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46
Minecraft.World/ReedsFeature.cpp
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46
Minecraft.World/ReedsFeature.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 "ReedsFeature.h"
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bool ReedsFeature::place(Level *level, Random *random, int x, int y, int z)
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{
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for (int i = 0; i < 20; i++)
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{
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int x2 = x + random->nextInt(4) - random->nextInt(4);
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int y2 = y;
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int z2 = z + random->nextInt(4) - random->nextInt(4);
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// 4J Stu Added to stop reed 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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LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
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bool intersects = levelGenOptions->checkIntersects(x2, y2, z2, x2, y2, z2);
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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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continue;
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}
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}
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if (level->isEmptyTile(x2, y2, z2))
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{
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if (level->getMaterial(x2-1, y2-1, z2) == Material::water ||
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level->getMaterial(x2+1, y2-1, z2) == Material::water ||
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level->getMaterial(x2, y2-1, z2-1) == Material::water ||
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level->getMaterial(x2, y2-1, z2+1) == Material::water)
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{
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int h = 2 + random->nextInt(random->nextInt(3) + 1);
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for (int yy = 0; yy < h; yy++)
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{
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if ( Tile::reeds->canSurvive(level, x2, y2 + yy, z2) )
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{
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level->setTileNoUpdate(x2, y2 + yy, z2, Tile::reeds_Id);
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}
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}
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}
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}
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}
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return true;
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}
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