package rtg.world.biome.deco;
import java.util.Random;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.gen.feature.WorldGenerator;
import net.minecraftforge.event.terraingen.TerrainGen;
import static net.minecraftforge.event.terraingen.DecorateBiomeEvent.Decorate.EventType.CACTUS;
import rtg.api.world.RTGWorld;
import rtg.world.biome.realistic.RealisticBiomeBase;
import rtg.world.gen.feature.WorldGenCacti;
/**
* @author WhichOnesPink
*/
public class DecoCactus extends DecoBase {
private int loops;
private int chance;
private float strengthFactor;
private int maxY;
private boolean sandOnly;
private IBlockState soilBlock;
public DecoCactus() {
super();
/*
* Default values.
* These can be overridden when configuring the Deco object in the realistic biome.
*/
this.setLoops(1);
this.setChance(1);
this.setMaxY(255); // No height limit by default.
this.setStrengthFactor(0f); // The higher the value, the more there will be.
this.setSandOnly(false);
this.setSoilBlock(Blocks.SAND.getDefaultState());
this.addDecoTypes(DecoType.CACTUS);
}
@Override
public void generate(RealisticBiomeBase 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++) {
int intX = worldX + rand.nextInt(16);// + 8;
int intY = rand.nextInt(this.maxY);
int intZ = worldZ + rand.nextInt(16);// + 8;
if (intY <= this.maxY && rand.nextInt(this.chance) == 0) {
worldGenerator.generate(rtgWorld.world, rand, new BlockPos(intX, intY, intZ));
}
}
}
}
}
public int getLoops() {
return loops;
}
public DecoCactus setLoops(int loops) {
this.loops = loops;
return this;
}
public int getChance() {
return chance;
}
public DecoCactus setChance(int chance) {
this.chance = chance;
return this;
}
public float getStrengthFactor() {
return strengthFactor;
}
public DecoCactus setStrengthFactor(float strengthFactor) {
this.strengthFactor = strengthFactor;
return this;
}
public int getMaxY() {
return maxY;
}
public DecoCactus setMaxY(int maxY) {
this.maxY = maxY;
return this;
}
public boolean isSandOnly() {
return sandOnly;
}
public DecoCactus setSandOnly(boolean sandOnly) {
this.sandOnly = sandOnly;
return this;
}
public IBlockState getSoilBlock() {
return soilBlock;
}
public DecoCactus setSoilBlock(IBlockState soilBlock) {
this.soilBlock = soilBlock;
return this;
}
}