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 "GrassTile.h"
3#include "net.minecraft.world.item.h"
4#include "net.minecraft.world.level.h"
5#include "net.minecraft.world.level.material.h"
6#include "net.minecraft.world.phys.h"
7#include "ReedTile.h"
8
9ReedTile::ReedTile(int id) : Tile( id, Material::plant,isSolidRender() )
10{
11 this->updateDefaultShape();
12 this->setTicking(true);
13}
14
15// 4J Added override
16void ReedTile::updateDefaultShape()
17{
18 float ss = 6 / 16.0f;
19 this->setShape(0.5f - ss, 0, 0.5f - ss, 0.5f + ss, 1, 0.5f + ss);
20}
21
22void ReedTile::tick(Level *level, int x, int y, int z, Random* random)
23{
24 if (level->isEmptyTile(x, y + 1, z))
25 {
26 int height = 1;
27 while (level->getTile(x, y - height, z) == id)
28 {
29 height++;
30 }
31 if (height < 3)
32 {
33 int age = level->getData(x, y, z);
34 if (age == 15)
35 {
36 level->setTileAndUpdate(x, y + 1, z, id);
37 level->setData(x, y, z, 0, Tile::UPDATE_NONE);
38 }
39 else
40 {
41 level->setData(x, y, z, age + 1, Tile::UPDATE_NONE);
42 }
43 }
44 }
45}
46
47bool ReedTile::mayPlace(Level *level, int x, int y, int z)
48{
49 int below = level->getTile(x, y - 1, z);
50 if (below == id) return true;
51 if (below != Tile::grass_Id && below != Tile::dirt_Id && below != Tile::sand_Id) return false;
52 if (level->getMaterial(x - 1, y - 1, z) == Material::water) return true;
53 if (level->getMaterial(x + 1, y - 1, z) == Material::water) return true;
54 if (level->getMaterial(x, y - 1, z - 1) == Material::water) return true;
55 if (level->getMaterial(x, y - 1, z + 1) == Material::water) return true;
56 //printf("no water\n");
57 return false;
58}
59
60void ReedTile::neighborChanged(Level *level, int x, int y, int z, int type)
61{
62 checkAlive(level, x, y, z);
63}
64
65const void ReedTile::checkAlive(Level *level, int x, int y, int z)
66{
67 if (!canSurvive(level, x, y, z))
68 {
69 spawnResources(level, x, y, z, level->getData(x, y, z), 0);
70 level->removeTile(x, y, z);
71 }
72}
73
74bool ReedTile::canSurvive(Level *level, int x, int y, int z)
75{
76 return mayPlace(level, x, y, z);
77}
78
79AABB *ReedTile::getAABB(Level *level, int x, int y, int z)
80{
81 return NULL;
82}
83
84int ReedTile::getResource(int data, Random *random, int playerBonusLevel)
85{
86 return Item::reeds->id;
87}
88
89bool ReedTile::blocksLight()
90{
91 return false;
92}
93
94bool ReedTile::isSolidRender(bool isServerLevel)
95{
96 return false;
97}
98
99bool ReedTile::isCubeShaped()
100{
101 return false;
102}
103
104int ReedTile::getRenderShape()
105{
106 return Tile::SHAPE_CROSS_TEXTURE;
107}
108
109int ReedTile::cloneTileId(Level *level, int x, int y, int z)
110{
111 return Item::reeds_Id;
112}
113
114bool ReedTile::shouldTileTick(Level *level, int x,int y,int z)
115{
116 return level->isEmptyTile(x, y + 1, z);
117}