This code appears to be part of a custom Minecraft...

September 3, 2025 at 10:53 PM

@Override public boolean place(FeaturePlaceContext<NoneFeatureConfiguration> p_160066_) { Predicate<BlockState> predicate = Feature.isReplaceable(BlockTags.FEATURES_CANNOT_REPLACE); BlockPos blockpos = p_160066_.origin(); RandomSource randomsource = p_160066_.random(); WorldGenLevel worldgenlevel = p_160066_.level(); int i = 3; int j = randomsource.nextInt(2) + 2; int k = -j - 1; int l = j + 1; int i1 = -1; int j1 = 4; int k1 = randomsource.nextInt(2) + 2; int l1 = -k1 - 1; int i2 = k1 + 1; int j2 = 0; for (int k2 = k; k2 <= l; k2++) { for (int l2 = -1; l2 <= 4; l2++) { for (int i3 = l1; i3 <= i2; i3++) { BlockPos blockpos1 = blockpos.offset(k2, l2, i3); boolean flag = worldgenlevel.getBlockState(blockpos1).isSolid(); if (l2 == -1 && !flag) { return false; } if (l2 == 4 && !flag) { return false; } if ((k2 == k || k2 == l || i3 == l1 || i3 == i2) && l2 == 0 && worldgenlevel.isEmptyBlock(blockpos1) && worldgenlevel.isEmptyBlock(blockpos1.above())) { j2++; } } } }

This code appears to be part of a custom Minecraft mod, likely focusing on implementing a feature (like a custom structure, such as a pool, well, or other block arrangements) in the world-generation system. Let’s break it down:

Functionality:

The method place is designed to determine whether a particular feature (or structure) can be generated at a given location (FeaturePlaceContext) within the game world.

Key details:

  1. Inputs:

    • FeaturePlaceContext<NoneFeatureConfiguration> p_160066_: The context for placing a feature, which likely contains details about the world, a random number generator, and the position (BlockPos) of where the feature is being considered.
  2. Processing:

    • The method first defines parameters for the potential bounds of the feature in three dimensions (x, y, z).
    • It uses a predicate (Feature.isReplaceable, constrained by BlockTags.FEATURES_CANNOT_REPLACE) to check which blocks can be replaced.
    • It iterates through a 3D area, centered around the blockpos origin, defined by the bounds k, l, l1, and i2 for the XZ-cube and levels -1 to 4 along the Y-axis:
      • The code checks:
        • Whether the blocks at the lower and upper bounds (l2 == -1 or l2 == 4) are solid. If not, the feature cannot be placed, and the method directly returns false.
        • Counts empty blocks along the boundary (X/Z edges for the y == 0 level) — defined by worldgenlevel.isEmptyBlock() — and ensures they have no block immediately above them (worldgenlevel.isEmptyBlock(blockpos1.above())).
      • Fails Fast: If any critical conditions for placing the feature are not met, the program halts further processing and exits early.
  3. Return Value:

    • The function returns a boolean (true or false) depending on whether the feature has suitable conditions to be placed:
      • If any block at the required bounds (bottom or top) isn't solid, placement is not possible (false).
      • If boundaries' conditions are met (and potentially if at least enough valid blocks are counted via j2, though j2 isn't used in the visible portion), the feature can be placed (true).

Summary:

This code performs validity checks for placing a custom world-generation feature in Minecraft. It ensures:

  • The bottom and top bounds (y == -1 and y == 4) are solid blocks.
  • Certain boundary conditions are satisfied for empty blocks around the edges. If any conditions are unmet, the feature placement is disallowed by returning false.
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