the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "CaveFeature.h" 3#include "net.minecraft.world.level.h" 4#include "net.minecraft.world.level.tile.h" 5using namespace std; 6 7bool CaveFeature::place(Level *level, Random *random, int x, int y, int z) 8{ 9 float dir = random->nextFloat() * PI; 10 double rd = 8; 11 12 double x0 = x + 8 + Mth::sin(dir) * rd; 13 double x1 = x + 8 - Mth::sin(dir) * rd; 14 double z0 = z + 8 + Mth::cos(dir) * rd; 15 double z1 = z + 8 - Mth::cos(dir) * rd; 16 17 double y0 = y + random->nextInt(8) + 2; 18 double y1 = y + random->nextInt(8) + 2; 19 20 double radius = random->nextDouble() * 4 + 2; 21 double fuss = random->nextDouble() * 0.6; 22 23 __int64 seed = random->nextLong(); 24 random->setSeed(seed); 25 vector<TilePos *> toRemove; 26 27 for (int d = 0; d <= 16; d++) 28 { 29 double xx = x0 + (x1 - x0) * d / 16; 30 double yy = y0 + (y1 - y0) * d / 16; 31 double zz = z0 + (z1 - z0) * d / 16; 32 33 double ss = random->nextDouble(); 34 double r = (Mth::sin(d / 16.0f * PI) * radius + 1) * ss + 1; 35 double hr = (Mth::sin(d / 16.0f * PI) * radius + 1) * ss + 1; 36 37 // 4J Stu Added to stop cave features generating areas previously place by game rule generation 38 if(app.getLevelGenerationOptions() != NULL) 39 { 40 LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions(); 41 bool intersects = levelGenOptions->checkIntersects((xx - r / 2), (yy - hr / 2), (zz - r / 2), (xx + r / 2), (yy + hr / 2), (zz + r / 2)); 42 if(intersects) 43 { 44 //app.DebugPrintf("Skipping cave feature generation as it overlaps a game rule structure\n"); 45 return false; 46 } 47 } 48 49 for (int x2 = (int) (xx - r / 2); x2 <= (int) (xx + r / 2); x2++) 50 for (int y2 = (int) (yy - hr / 2); y2 <= (int) (yy + hr / 2); y2++) 51 for (int z2 = (int) (zz - r / 2); z2 <= (int) (zz + r / 2); z2++) 52 { 53 double xd = ((x2 + 0.5) - xx) / (r / 2); 54 double yd = ((y2 + 0.5) - yy) / (hr / 2); 55 double zd = ((z2 + 0.5) - zz) / (r / 2); 56 if (xd * xd + yd * yd + zd * zd < random->nextDouble() * fuss + (1 - fuss)) 57 { 58 if (!level->isEmptyTile(x2, y2, z2)) 59 { 60 for (int x3 = (x2 - 2); x3 <= (x2 + 1); x3++) 61 for (int y3 = (y2 - 1); y3 <= (y2 + 1); y3++) 62 for (int z3 = (z2 - 1); z3 <= (z2 + 1); z3++) 63 { 64 if (x3 <= x || z3 <= z || x3 >= x + 16 - 1 || z3 >= z + 16 - 1) return false; 65 if (level->getMaterial(x3, y3, z3)->isLiquid()) return false; 66 } 67 toRemove.push_back(new TilePos(x2, y2, z2)); 68 } 69 } 70 } 71 } 72 73 AUTO_VAR(itEnd, toRemove.end()); 74 for (AUTO_VAR(it, toRemove.begin()); it != itEnd; it++) 75 { 76 TilePos *p = *it; //toRemove[i]; 77 level->setTileAndData(p->x, p->y, p->z, 0, 0, Tile::UPDATE_CLIENTS); 78 } 79 80 itEnd = toRemove.end(); 81 for (AUTO_VAR(it, toRemove.begin()); it != itEnd; it++) 82 { 83 TilePos *p = *it; //toRemove[i]; 84 if (level->getTile(p->x, p->y - 1, p->z) == Tile::dirt_Id && level->getDaytimeRawBrightness(p->x, p->y, p->z) > 8) 85 { 86 level->setTileAndData(p->x, p->y - 1, p->z, Tile::grass_Id, 0, Tile::UPDATE_CLIENTS); 87 } 88 delete p; 89 } 90 91 return true; 92}