#include "stdafx.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.tile.h" #include "TreeFeature.h" TreeFeature::TreeFeature(bool doUpdate) : Feature(doUpdate), baseHeight(4), trunkType(0), leafType(0), addJungleFeatures(false) { } TreeFeature::TreeFeature(bool doUpdate, int baseHeight, int trunkType, int leafType, bool addJungleFeatures) : Feature(doUpdate), baseHeight(baseHeight), trunkType(trunkType), leafType(leafType), addJungleFeatures(addJungleFeatures) { } bool TreeFeature::place(Level *level, Random *random, int x, int y, int z) { int treeHeight = random->nextInt(3) + baseHeight; bool free = true; 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() != NULL) { PIXBeginNamedEvent(0,"TreeFeature checking intersects"); LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions(); bool intersects = levelGenOptions->checkIntersects(x - 2, y - 1, z - 2, x + 2, y + treeHeight, z + 2); PIXEndNamedEvent(); 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 = 2; 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 && tt != Tile::grass_Id && tt != Tile::dirt_Id && tt != Tile::treeTrunk_Id) 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::maxBuildHeight - treeHeight - 1) return false; placeBlock(level, x, y - 1, z, Tile::dirt_Id, 0); PIXBeginNamedEvent(0,"Placing TreeFeature leaves"); int grassHeight = 3; int extraWidth = 0; // 4J Stu - Generate leaves from the top down to stop having to recalc heightmaps for (int yy = y + treeHeight; yy >= y - grassHeight + treeHeight; yy--) { int yo = yy - (y + treeHeight); int offs = extraWidth + 1 - 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, leafType); } } } PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Placing TreeFeature trunks"); for (int hh = 0; hh < treeHeight; 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, trunkType); if (addJungleFeatures && hh > 0) { if (random->nextInt(3) > 0 && level->isEmptyTile(x - 1, y + hh, z)) { placeBlock(level, x - 1, y + hh, z, Tile::vine_Id, VineTile::VINE_EAST); } if (random->nextInt(3) > 0 && level->isEmptyTile(x + 1, y + hh, z)) { placeBlock(level, x + 1, y + hh, z, Tile::vine_Id, VineTile::VINE_WEST); } if (random->nextInt(3) > 0 && level->isEmptyTile(x, y + hh, z - 1)) { placeBlock(level, x, y + hh, z - 1, Tile::vine_Id, VineTile::VINE_SOUTH); } if (random->nextInt(3) > 0 && level->isEmptyTile(x, y + hh, z + 1)) { placeBlock(level, x, y + hh, z + 1, Tile::vine_Id, VineTile::VINE_NORTH); } } } } PIXEndNamedEvent(); if (addJungleFeatures) { PIXBeginNamedEvent(0,"TreeFeature adding vines"); 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); } } } } } PIXEndNamedEvent(); // also chance for cocoa plants around stem if (random->nextInt(5) == 0 && treeHeight > 5) { PIXBeginNamedEvent(0,"TreeFeature adding cocoa"); for (int rows = 0; rows < 2; rows++) { for (int dir = 0; dir < 4; dir++) { if (random->nextInt(4 - rows) == 0) { int age = random->nextInt(3); placeBlock(level, x + Direction::STEP_X[Direction::DIRECTION_OPPOSITE[dir]], y + treeHeight - 5 + rows, z + Direction::STEP_Z[Direction::DIRECTION_OPPOSITE[dir]], Tile::cocoa_Id, (age << 2) | dir); } } } PIXEndNamedEvent(); } } return true; } void TreeFeature::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--; } }