mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-07 01:17:09 +00:00
chore: format Minecraft.World
This commit is contained in:
@@ -3,34 +3,29 @@
|
||||
#include "FlowerFeature.h"
|
||||
#include "../../Headers/net.minecraft.world.level.tile.h"
|
||||
|
||||
FlowerFeature::FlowerFeature(int tile)
|
||||
{
|
||||
this->tile = tile;
|
||||
}
|
||||
FlowerFeature::FlowerFeature(int tile) { this->tile = tile; }
|
||||
|
||||
bool FlowerFeature::place(Level *level, Random *random, int x, int y, int z)
|
||||
{
|
||||
// 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 - 8, y - 4, z - 8, x + 8, y + 4, z + 8);
|
||||
if(intersects)
|
||||
{
|
||||
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
bool FlowerFeature::place(Level* level, Random* random, int x, int y, int z) {
|
||||
// 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 - 8, y - 4, z - 8,
|
||||
x + 8, y + 4, z + 8);
|
||||
if (intersects) {
|
||||
// app.DebugPrintf("Skipping reeds feature generation as it overlaps
|
||||
// a game rule structure\n");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 64; i++)
|
||||
{
|
||||
for (int i = 0; i < 64; i++) {
|
||||
int x2 = x + random->nextInt(8) - random->nextInt(8);
|
||||
int y2 = y + random->nextInt(4) - random->nextInt(4);
|
||||
int z2 = z + random->nextInt(8) - random->nextInt(8);
|
||||
if (level->isEmptyTile(x2, y2, z2))
|
||||
{
|
||||
if (Tile::tiles[tile]->canSurvive(level, x2, y2, z2))
|
||||
{
|
||||
if (level->isEmptyTile(x2, y2, z2)) {
|
||||
if (Tile::tiles[tile]->canSurvive(level, x2, y2, z2)) {
|
||||
level->setTileNoUpdate(x2, y2, z2, tile);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user