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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-23 16:15:36 +00:00
chore: format Minecraft.World
This commit is contained in:
@@ -3,177 +3,182 @@
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#include "../../Headers/net.minecraft.world.level.tile.h"
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#include "TreeFeature.h"
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TreeFeature::TreeFeature(bool doUpdate) : Feature(doUpdate), baseHeight(4), trunkType(0), leafType(0), addJungleFeatures(false)
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{
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TreeFeature::TreeFeature(bool doUpdate)
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: Feature(doUpdate),
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baseHeight(4),
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trunkType(0),
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leafType(0),
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addJungleFeatures(false) {}
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TreeFeature::TreeFeature(bool doUpdate, int baseHeight, int trunkType,
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int leafType, bool addJungleFeatures)
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: Feature(doUpdate),
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baseHeight(baseHeight),
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trunkType(trunkType),
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leafType(leafType),
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addJungleFeatures(addJungleFeatures) {}
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bool TreeFeature::place(Level* level, Random* random, int x, int y, int z) {
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int treeHeight = random->nextInt(3) + baseHeight;
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bool free = true;
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if (y < 1 || y + treeHeight + 1 > Level::maxBuildHeight) return false;
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// 4J Stu Added to stop tree features generating areas previously place by
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// game rule generation
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if (app.getLevelGenerationOptions() != NULL) {
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PIXBeginNamedEvent(0, "TreeFeature checking intersects");
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LevelGenerationOptions* levelGenOptions =
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app.getLevelGenerationOptions();
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bool intersects = levelGenOptions->checkIntersects(
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x - 2, y - 1, z - 2, x + 2, y + treeHeight, z + 2);
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PIXEndNamedEvent();
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if (intersects) {
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// app.DebugPrintf("Skipping reeds feature generation as it overlaps
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// a game rule structure\n");
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return false;
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}
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}
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for (int yy = y; yy <= y + 1 + treeHeight; yy++) {
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int r = 1;
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if (yy == y) r = 0;
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if (yy >= y + 1 + treeHeight - 2) r = 2;
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for (int xx = x - r; xx <= x + r && free; xx++) {
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for (int zz = z - r; zz <= z + r && free; zz++) {
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if (yy >= 0 && yy < Level::maxBuildHeight) {
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int tt = level->getTile(xx, yy, zz);
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if (tt != 0 && tt != Tile::leaves_Id &&
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tt != Tile::grass_Id && tt != Tile::dirt_Id &&
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tt != Tile::treeTrunk_Id)
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free = false;
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} else {
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free = false;
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}
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}
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}
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}
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if (!free) return false;
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int belowTile = level->getTile(x, y - 1, z);
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if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) ||
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y >= Level::maxBuildHeight - treeHeight - 1)
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return false;
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placeBlock(level, x, y - 1, z, Tile::dirt_Id, 0);
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PIXBeginNamedEvent(0, "Placing TreeFeature leaves");
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int grassHeight = 3;
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int extraWidth = 0;
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// 4J Stu - Generate leaves from the top down to stop having to recalc
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// heightmaps
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for (int yy = y + treeHeight; yy >= y - grassHeight + treeHeight; yy--) {
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int yo = yy - (y + treeHeight);
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int offs = extraWidth + 1 - yo / 2;
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for (int xx = x - offs; xx <= x + offs; xx++) {
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int xo = xx - (x);
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for (int zz = z - offs; zz <= z + offs; zz++) {
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int zo = zz - (z);
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if (abs(xo) == offs && abs(zo) == offs &&
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(random->nextInt(2) == 0 || yo == 0))
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continue;
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if (!Tile::solid[level->getTile(xx, yy, zz)])
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placeBlock(level, xx, yy, zz, Tile::leaves_Id, leafType);
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}
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}
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}
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0, "Placing TreeFeature trunks");
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for (int hh = 0; hh < treeHeight; hh++) {
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int t = level->getTile(x, y + hh, z);
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if (t == 0 || t == Tile::leaves_Id) {
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placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id, trunkType);
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if (addJungleFeatures && hh > 0) {
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if (random->nextInt(3) > 0 &&
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level->isEmptyTile(x - 1, y + hh, z)) {
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placeBlock(level, x - 1, y + hh, z, Tile::vine_Id,
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VineTile::VINE_EAST);
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}
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if (random->nextInt(3) > 0 &&
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level->isEmptyTile(x + 1, y + hh, z)) {
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placeBlock(level, x + 1, y + hh, z, Tile::vine_Id,
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VineTile::VINE_WEST);
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}
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if (random->nextInt(3) > 0 &&
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level->isEmptyTile(x, y + hh, z - 1)) {
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placeBlock(level, x, y + hh, z - 1, Tile::vine_Id,
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VineTile::VINE_SOUTH);
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}
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if (random->nextInt(3) > 0 &&
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level->isEmptyTile(x, y + hh, z + 1)) {
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placeBlock(level, x, y + hh, z + 1, Tile::vine_Id,
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VineTile::VINE_NORTH);
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}
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}
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}
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}
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PIXEndNamedEvent();
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if (addJungleFeatures) {
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PIXBeginNamedEvent(0, "TreeFeature adding vines");
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for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++) {
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int yo = yy - (y + treeHeight);
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int offs = 2 - yo / 2;
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for (int xx = x - offs; xx <= x + offs; xx++) {
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for (int zz = z - offs; zz <= z + offs; zz++) {
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if (level->getTile(xx, yy, zz) == Tile::leaves_Id) {
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if (random->nextInt(4) == 0 &&
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level->getTile(xx - 1, yy, zz) == 0) {
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addVine(level, xx - 1, yy, zz, VineTile::VINE_EAST);
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}
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if (random->nextInt(4) == 0 &&
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level->getTile(xx + 1, yy, zz) == 0) {
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addVine(level, xx + 1, yy, zz, VineTile::VINE_WEST);
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}
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if (random->nextInt(4) == 0 &&
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level->getTile(xx, yy, zz - 1) == 0) {
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addVine(level, xx, yy, zz - 1,
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VineTile::VINE_SOUTH);
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}
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if (random->nextInt(4) == 0 &&
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level->getTile(xx, yy, zz + 1) == 0) {
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addVine(level, xx, yy, zz + 1,
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VineTile::VINE_NORTH);
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}
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}
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}
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}
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}
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PIXEndNamedEvent();
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// also chance for cocoa plants around stem
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if (random->nextInt(5) == 0 && treeHeight > 5) {
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PIXBeginNamedEvent(0, "TreeFeature adding cocoa");
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for (int rows = 0; rows < 2; rows++) {
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for (int dir = 0; dir < 4; dir++) {
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if (random->nextInt(4 - rows) == 0) {
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int age = random->nextInt(3);
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placeBlock(level,
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x + Direction::STEP_X
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[Direction::DIRECTION_OPPOSITE[dir]],
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y + treeHeight - 5 + rows,
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z + Direction::STEP_Z
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[Direction::DIRECTION_OPPOSITE[dir]],
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Tile::cocoa_Id, (age << 2) | dir);
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}
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}
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}
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PIXEndNamedEvent();
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}
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}
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return true;
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}
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TreeFeature::TreeFeature(bool doUpdate, int baseHeight, int trunkType, int leafType, bool addJungleFeatures) : Feature(doUpdate), baseHeight(baseHeight), trunkType(trunkType), leafType(leafType), addJungleFeatures(addJungleFeatures)
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{
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}
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bool TreeFeature::place(Level *level, Random *random, int x, int y, int z)
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{
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int treeHeight = random->nextInt(3) + baseHeight;
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bool free = true;
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if (y < 1 || y + treeHeight + 1 > Level::maxBuildHeight) return false;
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// 4J Stu Added to stop tree 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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PIXBeginNamedEvent(0,"TreeFeature checking intersects");
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LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
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bool intersects = levelGenOptions->checkIntersects(x - 2, y - 1, z - 2, x + 2, y + treeHeight, z + 2);
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PIXEndNamedEvent();
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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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return false;
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}
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}
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for (int yy = y; yy <= y + 1 + treeHeight; yy++)
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{
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int r = 1;
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if (yy == y) r = 0;
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if (yy >= y + 1 + treeHeight - 2) r = 2;
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for (int xx = x - r; xx <= x + r && free; xx++)
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{
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for (int zz = z - r; zz <= z + r && free; zz++)
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{
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if (yy >= 0 && yy < Level::maxBuildHeight)
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{
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int tt = level->getTile(xx, yy, zz);
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if (tt != 0 && tt != Tile::leaves_Id && tt != Tile::grass_Id && tt != Tile::dirt_Id && tt != Tile::treeTrunk_Id) free = false;
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}
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else
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{
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free = false;
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}
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}
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}
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}
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if (!free) return false;
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int belowTile = level->getTile(x, y - 1, z);
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if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) || y >= Level::maxBuildHeight - treeHeight - 1) return false;
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placeBlock(level, x, y - 1, z, Tile::dirt_Id, 0);
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PIXBeginNamedEvent(0,"Placing TreeFeature leaves");
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int grassHeight = 3;
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int extraWidth = 0;
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// 4J Stu - Generate leaves from the top down to stop having to recalc heightmaps
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for (int yy = y + treeHeight; yy >= y - grassHeight + treeHeight; yy--)
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{
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int yo = yy - (y + treeHeight);
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int offs = extraWidth + 1 - yo / 2;
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for (int xx = x - offs; xx <= x + offs; xx++)
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{
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int xo = xx - (x);
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for (int zz = z - offs; zz <= z + offs; zz++)
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{
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int zo = zz - (z);
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if (abs(xo) == offs && abs(zo) == offs && (random->nextInt(2) == 0 || yo == 0)) continue;
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if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::leaves_Id, leafType);
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}
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}
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}
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0,"Placing TreeFeature trunks");
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for (int hh = 0; hh < treeHeight; hh++)
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{
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int t = level->getTile(x, y + hh, z);
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if (t == 0 || t == Tile::leaves_Id)
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{
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placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id, trunkType);
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if (addJungleFeatures && hh > 0)
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{
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if (random->nextInt(3) > 0 && level->isEmptyTile(x - 1, y + hh, z))
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{
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placeBlock(level, x - 1, y + hh, z, Tile::vine_Id, VineTile::VINE_EAST);
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}
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if (random->nextInt(3) > 0 && level->isEmptyTile(x + 1, y + hh, z))
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{
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placeBlock(level, x + 1, y + hh, z, Tile::vine_Id, VineTile::VINE_WEST);
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}
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if (random->nextInt(3) > 0 && level->isEmptyTile(x, y + hh, z - 1))
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{
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placeBlock(level, x, y + hh, z - 1, Tile::vine_Id, VineTile::VINE_SOUTH);
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}
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if (random->nextInt(3) > 0 && level->isEmptyTile(x, y + hh, z + 1))
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{
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placeBlock(level, x, y + hh, z + 1, Tile::vine_Id, VineTile::VINE_NORTH);
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}
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}
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}
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}
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PIXEndNamedEvent();
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if (addJungleFeatures)
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{
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PIXBeginNamedEvent(0,"TreeFeature adding vines");
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for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
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{
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int yo = yy - (y + treeHeight);
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int offs = 2 - yo / 2;
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for (int xx = x - offs; xx <= x + offs; xx++)
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{
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for (int zz = z - offs; zz <= z + offs; zz++)
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{
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if (level->getTile(xx, yy, zz) == Tile::leaves_Id)
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{
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if (random->nextInt(4) == 0 && level->getTile(xx - 1, yy, zz) == 0)
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{
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addVine(level, xx - 1, yy, zz, VineTile::VINE_EAST);
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}
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if (random->nextInt(4) == 0 && level->getTile(xx + 1, yy, zz) == 0)
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{
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addVine(level, xx + 1, yy, zz, VineTile::VINE_WEST);
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}
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if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz - 1) == 0)
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{
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addVine(level, xx, yy, zz - 1, VineTile::VINE_SOUTH);
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}
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if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz + 1) == 0)
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{
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addVine(level, xx, yy, zz + 1, VineTile::VINE_NORTH);
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}
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}
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}
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}
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}
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PIXEndNamedEvent();
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// also chance for cocoa plants around stem
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if (random->nextInt(5) == 0 && treeHeight > 5)
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{
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PIXBeginNamedEvent(0,"TreeFeature adding cocoa");
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for (int rows = 0; rows < 2; rows++)
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{
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for (int dir = 0; dir < 4; dir++)
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{
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if (random->nextInt(4 - rows) == 0)
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{
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int age = random->nextInt(3);
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placeBlock(level, x + Direction::STEP_X[Direction::DIRECTION_OPPOSITE[dir]], y + treeHeight - 5 + rows, z + Direction::STEP_Z[Direction::DIRECTION_OPPOSITE[dir]],
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Tile::cocoa_Id, (age << 2) | dir);
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}
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}
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}
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PIXEndNamedEvent();
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}
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}
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return true;
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}
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void TreeFeature::addVine(Level *level, int xx, int yy, int zz, int dir)
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{
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placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
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int maxDir = 4;
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while (level->getTile(xx, --yy, zz) == 0 && maxDir > 0)
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{
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placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
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maxDir--;
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}
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void TreeFeature::addVine(Level* level, int xx, int yy, int zz, int dir) {
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placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
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int maxDir = 4;
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while (level->getTile(xx, --yy, zz) == 0 && maxDir > 0) {
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placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
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maxDir--;
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}
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}
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