use of org.pepsoft.worldpainter.layers.TreeLayer in project WorldPainter by Captain-Chaos.
the class SwampLandExporter method render.
@Override
public List<Fixup> render(Dimension dimension, Rectangle area, Rectangle exportedArea, MinecraftWorld world) {
List<Fixup> fixups = super.render(dimension, area, exportedArea, world);
// Render lily pads
TreeLayerSettings<TreeLayer> settings = (TreeLayerSettings<TreeLayer>) getSettings();
int minimumLevel = settings.getMinimumLevel();
int maxZ = dimension.getMaxHeight() - 1;
for (int chunkX = area.x; chunkX < area.x + area.width; chunkX += 16) {
for (int chunkY = area.y; chunkY < area.y + area.height; chunkY += 16) {
// Set the seed and randomizer according to the chunk
// coordinates to make sure the chunk is always rendered the
// same, no matter how often it is rendererd
long seed = dimension.getSeed() + (chunkX >> 4) * 65537 + (chunkY >> 4) * 4099 + layer.hashCode() + 1;
Random random = new Random(seed);
for (int x = chunkX; x < chunkX + 16; x++) {
for (int y = chunkY; y < chunkY + 16; y++) {
int terrainLevel = dimension.getIntHeightAt(x, y);
if (terrainLevel == -1) {
// height == -1 means there is no tile there
continue;
}
int waterLevel = dimension.getWaterLevelAt(x, y);
if ((waterLevel > terrainLevel) && (waterLevel < maxZ)) {
int strength = Math.max(minimumLevel, dimension.getLayerValueAt(layer, x, y));
if ((strength > 0) && (random.nextInt(3840) <= (strength * strength))) {
int blockType = world.getBlockTypeAt(x, y, waterLevel);
int blockTypeAbove = world.getBlockTypeAt(x, y, waterLevel + 1);
if (((blockType == BLK_WATER) || (blockType == BLK_STATIONARY_WATER)) && (blockTypeAbove == BLK_AIR)) {
world.setMaterialAt(x, y, waterLevel + 1, Material.LILY_PAD);
}
}
}
}
}
}
}
return fixups;
}