/*
* This file is part of Cubic Chunks Mod, licensed under the MIT License (MIT).
*
* Copyright (c) 2015 contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package cubicchunks.worldgen.generator.flat;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import cubicchunks.util.Box;
import cubicchunks.world.ICubicWorld;
import cubicchunks.world.cube.Cube;
import cubicchunks.worldgen.generator.BasicCubeGenerator;
import cubicchunks.worldgen.generator.CubePrimer;
import cubicchunks.worldgen.generator.ICubePrimer;
/**
* A cube generator that generates a flat surface of grass, dirt and stone.
*/
public class FlatTerrainProcessor extends BasicCubeGenerator {
public FlatTerrainProcessor(ICubicWorld world) {
super(world);
}
@Override
public ICubePrimer generateCube(int cubeX, int cubeY, int cubeZ) {
ICubePrimer primer = new CubePrimer();
if (cubeY >= 0) {
return primer;
}
if (cubeY == -1) {
for (int x = 0; x < 16; x++) {
for (int z = 0; z < 16; z++) {
primer.setBlockState(x, 15, z, Blocks.GRASS.getDefaultState());
for (int y = 14; y >= 10; y--) {
primer.setBlockState(x, y, z, Blocks.DIRT.getDefaultState());
}
for (int y = 9; y >= 0; y--) {
primer.setBlockState(x, y, z, Blocks.STONE.getDefaultState());
}
}
}
return primer;
}
for (int x = 0; x < 16; x++) {
for (int z = 0; z < 16; z++) {
for (int y = 0; y < 16; y++) {
primer.setBlockState(x, y, z, Blocks.STONE.getDefaultState());
}
}
}
return primer;
}
@Override
public void populate(Cube cube) {
}
@Override
public Box getPopulationRequirement(Cube cube) {
return NO_POPULATOR_REQUIREMENT;
}
@Override
public BlockPos getClosestStructure(String name, BlockPos pos) {
return name.equals("Stronghold") ? new BlockPos(0, 0, 0) : null; // eyes of ender are the new F3 for finding the origin :P
}
}