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chore: format Minecraft.World
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@@ -3,38 +3,33 @@
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#include "../../Headers/net.minecraft.world.level.tile.h"
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#include "ReedsFeature.h"
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bool ReedsFeature::place(Level *level, Random *random, int x, int y, int z)
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{
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for (int i = 0; i < 20; i++)
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{
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bool ReedsFeature::place(Level* level, Random* random, int x, int y, int z) {
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for (int i = 0; i < 20; i++) {
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int x2 = x + random->nextInt(4) - random->nextInt(4);
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int y2 = y;
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int z2 = z + random->nextInt(4) - random->nextInt(4);
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// 4J Stu Added to stop reed features generating areas previously place by game rule generation
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if(app.getLevelGenerationOptions() != NULL)
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{
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LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
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bool intersects = levelGenOptions->checkIntersects(x2, y2, z2, x2, y2, z2);
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if(intersects)
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{
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//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
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continue;
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}
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}
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if (level->isEmptyTile(x2, y2, z2))
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{
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if (level->getMaterial(x2-1, y2-1, z2) == Material::water ||
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level->getMaterial(x2+1, y2-1, z2) == Material::water ||
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level->getMaterial(x2, y2-1, z2-1) == Material::water ||
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level->getMaterial(x2, y2-1, z2+1) == Material::water)
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{
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// 4J Stu Added to stop reed features generating areas previously place
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// by game rule generation
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if (app.getLevelGenerationOptions() != NULL) {
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LevelGenerationOptions* levelGenOptions =
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app.getLevelGenerationOptions();
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bool intersects =
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levelGenOptions->checkIntersects(x2, y2, z2, x2, y2, z2);
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if (intersects) {
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// app.DebugPrintf("Skipping reeds feature generation as it
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// overlaps a game rule structure\n");
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continue;
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}
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}
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if (level->isEmptyTile(x2, y2, z2)) {
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if (level->getMaterial(x2 - 1, y2 - 1, z2) == Material::water ||
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level->getMaterial(x2 + 1, y2 - 1, z2) == Material::water ||
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level->getMaterial(x2, y2 - 1, z2 - 1) == Material::water ||
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level->getMaterial(x2, y2 - 1, z2 + 1) == Material::water) {
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int h = 2 + random->nextInt(random->nextInt(3) + 1);
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for (int yy = 0; yy < h; yy++)
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{
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if ( Tile::reeds->canSurvive(level, x2, y2 + yy, z2) )
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{
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for (int yy = 0; yy < h; yy++) {
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if (Tile::reeds->canSurvive(level, x2, y2 + yy, z2)) {
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level->setTileNoUpdate(x2, y2 + yy, z2, Tile::reeds_Id);
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}
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}
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