/******************************************************************************* * AbyssalCraft * Copyright (c) 2012 - 2017 Shinoow. * All rights reserved. This program and the accompanying materials * are made available under the terms of the GNU Lesser Public License v3 * which accompanies this distribution, and is available at * http://www.gnu.org/licenses/lgpl-3.0.txt * * Contributors: * Shinoow - implementation ******************************************************************************/ package com.shinoow.abyssalcraft.common.structures.overworld; import java.util.Random; import net.minecraft.block.BlockSlab; import net.minecraft.block.BlockSlab.EnumBlockHalf; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import com.shinoow.abyssalcraft.api.block.ACBlocks; import com.shinoow.abyssalcraft.common.world.gen.WorldGenDLT; public class ACscion1 extends StructureDarklandsBase { @Override public boolean generate(World world, Random random, BlockPos pos) { IBlockState grass = ACBlocks.darklands_grass.getDefaultState(); IBlockState glowing_brick = ACBlocks.glowing_darkstone_bricks.getDefaultState(); IBlockState chiseled_brick = ACBlocks.darkstone_brick.getStateFromMeta(1); IBlockState brick_slab = ACBlocks.darkstone_brick_slab.getDefaultState(); boolean shouldGrass = world.getBlockState(pos).getMaterial() == Material.GRASS; for(int i = -3; i < 4; i++) for(int j = -4; j < 5; j++){ boolean flag = i > -3 && i < 3; boolean flag1 = i == -3 || i == 3; boolean flag2 = i > -2 && i < 2; if(j == -3 || j == 3 && flag) for(int k = 0; k < 4; k++){ world.setBlockToAir(pos.add(j, k+2, i)); world.setBlockToAir(pos.add(i, k+2, j)); } if(j == -2 || j == 2 && !flag2) for(int k = 0; k < 4; k++){ world.setBlockToAir(pos.add(j, k+2, i)); world.setBlockToAir(pos.add(i, k+2, j)); } if(j == -4 || j == 4) if(flag && shouldGrass){ setBlockAndNotifyAdequately(world, pos.add(j, 1, i), grass); setBlockAndNotifyAdequately(world, pos.add(i, 1, j), grass); } if(j == -3 || j == 3) if(shouldGrass){ setBlockAndNotifyAdequately(world, pos.add(j, 1, i), flag1 ? grass : getBrick(random)); setBlockAndNotifyAdequately(world, pos.add(i, 1, j), flag1 ? grass : getBrick(random)); } else if(!flag1){ setBlockAndNotifyAdequately(world, pos.add(j, 1, i), getBrick(random)); setBlockAndNotifyAdequately(world, pos.add(i, 1, j), getBrick(random)); } if(j > -3 && j < 3){ setBlockAndNotifyAdequately(world, pos.add(j, 1, i), getBrick(random)); if((j == -2 || j == 2) && flag2) for(int k = 0; k < 4; k++){ if(k == 0){ setBlockAndNotifyAdequately(world, pos.add(j, k+2, i), i == 0 ? ACBlocks.darkstone_brick_stairs.getStateFromMeta(j > 0 ? 1 : 0) : glowing_brick); setBlockAndNotifyAdequately(world, pos.add(i, k+2, j), i == 0 ? ACBlocks.darkstone_brick_stairs.getStateFromMeta(j > 0 ? 3 : 2) : glowing_brick); } if(k == 1){ setBlockAndNotifyAdequately(world, pos.add(j, k+2, i), i == 0 ? Blocks.AIR.getDefaultState() : brick_slab); setBlockAndNotifyAdequately(world, pos.add(i, k+2, j), i == 0 ? Blocks.AIR.getDefaultState() : brick_slab); } if(k == 2){ setBlockAndNotifyAdequately(world, pos.add(j, k+2, i), i == 0 ? brick_slab.withProperty(BlockSlab.HALF, EnumBlockHalf.TOP) : ACBlocks.darkstone_brick_stairs.getStateFromMeta(j > 0 ? 5 : 4)); setBlockAndNotifyAdequately(world, pos.add(i, k+2, j), i == 0 ? brick_slab.withProperty(BlockSlab.HALF, EnumBlockHalf.TOP) : ACBlocks.darkstone_brick_stairs.getStateFromMeta(j > 0 ? 7 : 6)); } if(k == 3){ setBlockAndNotifyAdequately(world, pos.add(j, k+2, i), brick_slab); setBlockAndNotifyAdequately(world, pos.add(i, k+2, j), brick_slab); } } if(j > -2 && j < 2 && flag2) for(int k = 0; k < 4; k++) setBlockAndNotifyAdequately(world, pos.add(j, k+2, i), (j == 0 && i != 0 || j != 0 && i == 0) && k == 1 ? chiseled_brick : k == 3 ? brick_slab : getBrick(random)); } } if(random.nextFloat() < 0.1){ setBlockAndNotifyAdequately(world, pos.up(4), Blocks.DIRT.getDefaultState()); new WorldGenDLT(true).generate(world, random, pos.up(5)); } return true; } }