use of rtg.api.util.WorldUtil in project Realistic-Terrain-Generation by Team-RTG.
the class WorldGenFlowersRTG method generate.
@Override
public boolean generate(World world, Random rand, BlockPos pos) {
int x = pos.getX();
int y = pos.getY();
int z = pos.getZ();
int randomFlower = flowers[rand.nextInt(flowers.length)];
if (randomFlower > 9) {
//for (int l = 0; l < 64; ++l)
{
// + rand.nextInt(8) - rand.nextInt(8);
int i1 = x;
// + rand.nextInt(4) - rand.nextInt(4);
int j1 = y;
// + rand.nextInt(8) - rand.nextInt(8);
int k1 = z;
IBlockState doublePlant = BlockUtil.getStateFlower(randomFlower);
BlockPos doublePlantPos = new BlockPos(i1, j1, k1);
WorldUtil worldUtil = new WorldUtil(world);
if (world.isAirBlock(doublePlantPos) && (!world.provider.hasNoSky() || j1 < 254) && Blocks.DOUBLE_PLANT.canPlaceBlockAt(world, doublePlantPos)) {
worldUtil.setDoublePlant(doublePlantPos, doublePlant);
}
}
} else if (randomFlower == 9) {
//for (int l = 0; l < 64; ++l)
{
// + rand.nextInt(8) - rand.nextInt(8);
int i1 = x;
// + rand.nextInt(4) - rand.nextInt(4);
int j1 = y;
// + rand.nextInt(8) - rand.nextInt(8);
int k1 = z;
IBlockState flower = BlockUtil.getStateFlower(randomFlower);
BlockPos flowerPos = new BlockPos(i1, j1, k1);
if (world.isAirBlock(flowerPos) && (!world.provider.hasNoSky() || j1 < 254) && Blocks.YELLOW_FLOWER.canPlaceBlockAt(world, flowerPos) && Blocks.YELLOW_FLOWER.canBlockStay(world, flowerPos, flower)) {
world.setBlockState(flowerPos, flower, 2);
}
}
} else {
//for (int l = 0; l < 64; ++l)
{
// + rand.nextInt(8) - rand.nextInt(8);
int i1 = x;
// + rand.nextInt(4) - rand.nextInt(4);
int j1 = y;
// + rand.nextInt(8) - rand.nextInt(8);
int k1 = z;
IBlockState flower = BlockUtil.getStateFlower(randomFlower);
BlockPos flowerPos = new BlockPos(i1, j1, k1);
if (world.isAirBlock(flowerPos) && (!world.provider.hasNoSky() || j1 < 254) && Blocks.RED_FLOWER.canPlaceBlockAt(world, flowerPos) && Blocks.RED_FLOWER.canBlockStay(world, flowerPos, flower)) {
world.setBlockState(flowerPos, flower, 2);
}
}
}
return true;
}
use of rtg.api.util.WorldUtil in project Realistic-Terrain-Generation by Team-RTG.
the class DecoLayer 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 WorldGenLayers(this.layerBlock, this.layerProperty, this.dropHeight, this.layerRange, this.layerScatter);
int loopCount = this.loops;
loopCount = (this.strengthFactor > 0f) ? (int) (this.strengthFactor * strength) : loopCount;
for (int i = 0; i < loopCount; i++) {
// + 8;
int intX = worldX + rand.nextInt(16);
// + 8;
int intZ = worldZ + rand.nextInt(16);
int intY = rtgWorld.world.getHeight(new BlockPos(intX, 0, intZ)).getY();
if (this.notEqualsZeroChance > 1) {
if (intY >= this.minY && intY <= this.maxY && rand.nextInt(this.notEqualsZeroChance) != 0) {
generateWorldGenerator(worldGenerator, worldUtil, rtgWorld.world, rand, intX, intY, intZ, hasPlacedVillageBlocks);
}
} else {
if (intY >= this.minY && intY <= this.maxY && rand.nextInt(this.chance) == 0) {
generateWorldGenerator(worldGenerator, worldUtil, rtgWorld.world, rand, intX, intY, intZ, hasPlacedVillageBlocks);
}
}
}
}
}
use of rtg.api.util.WorldUtil in project Realistic-Terrain-Generation by Team-RTG.
the class DecoTree 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 many trees we're going to try to generate (loopCount).
* The actual number of trees that end 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;
}
// Now let's check the configs to see if we should increase/decrease this value.
DecoUtil decoUtil = new DecoUtil(this);
loopCount = decoUtil.calculateLoopCountFromTreeDensity(loopCount, biome);
if (loopCount < 1) {
return;
}
/*
* Since RTG posts a TREE event for each batch of trees it tries to generate (instead of one event per chunk),
* we post this custom event so that we can pass the number of trees RTG expects to generate in each batch.
*
* This provides more contextual information to mods like Recurrent Complex, which can use the info to better
* determine how to handle each batch of trees.
*
* Because the custom event extends DecorateBiomeEvent.Decorate, it still works with mods that don't need
* the additional context.
*/
DecorateBiomeEventRTG.DecorateRTG event = new DecorateBiomeEventRTG.DecorateRTG(rtgWorld.world, rand, new BlockPos(worldX, 0, worldZ), TREE, loopCount);
MinecraftForge.TERRAIN_GEN_BUS.post(event);
if (event.getResult() != Event.Result.DENY) {
loopCount = event.getModifiedAmount();
if (loopCount < 1) {
return;
}
WorldUtil worldUtil = new WorldUtil(rtgWorld.world);
DecoBase.tweakTreeLeaves(this, false, true);
for (int i = 0; i < loopCount; i++) {
// + 8;
int intX = scatter.get(rand, worldX);
// + 8;
int intZ = scatter.get(rand, worldZ);
int intY = rtgWorld.world.getHeight(new BlockPos(intX, 0, intZ)).getY();
if (intY <= this.maxY && intY >= this.minY && isValidTreeCondition(noise, rand, strength)) {
// If we're in a village, check to make sure the tree has extra room to grow to avoid corrupting the village.
if (hasPlacedVillageBlocks) {
if (!worldUtil.isSurroundedByBlock(Blocks.AIR.getDefaultState(), 2, WorldUtil.SurroundCheckType.CARDINAL, rand, intX, intY, intZ)) {
return;
}
}
switch(this.treeType) {
case RTG_TREE:
//this.setLogBlock(strength < 0.2f ? BlockUtil.getStateLog(2) : this.logBlock);
this.tree.setLogBlock(this.logBlock);
this.tree.setLeavesBlock(this.leavesBlock);
this.tree.setTrunkSize(RandomUtil.getRandomInt(rand, this.minTrunkSize, this.maxTrunkSize));
this.tree.setCrownSize(RandomUtil.getRandomInt(rand, this.minCrownSize, this.maxCrownSize));
this.tree.setNoLeaves(this.noLeaves);
this.tree.generate(rtgWorld.world, rand, new BlockPos(intX, intY, intZ));
break;
case WORLDGEN:
WorldGenerator worldgenerator = this.worldGen;
worldgenerator.generate(rtgWorld.world, rand, new BlockPos(intX, intY, intZ));
break;
default:
break;
}
} else {
//Logger.debug("%d/%d/%d - minY = %d; maxY = %d; noise = %f", intX, intY, intZ, minY, maxY, noise);
}
}
} else {
//Logger.debug("Tree generation was cancelled.");
}
}
}
use of rtg.api.util.WorldUtil in project Realistic-Terrain-Generation by Team-RTG.
the class DecoBoulder 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 WorldGenBlob(boulderBlock, 0, rand, this.water, validGroundBlocks);
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;
switch(this.heightType) {
case NEXT_INT:
k1 = RandomUtil.getRandomInt(rand, this.minY, this.maxY);
break;
case GET_HEIGHT_VALUE:
k1 = rtgWorld.world.getHeight(new BlockPos(i1, 0, j1)).getY();
break;
default:
k1 = rtgWorld.world.getHeight(new BlockPos(i1, 0, j1)).getY();
break;
}
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));
}
}
}
}
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