December 2014 files

This commit is contained in:
Loki Rautio
2026-03-01 11:00:23 -06:00
parent b691c43c44
commit 8fd3ac6e37
2049 changed files with 260190 additions and 134787 deletions

View File

@@ -5,21 +5,21 @@
SandFeature::SandFeature(int radius, int tile)
{
this->tile = tile;
this->radius = radius;
this->tile = tile;
this->radius = radius;
}
bool SandFeature::place(Level *level, Random *random, int x, int y, int z)
{
if (level->getMaterial(x, y, z) != Material::water) return false;
if (level->getMaterial(x, y, z) != Material::water) return false;
// 4J - optimisation. Without this, we can end up creating a huge number of HeavyTiles to be ticked
// a few frames away. I think instatick ought to be fine here - we're only turning rock into gravel,
// so should instantly know if we've made a rock with nothing underneath and that should fall.
level->setInstaTick(true);
int r = random->nextInt(radius-2)+2;
int yr = 2;
int r = random->nextInt(radius-2)+2;
int yr = 2;
// 4J Stu Added to stop tree features generating areas previously place by game rule generation
if(app.getLevelGenerationOptions() != NULL)
@@ -34,25 +34,25 @@ bool SandFeature::place(Level *level, Random *random, int x, int y, int z)
}
}
for (int xx = x - r; xx <= x + r; xx++)
for (int xx = x - r; xx <= x + r; xx++)
{
for (int zz = z - r; zz <= z + r; zz++)
for (int zz = z - r; zz <= z + r; zz++)
{
int xd = xx - x;
int zd = zz - z;
if (xd * xd + zd * zd > r * r) continue;
for (int yy = y - yr; yy <= y + yr; yy++)
int xd = xx - x;
int zd = zz - z;
if (xd * xd + zd * zd > r * r) continue;
for (int yy = y - yr; yy <= y + yr; yy++)
{
int t = level->getTile(xx, yy, zz);
if (t == Tile::dirt_Id || t == Tile::grass_Id)
int t = level->getTile(xx, yy, zz);
if (t == Tile::dirt_Id || t == Tile::grass_Id)
{
level->setTileNoUpdate(xx, yy, zz, tile);
}
}
}
}
level->setTileAndData(xx, yy, zz, tile, 0, Tile::UPDATE_CLIENTS);
}
}
}
}
level->setInstaTick(false);
return true;
return true;
}