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 "net.minecraft.world.level.h"
3#include "net.minecraft.world.level.tile.h"
4#include "DesertWellFeature.h"
5
6bool DesertWellFeature::place(Level *level, Random *random, int x, int y, int z)
7{
8 while (level->isEmptyTile(x, y, z) && y > 2)
9 y--;
10
11 int tile = level->getTile(x, y, z);
12 if (tile != Tile::sand_Id)
13 {
14 return false;
15 }
16
17 // the surrounding 5x5 area may not be lower than y-1
18 for (int ox = -2; ox <= 2; ox++)
19 {
20 for (int oz = -2; oz <= 2; oz++)
21 {
22 if (level->isEmptyTile(x + ox, y - 1, z + oz) && level->isEmptyTile(x + ox, y - 2, z + oz))
23 {
24 return false;
25 }
26 }
27 }
28
29 // place floor
30 for (int oy = -1; oy <= 0; oy++)
31 {
32 for (int ox = -2; ox <= 2; ox++)
33 {
34 for (int oz = -2; oz <= 2; oz++)
35 {
36 level->setTileAndData(x + ox, y + oy, z + oz, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS);
37 }
38 }
39 }
40
41 // place water cross
42 level->setTileAndData(x, y, z, Tile::water_Id, 0, Tile::UPDATE_CLIENTS);
43 level->setTileAndData(x - 1, y, z, Tile::water_Id, 0, Tile::UPDATE_CLIENTS);
44 level->setTileAndData(x + 1, y, z, Tile::water_Id, 0, Tile::UPDATE_CLIENTS);
45 level->setTileAndData(x, y, z - 1, Tile::water_Id, 0, Tile::UPDATE_CLIENTS);
46 level->setTileAndData(x, y, z + 1, Tile::water_Id, 0, Tile::UPDATE_CLIENTS);
47
48 // place "fence"
49 for (int ox = -2; ox <= 2; ox++)
50 {
51 for (int oz = -2; oz <= 2; oz++)
52 {
53 if (ox == -2 || ox == 2 || oz == -2 || oz == 2)
54 {
55 level->setTileAndData(x + ox, y + 1, z + oz, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS);
56 }
57 }
58 }
59 level->setTileAndData(x + 2, y + 1, z, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS);
60 level->setTileAndData(x - 2, y + 1, z, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS);
61 level->setTileAndData(x, y + 1, z + 2, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS);
62 level->setTileAndData(x, y + 1, z - 2, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS);
63
64 // place roof
65 for (int ox = -1; ox <= 1; ox++)
66 {
67 for (int oz = -1; oz <= 1; oz++)
68 {
69 if (ox == 0 && oz == 0)
70 {
71 level->setTileAndData(x + ox, y + 4, z + oz, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS);
72 }
73 else
74 {
75 level->setTileAndData(x + ox, y + 4, z + oz, Tile::stoneSlabHalf_Id, StoneSlabTile::SAND_SLAB, Tile::UPDATE_CLIENTS);
76 }
77 }
78 }
79
80 // place pillars
81 for (int oy = 1; oy <= 3; oy++)
82 {
83 level->setTileAndData(x - 1, y + oy, z - 1, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS);
84 level->setTileAndData(x - 1, y + oy, z + 1, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS);
85 level->setTileAndData(x + 1, y + oy, z - 1, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS);
86 level->setTileAndData(x + 1, y + oy, z + 1, Tile::sandStone_Id, 0, Tile::UPDATE_CLIENTS);
87 }
88
89 return true;
90}