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

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