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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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3.5 kB · 116 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117#include "stdafx.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.level.tile.h"#include "SpruceFeature.h"
SpruceFeature::SpruceFeature(bool doUpdate) : Feature(doUpdate){}
bool SpruceFeature::place(Level *level, Random *random, int x, int y, int z){ // pines can be quite tall int treeHeight = random->nextInt(4) + 6; int trunkHeight = 1 + random->nextInt(2); int topHeight = treeHeight - trunkHeight; int leafRadius = 2 + random->nextInt(2);
bool free = true; // may not be outside of y boundaries 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) { LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions(); bool intersects = levelGenOptions->checkIntersects(x - leafRadius, y - 1, z - leafRadius, x + leafRadius, y + treeHeight, z + leafRadius); if(intersects) { //app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n"); return false; } }
// make sure there is enough space for (int yy = y; yy <= y + 1 + treeHeight && free; yy++) { int r = 1; if ((yy - y) < trunkHeight) { r = 0; } else { r = leafRadius; } 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) free = false; } else { free = false; } } } }
if (!free) return false;
// must stand on ground 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);
// place leaf top int currentRadius = random->nextInt(2); int maxRadius = 1; int minRadius = 0; for (int heightPos = 0; heightPos <= topHeight; heightPos++) {
const int yy = y + treeHeight - heightPos;
for (int xx = x - currentRadius; xx <= x + currentRadius; xx++) { int xo = xx - (x); for (int zz = z - currentRadius; zz <= z + currentRadius; zz++) { int zo = zz - (z); if (abs(xo) == currentRadius && abs(zo) == currentRadius && currentRadius > 0) continue; if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::leaves_Id, LeafTile::EVERGREEN_LEAF); } }
if (currentRadius >= maxRadius) { currentRadius = minRadius; minRadius = 1; maxRadius += 1; if (maxRadius > leafRadius) { maxRadius = leafRadius; } } else { currentRadius = currentRadius + 1; } } int topOffset = random->nextInt(3); for (int hh = 0; hh < treeHeight - topOffset; 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, TreeTile::DARK_TRUNK); } return true;}