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 "SwampTreeFeature.h"
3#include "net.minecraft.world.level.h"
4#include "net.minecraft.world.level.tile.h"
5#include "JavaMath.h"
6
7bool SwampTreeFeature::place(Level *level, Random *random, int x, int y, int z)
8{
9 int treeHeight = random->nextInt(4) + 5;
10 while (level->getMaterial(x, y - 1, z) == Material::water)
11 y--;
12
13 bool free = true;
14 if (y < 1 || y + treeHeight + 1 > Level::genDepth) return false;
15
16 // 4J Stu Added to stop tree features generating areas previously place by game rule generation
17 if(app.getLevelGenerationOptions() != NULL)
18 {
19 LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
20 bool intersects = levelGenOptions->checkIntersects(x - 3, y - 1, z - 3, x + 3, y + treeHeight, z + 3);
21 if(intersects)
22 {
23 //app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
24 return false;
25 }
26 }
27
28 for (int yy = y; yy <= y + 1 + treeHeight; yy++)
29 {
30 int r = 1;
31 if (yy == y) r = 0;
32 if (yy >= y + 1 + treeHeight - 2) r = 3;
33 for (int xx = x - r; xx <= x + r && free; xx++)
34 {
35 for (int zz = z - r; zz <= z + r && free; zz++)
36 {
37 if (yy >= 0 && yy < Level::genDepth)
38 {
39 int tt = level->getTile(xx, yy, zz);
40 if (tt != 0 && tt != Tile::leaves_Id)
41 {
42 if (tt == Tile::calmWater_Id || tt == Tile::water_Id)
43 {
44 if (yy > y) free = false;
45 }
46 else
47 {
48 free = false;
49 }
50 }
51 }
52 else
53 {
54 free = false;
55 }
56 }
57 }
58 }
59
60 if (!free) return false;
61
62 int belowTile = level->getTile(x, y - 1, z);
63 if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) || y >= Level::genDepth - treeHeight - 1) return false;
64
65 placeBlock(level, x, y - 1, z, Tile::dirt_Id);
66
67 for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
68 {
69 int yo = yy - (y + treeHeight);
70 int offs = 2 - yo / 2;
71 for (int xx = x - offs; xx <= x + offs; xx++)
72 {
73 int xo = xx - (x);
74 for (int zz = z - offs; zz <= z + offs; zz++)
75 {
76 int zo = zz - (z);
77 if (abs(xo) == offs && abs(zo) == offs && (random->nextInt(2) == 0 || yo == 0)) continue;
78 if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::leaves_Id);
79 }
80 }
81 }
82
83 for (int hh = 0; hh < treeHeight; hh++)
84 {
85 int t = level->getTile(x, y + hh, z);
86 if (t == 0 || t == Tile::leaves_Id || t == Tile::water_Id || t == Tile::calmWater_Id) placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id);
87 }
88
89 for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
90 {
91 int yo = yy - (y + treeHeight);
92 int offs = 2 - yo / 2;
93 for (int xx = x - offs; xx <= x + offs; xx++)
94 {
95 for (int zz = z - offs; zz <= z + offs; zz++)
96 {
97 if (level->getTile(xx, yy, zz) == Tile::leaves_Id)
98 {
99 if (random->nextInt(4) == 0 && level->getTile(xx - 1, yy, zz) == 0)
100 {
101 addVine(level, xx - 1, yy, zz, VineTile::VINE_EAST);
102 }
103 if (random->nextInt(4) == 0 && level->getTile(xx + 1, yy, zz) == 0)
104 {
105 addVine(level, xx + 1, yy, zz, VineTile::VINE_WEST);
106 }
107 if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz - 1) == 0)
108 {
109 addVine(level, xx, yy, zz - 1, VineTile::VINE_SOUTH);
110 }
111 if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz + 1) == 0)
112 {
113 addVine(level, xx, yy, zz + 1, VineTile::VINE_NORTH);
114 }
115 }
116 }
117 }
118 }
119 return true;
120
121}
122
123void SwampTreeFeature::addVine(Level *level, int xx, int yy, int zz, int dir)
124{
125 placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
126 int maxDir = 4;
127 while (level->getTile(xx, --yy, zz) == 0 && maxDir > 0)
128 {
129 placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
130 maxDir--;
131 }
132}