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.dimension.h"
4#include "FlowerFeature.h"
5#include "net.minecraft.world.level.tile.h"
6
7FlowerFeature::FlowerFeature(int tile)
8{
9 this->tile = tile;
10}
11
12bool FlowerFeature::place(Level *level, Random *random, int x, int y, int z)
13{
14 // 4J Stu Added to stop tree features generating areas previously place by game rule generation
15 if(app.getLevelGenerationOptions() != NULL)
16 {
17 LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
18 bool intersects = levelGenOptions->checkIntersects(x - 8, y - 4, z - 8, x + 8, y + 4, z + 8);
19 if(intersects)
20 {
21 //app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
22 return false;
23 }
24 }
25
26 for (int i = 0; i < 64; i++)
27 {
28 int x2 = x + random->nextInt(8) - random->nextInt(8);
29 int y2 = y + random->nextInt(4) - random->nextInt(4);
30 int z2 = z + random->nextInt(8) - random->nextInt(8);
31 if (level->isEmptyTile(x2, y2, z2) && (!level->dimension->hasCeiling || y2 < Level::genDepthMinusOne))
32 {
33 if (Tile::tiles[tile]->canSurvive(level, x2, y2, z2))
34 {
35 level->setTileAndData(x2, y2, z2, tile, 0, Tile::UPDATE_CLIENTS);
36 }
37 }
38 }
39
40 return true;
41}