the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "CaveFeature.h"
3#include "net.minecraft.world.level.h"
4#include "net.minecraft.world.level.tile.h"
5using namespace std;
6
7bool CaveFeature::place(Level *level, Random *random, int x, int y, int z)
8{
9 float dir = random->nextFloat() * PI;
10 double rd = 8;
11
12 double x0 = x + 8 + Mth::sin(dir) * rd;
13 double x1 = x + 8 - Mth::sin(dir) * rd;
14 double z0 = z + 8 + Mth::cos(dir) * rd;
15 double z1 = z + 8 - Mth::cos(dir) * rd;
16
17 double y0 = y + random->nextInt(8) + 2;
18 double y1 = y + random->nextInt(8) + 2;
19
20 double radius = random->nextDouble() * 4 + 2;
21 double fuss = random->nextDouble() * 0.6;
22
23 __int64 seed = random->nextLong();
24 random->setSeed(seed);
25 vector<TilePos *> toRemove;
26
27 for (int d = 0; d <= 16; d++)
28 {
29 double xx = x0 + (x1 - x0) * d / 16;
30 double yy = y0 + (y1 - y0) * d / 16;
31 double zz = z0 + (z1 - z0) * d / 16;
32
33 double ss = random->nextDouble();
34 double r = (Mth::sin(d / 16.0f * PI) * radius + 1) * ss + 1;
35 double hr = (Mth::sin(d / 16.0f * PI) * radius + 1) * ss + 1;
36
37 // 4J Stu Added to stop cave features generating areas previously place by game rule generation
38 if(app.getLevelGenerationOptions() != NULL)
39 {
40 LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
41 bool intersects = levelGenOptions->checkIntersects((xx - r / 2), (yy - hr / 2), (zz - r / 2), (xx + r / 2), (yy + hr / 2), (zz + r / 2));
42 if(intersects)
43 {
44 //app.DebugPrintf("Skipping cave feature generation as it overlaps a game rule structure\n");
45 return false;
46 }
47 }
48
49 for (int x2 = (int) (xx - r / 2); x2 <= (int) (xx + r / 2); x2++)
50 for (int y2 = (int) (yy - hr / 2); y2 <= (int) (yy + hr / 2); y2++)
51 for (int z2 = (int) (zz - r / 2); z2 <= (int) (zz + r / 2); z2++)
52 {
53 double xd = ((x2 + 0.5) - xx) / (r / 2);
54 double yd = ((y2 + 0.5) - yy) / (hr / 2);
55 double zd = ((z2 + 0.5) - zz) / (r / 2);
56 if (xd * xd + yd * yd + zd * zd < random->nextDouble() * fuss + (1 - fuss))
57 {
58 if (!level->isEmptyTile(x2, y2, z2))
59 {
60 for (int x3 = (x2 - 2); x3 <= (x2 + 1); x3++)
61 for (int y3 = (y2 - 1); y3 <= (y2 + 1); y3++)
62 for (int z3 = (z2 - 1); z3 <= (z2 + 1); z3++)
63 {
64 if (x3 <= x || z3 <= z || x3 >= x + 16 - 1 || z3 >= z + 16 - 1) return false;
65 if (level->getMaterial(x3, y3, z3)->isLiquid()) return false;
66 }
67 toRemove.push_back(new TilePos(x2, y2, z2));
68 }
69 }
70 }
71 }
72
73 AUTO_VAR(itEnd, toRemove.end());
74 for (AUTO_VAR(it, toRemove.begin()); it != itEnd; it++)
75 {
76 TilePos *p = *it; //toRemove[i];
77 level->setTileAndData(p->x, p->y, p->z, 0, 0, Tile::UPDATE_CLIENTS);
78 }
79
80 itEnd = toRemove.end();
81 for (AUTO_VAR(it, toRemove.begin()); it != itEnd; it++)
82 {
83 TilePos *p = *it; //toRemove[i];
84 if (level->getTile(p->x, p->y - 1, p->z) == Tile::dirt_Id && level->getDaytimeRawBrightness(p->x, p->y, p->z) > 8)
85 {
86 level->setTileAndData(p->x, p->y - 1, p->z, Tile::grass_Id, 0, Tile::UPDATE_CLIENTS);
87 }
88 delete p;
89 }
90
91 return true;
92}