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reimplement aether stuff from personal repo
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113
Minecraft.World/GoldenOakTreeFeature.cpp
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113
Minecraft.World/GoldenOakTreeFeature.cpp
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#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "GoldenOakTreeFeature.h"
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GoldenOakTreeFeature::GoldenOakTreeFeature(bool doUpdate) : Feature(doUpdate)
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{
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}
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bool GoldenOakTreeFeature::place(Level *level, Random *random, int x, int y, int z)
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{
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// Spruce-style conical tree with golden oak logs and leaves
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int treeHeight = random->nextInt(4) + 6;
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int trunkHeight = 1 + random->nextInt(2);
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int topHeight = treeHeight - trunkHeight;
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int leafRadius = 2 + random->nextInt(2);
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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 placed 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(x - leafRadius, y - 1, z - leafRadius, x + leafRadius, y + treeHeight, z + leafRadius);
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if (intersects)
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{
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return false;
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}
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}
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// Make sure there is enough space
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for (int yy = y; yy <= y + 1 + treeHeight && free; yy++)
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{
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int r = 1;
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if ((yy - y) < trunkHeight)
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{
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r = 0;
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}
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else
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{
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r = leafRadius;
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}
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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::goldenOakLeaves_Id && tt != Tile::skyrootLeaves_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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// Must stand on aether ground
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int belowTile = level->getTile(x, y - 1, z);
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if ((belowTile != Tile::aetherGrass_Id && belowTile != Tile::aetherDirt_Id) || y >= Level::maxBuildHeight - treeHeight - 1) return false;
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placeBlock(level, x, y - 1, z, Tile::aetherDirt_Id);
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// Place leaf canopy (tapered cone like spruce)
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int currentRadius = random->nextInt(2);
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int maxRadius = 1;
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int minRadius = 0;
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for (int heightPos = 0; heightPos <= topHeight; heightPos++)
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{
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const int yy = y + treeHeight - heightPos;
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for (int xx = x - currentRadius; xx <= x + currentRadius; xx++)
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{
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int xo = xx - (x);
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for (int zz = z - currentRadius; zz <= z + currentRadius; zz++)
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{
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int zo = zz - (z);
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if (abs(xo) == currentRadius && abs(zo) == currentRadius && currentRadius > 0) continue;
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if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::goldenOakLeaves_Id, 0);
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}
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}
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if (currentRadius >= maxRadius)
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{
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currentRadius = minRadius;
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minRadius = 1;
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maxRadius += 1;
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if (maxRadius > leafRadius)
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{
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maxRadius = leafRadius;
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}
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}
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else
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{
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currentRadius = currentRadius + 1;
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}
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}
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// Place trunk
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int topOffset = random->nextInt(3);
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for (int hh = 0; hh < treeHeight - topOffset; 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::goldenOakLeaves_Id || t == Tile::skyrootLeaves_Id) placeBlock(level, x, y + hh, z, Tile::goldenOakLog_Id, 0);
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}
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return true;
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}
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