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116
Minecraft.World/SpruceFeature.cpp
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116
Minecraft.World/SpruceFeature.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 "SpruceFeature.h"
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SpruceFeature::SpruceFeature(bool doUpdate) : Feature(doUpdate)
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{
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}
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bool SpruceFeature::place(Level *level, Random *random, int x, int y, int z)
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{
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// pines can be quite tall
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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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// may not be outside of y boundaries
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if (y < 1 || y + treeHeight + 1 > Level::maxBuildHeight)
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{
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return false;
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}
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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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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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//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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// 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::leaves_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 ground
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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);
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// place leaf top
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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::leaves_Id, LeafTile::EVERGREEN_LEAF);
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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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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::leaves_Id) placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id, TreeTile::DARK_TRUNK);
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}
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return true;
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}
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