use of net.minecraft.world.gen.feature.WorldGenerator in project Realistic-Terrain-Generation by Team-RTG.
the class DecoCactus method generate.
@Override
public void generate(IRealisticBiome biome, RTGWorld rtgWorld, Random rand, int worldX, int worldZ, float strength, float river, boolean hasPlacedVillageBlocks) {
if (this.allowed) {
if (TerrainGen.decorate(rtgWorld.world, rand, new BlockPos(worldX, 0, worldZ), CACTUS)) {
WorldGenerator worldGenerator = new WorldGenCacti(this.sandOnly, 0, this.soilBlock);
int loopCount = this.loops;
loopCount = (this.strengthFactor > 0f) ? (int) (this.strengthFactor * strength) : loopCount;
for (int i = 0; i < loopCount * 10; i++) {
// + 8;
int intX = worldX + rand.nextInt(16);
int intY = rand.nextInt(this.maxY);
// + 8;
int intZ = worldZ + rand.nextInt(16);
if (intY <= this.maxY && rand.nextInt(this.chance) == 0) {
worldGenerator.generate(rtgWorld.world, rand, new BlockPos(intX, intY, intZ));
}
}
}
}
}
use of net.minecraft.world.gen.feature.WorldGenerator in project Realistic-Terrain-Generation by Team-RTG.
the class DecoCobwebs method generate.
@Override
public void generate(IRealisticBiome biome, RTGWorld rtgWorld, Random rand, int worldX, int worldZ, float strength, float river, boolean hasPlacedVillageBlocks) {
if (this.allowed) {
WorldGenerator worldGenerator = new WorldGenBlock(Blocks.WEB.getDefaultState(), Blocks.AIR.getDefaultState(), this.adjacentBlock, this.minAdjacents);
for (int l1 = 0; l1 < this.strengthFactor * strength; ++l1) {
// + 8;
int i1 = worldX + rand.nextInt(16);
// + 8;
int j1 = worldZ + rand.nextInt(16);
int k1 = RandomUtil.getRandomInt(rand, this.minY, this.maxY);
if (rand.nextInt(this.chance) == 0) {
worldGenerator.generate(rtgWorld.world, rand, new BlockPos(i1, k1, j1));
}
}
}
}
use of net.minecraft.world.gen.feature.WorldGenerator in project Realistic-Terrain-Generation by Team-RTG.
the class DecoCrop method generate.
@Override
public void generate(IRealisticBiome biome, RTGWorld rtgWorld, Random rand, int worldX, int worldZ, float strength, float river, boolean hasPlacedVillageBlocks) {
if (this.allowed) {
WorldUtil worldUtil = new WorldUtil(rtgWorld.world);
WorldGenerator worldGenerator = new WorldGenCrops(type, size, density, height, water);
if (this.chance < 1) {
return;
}
for (int l1 = 0; l1 < this.strengthFactor * strength; ++l1) {
// + 8;
int i1 = worldX + rand.nextInt(16);
// + 8;
int j1 = worldZ + rand.nextInt(16);
int k1 = rtgWorld.world.getHeight(new BlockPos(i1, 0, j1)).getY();
if (k1 >= this.minY && k1 <= this.maxY && rand.nextInt(this.chance) == 0) {
// If we're in a village, check to make sure the boulder has extra room to grow to avoid corrupting the village.
if (hasPlacedVillageBlocks) {
if (!worldUtil.isSurroundedByBlock(Blocks.AIR.getDefaultState(), 2, WorldUtil.SurroundCheckType.CARDINAL, rand, i1, k1, j1)) {
return;
}
}
worldGenerator.generate(rtgWorld.world, rand, new BlockPos(i1, k1, j1));
}
}
}
}
use of net.minecraft.world.gen.feature.WorldGenerator in project Realistic-Terrain-Generation by Team-RTG.
the class DecoDesertWell method generate.
@Override
public void generate(IRealisticBiome biome, RTGWorld rtgWorld, Random rand, int worldX, int worldZ, float strength, float river, boolean hasPlacedVillageBlocks) {
if (this.allowed) {
WorldGenerator worldGenerator = new WorldGenDesertWells();
this.setLoops((this.strengthFactor > 0f) ? (int) (this.strengthFactor * strength) : this.loops);
for (int i = 0; i < this.loops; i++) {
if (rand.nextInt(this.chance) == 0) {
int intX = worldX + rand.nextInt(16) + 8;
int intY = rand.nextInt(this.maxY);
int intZ = worldZ + rand.nextInt(16) + 8;
if (intY <= this.maxY) {
worldGenerator.generate(rtgWorld.world, rand, new BlockPos(intX, intY, intZ));
}
}
}
}
}
use of net.minecraft.world.gen.feature.WorldGenerator in project Realistic-Terrain-Generation by Team-RTG.
the class DecoSeaweed method generate.
@Override
public void generate(IRealisticBiome biome, RTGWorld rtgWorld, Random rand, int worldX, int worldZ, float strength, float river, boolean hasPlacedVillageBlocks) {
if (this.allowed) {
/*
* Determine how much seaweed we're going to try to generate (loopCount).
* The actual amount of seaweed that ends up being generated could be *less* than this value,
* depending on environmental conditions.
*/
float noise = rtgWorld.simplex.noise2(worldX / this.distribution.noiseDivisor, worldZ / this.distribution.noiseDivisor) * this.distribution.noiseFactor + this.distribution.noiseAddend;
int loopCount = this.loops;
loopCount = (this.strengthFactorForLoops > 0f) ? (int) (this.strengthFactorForLoops * strength) : loopCount;
loopCount = (this.strengthNoiseFactorForLoops) ? (int) (noise * strength) : loopCount;
loopCount = (this.strengthNoiseFactorXForLoops) ? (int) (noise * this.strengthFactorForLoops * strength) : loopCount;
if (loopCount < 1) {
return;
}
WorldGenerator worldGen = new WorldGenSeaweed(this.seaweedBlock, RandomUtil.getRandomInt(rand, this.minHeight, this.maxHeight));
for (int i = 0; i < loopCount; i++) {
// + 8;
int intX = scatter.get(rand, worldX);
// + 8;
int intZ = scatter.get(rand, worldZ);
int intY = RandomUtil.getRandomInt(rand, this.minY, this.maxY);
if (intY <= this.maxY && intY >= this.minY && isValidCondition(noise, rand, strength)) {
worldGen.generate(rtgWorld.world, rand, new BlockPos(intX, intY, intZ));
}
}
}
}
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