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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.8 kB · 90 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990#include "stdafx.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.level.tile.h"#include "DesertWellFeature.h"
bool DesertWellFeature::place(Level *level, Random *random, int x, int y, int z){ while (level->isEmptyTile(x, y, z) && y > 2) y--;
int tile = level->getTile(x, y, z); if (tile != Tile::sand_Id) { return false; }
// the surrounding 5x5 area may not be lower than y-1 for (int ox = -2; ox <= 2; ox++) { for (int oz = -2; oz <= 2; oz++) { if (level->isEmptyTile(x + ox, y - 1, z + oz) && level->isEmptyTile(x + ox, y - 2, z + oz)) { return false; } } }
// place floor for (int oy = -1; oy <= 0; oy++) { for (int ox = -2; ox <= 2; ox++) { for (int oz = -2; oz <= 2; oz++) { level->setTileAndData(x + ox, y + oy, z + oz, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS); } } }
// place water cross level->setTileAndData(x, y, z, Tile::water_Id, 0, Tile::UPDATE_CLIENTS); level->setTileAndData(x - 1, y, z, Tile::water_Id, 0, Tile::UPDATE_CLIENTS); level->setTileAndData(x + 1, y, z, Tile::water_Id, 0, Tile::UPDATE_CLIENTS); level->setTileAndData(x, y, z - 1, Tile::water_Id, 0, Tile::UPDATE_CLIENTS); level->setTileAndData(x, y, z + 1, Tile::water_Id, 0, Tile::UPDATE_CLIENTS);
// place "fence" for (int ox = -2; ox <= 2; ox++) { for (int oz = -2; oz <= 2; oz++) { if (ox == -2 || ox == 2 || oz == -2 || oz == 2) { level->setTileAndData(x + ox, y + 1, z + oz, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS); } } } level->setTileAndData(x + 2, y + 1, z, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS); level->setTileAndData(x - 2, y + 1, z, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS); level->setTileAndData(x, y + 1, z + 2, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS); level->setTileAndData(x, y + 1, z - 2, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS);
// place roof for (int ox = -1; ox <= 1; ox++) { for (int oz = -1; oz <= 1; oz++) { if (ox == 0 && oz == 0) { level->setTileAndData(x + ox, y + 4, z + oz, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS); } else { level->setTileAndData(x + ox, y + 4, z + oz, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS); } } }
// place pillars for (int oy = 1; oy <= 3; oy++) { level->setTileAndData(x - 1, y + oy, z - 1, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS); level->setTileAndData(x - 1, y + oy, z + 1, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS); level->setTileAndData(x + 1, y + oy, z - 1, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS); level->setTileAndData(x + 1, y + oy, z + 1, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS); }
return true;}