void Dirt::randomTick(const Block &block, World &world, BlockIterator blockIterator, WorldLockManager &lock_manager) const { BlockIterator bi = blockIterator; bi.moveBy(VectorI(0, 1, 0)); Block b = bi.get(lock_manager); if(!b.good()) return; if(b.lighting.toFloat(world.getLighting(bi.position().d)) < 4.0f / 15 || !b.descriptor->lightProperties.isTotallyTransparent()) return; for(int dx = -1; dx <= 1; dx++) { for(int dy = -3; dy <= 1; dy++) { for(int dz = -1; dz <= 1; dz++) { bi = blockIterator; bi.moveBy(VectorI(dx, dy, dz)); b = bi.get(lock_manager); if(b.descriptor != Grass::descriptor()) continue; bi.moveBy(VectorI(0, 1, 0)); Block b = bi.get(lock_manager); if(b.lighting.toFloat(world.getLighting(bi.position().d)) < 9.0f / 15) continue; world.setBlock(blockIterator, lock_manager, Block(Grass::descriptor())); return; } } } }
void Grass::randomTick(const Block &block, World &world, BlockIterator blockIterator, WorldLockManager &lock_manager) const { BlockIterator bi = blockIterator; bi.moveBy(VectorI(0, 1, 0)); Block b = bi.get(lock_manager); if((b.lighting.toFloat(world.getLighting(bi.position().d)) >= 4.0f / 15 || b.lighting.indirectSkylight >= 4) && b.descriptor->lightProperties.isTotallyTransparent()) return; world.setBlock(blockIterator, lock_manager, Block(Dirt::descriptor())); }