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

@@ -3,56 +3,53 @@
#include "../../Headers/net.minecraft.world.level.h"
#include "../../Headers/net.minecraft.world.level.tile.h"
SandFeature::SandFeature(int radius, int tile)
{
SandFeature::SandFeature(int radius, int tile) {
this->tile = tile;
this->radius = radius;
}
bool SandFeature::place(Level *level, Random *random, int x, int y, int z)
{
bool SandFeature::place(Level* level, Random* random, int x, int y, int z) {
if (level->getMaterial(x, y, z) != Material::water) return false;
// 4J - optimisation. Without this, we can end up creating a huge number of HeavyTiles to be ticked
// a few frames away. I think instatick ought to be fine here - we're only turning rock into gravel,
// so should instantly know if we've made a rock with nothing underneath and that should fall.
level->setInstaTick(true);
// 4J - optimisation. Without this, we can end up creating a huge number of
// HeavyTiles to be ticked a few frames away. I think instatick ought to be
// fine here - we're only turning rock into gravel, so should instantly know
// if we've made a rock with nothing underneath and that should fall.
level->setInstaTick(true);
int r = random->nextInt(radius-2)+2;
int r = random->nextInt(radius - 2) + 2;
int yr = 2;
// 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 - r, y - yr, z - r, x + r, y + yr, z + r);
if(intersects)
{
level->setInstaTick(false);
//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
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 - r, y - yr, z - r, x + r, y + yr, z + r);
if (intersects) {
level->setInstaTick(false);
// app.DebugPrintf("Skipping reeds feature generation as it overlaps
// a game rule structure\n");
return false;
}
}
for (int xx = x - r; xx <= x + r; xx++)
{
for (int zz = z - r; zz <= z + r; zz++)
{
for (int xx = x - r; xx <= x + r; xx++) {
for (int zz = z - r; zz <= z + r; zz++) {
int xd = xx - x;
int zd = zz - z;
if (xd * xd + zd * zd > r * r) continue;
for (int yy = y - yr; yy <= y + yr; yy++)
{
for (int yy = y - yr; yy <= y + yr; yy++) {
int t = level->getTile(xx, yy, zz);
if (t == Tile::dirt_Id || t == Tile::grass_Id)
{
if (t == Tile::dirt_Id || t == Tile::grass_Id) {
level->setTileNoUpdate(xx, yy, zz, tile);
}
}
}
}
level->setInstaTick(false);
level->setInstaTick(false);
return true;
}