#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; }