chore: format Minecraft.World

This commit is contained in:
Tropical
2026-03-13 17:06:56 -05:00
parent bd6284025d
commit 33d0737d1d
1511 changed files with 108661 additions and 115521 deletions

View File

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