int xx = x - offs; xx <= x + offs; xx++)
{
for (int zz = z - offs; zz <= z + offs; zz++)
{
if (level->getTile(xx, yy, zz) == Tile::leaves_Id)
{
if (random->nextInt(4) == 0 && level->getTile(xx - 1, yy, zz) == 0)
{
addVine(level, xx - 1, yy, zz, VineTile::VINE_EAST);
}
if (random->nextInt(4) == 0 && level->getTile(xx + 1, yy, zz) == 0)
{
addVine(level, xx + 1, yy, zz, VineTile::VINE_WEST);
}
if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz - 1) == 0)
{
addVine(level, xx, yy, zz - 1, VineTile::VINE_SOUTH);
}
if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz + 1) == 0)
{
addVine(level, xx, yy, zz + 1, VineTile::VINE_NORTH);
}
}
}
}
}
return true;
}
void SwampTreeFeature::addVine(Level *level, int xx, int yy, int zz, int dir)
{
placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
int maxDir = 4;
while (level->getTile(xx, --yy, zz) == 0 && maxDir > 0)
{
placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
maxDir--;
}
}
|