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 "ReedsFeature.h"
5
6bool ReedsFeature::place(Level *level, Random *random, int x, int y, int z)
7{
8 for (int i = 0; i < 20; i++)
9 {
10 int x2 = x + random->nextInt(4) - random->nextInt(4);
11 int y2 = y;
12 int z2 = z + random->nextInt(4) - random->nextInt(4);
13
14 // 4J Stu Added to stop reed 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(x2, y2, z2, x2, y2, z2);
19 if(intersects)
20 {
21 //app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
22 continue;
23 }
24 }
25 if (level->isEmptyTile(x2, y2, z2))
26 {
27 if (level->getMaterial(x2-1, y2-1, z2) == Material::water ||
28 level->getMaterial(x2+1, y2-1, z2) == Material::water ||
29 level->getMaterial(x2, y2-1, z2-1) == Material::water ||
30 level->getMaterial(x2, y2-1, z2+1) == Material::water)
31 {
32
33 int h = 2 + random->nextInt(random->nextInt(3) + 1);
34 for (int yy = 0; yy < h; yy++)
35 {
36 if ( Tile::reeds->canSurvive(level, x2, y2 + yy, z2) )
37 {
38 level->setTileAndData(x2, y2 + yy, z2, Tile::reeds_Id, 0, Tile::UPDATE_CLIENTS);
39 }
40 }
41 }
42 }
43 }
44
45 return true;
46}