#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--; } }