package rtg.world.biome.deco;
import java.util.Random;
import net.minecraft.block.properties.PropertyInteger;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.gen.feature.WorldGenerator;
import rtg.api.util.WorldUtil;
import rtg.api.world.RTGWorld;
import rtg.world.biome.realistic.RealisticBiomeBase;
import rtg.world.gen.feature.WorldGenLayers;
/**
* @author WhichOnesPink
*/
public class DecoLayer extends DecoBase {
private IBlockState layerBlock;
private PropertyInteger layerProperty;
private int dropHeight;
private int layerRange;
private int layerScatter;
private float strengthFactor; // Higher = more/bigger shrubs.
private int minY; // Height restriction.
private int maxY; // Height restriction.
private int chance; // Higher = more rare.
private int notEqualsZeroChance;
private int loops;
public DecoLayer(IBlockState layerBlock, PropertyInteger layerProperty) {
super();
/*
* Default values.
* These can be overridden when configuring the Deco object in the realistic biome.
*/
this.layerBlock = layerBlock;
this.layerProperty = layerProperty;
this.dropHeight = 2;
this.layerRange = 4;
this.layerScatter = 3;
this.setStrengthFactor(2f);
this.setMinY(63); // Sensible height limit by default.
this.setMaxY(255); // No height limit by default.
this.setChance(1); // 100% chance of generating by default.
this.notEqualsZeroChance = 1;
this.setLoops(1);
this.addDecoTypes(DecoType.LAYER, DecoType.LEAVES, DecoType.FALLEN_LEAVES);
}
@Override
public void generate(RealisticBiomeBase 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++) {
int intX = worldX + rand.nextInt(16);// + 8;
int intZ = worldZ + rand.nextInt(16);// + 8;
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);
}
}
}
}
}
private boolean generateWorldGenerator(WorldGenerator worldGenerator, WorldUtil worldUtil, World world, Random rand, int x, int y, int z, boolean hasPlacedVillageBlocks) {
// If we're in a village, check to make sure the layer has extra room to avoid corrupting the village.
if (hasPlacedVillageBlocks) {
if (!worldUtil.isSurroundedByBlock(Blocks.AIR.getDefaultState(), 2, WorldUtil.SurroundCheckType.CARDINAL, rand, x, y, z)) {
return false;
}
}
return worldGenerator.generate(world, rand, new BlockPos(x, y, z));
}
public IBlockState getLayerBlock() {
return layerBlock;
}
public DecoLayer setLayerBlock(IBlockState layerBlock) {
this.layerBlock = layerBlock;
return this;
}
public PropertyInteger getLayerProperty() {
return layerProperty;
}
public DecoLayer setLayerProperty(PropertyInteger layerProperty) {
this.layerProperty = layerProperty;
return this;
}
public int getDropHeight() {
return dropHeight;
}
public DecoLayer setDropHeight(int dropHeight) {
this.dropHeight = dropHeight;
return this;
}
public int getLayerRange() {
return layerRange;
}
public DecoLayer setLayerRange(int layerRange) {
this.layerRange = layerRange;
return this;
}
public int getLayerScatter() {
return layerScatter;
}
public DecoLayer setLayerScatter(int layerScatter) {
this.layerScatter = layerScatter;
return this;
}
public float getStrengthFactor() {
return strengthFactor;
}
public DecoLayer setStrengthFactor(float strengthFactor) {
this.strengthFactor = strengthFactor;
return this;
}
public int getMinY() {
return minY;
}
public DecoLayer setMinY(int minY) {
this.minY = minY;
return this;
}
public int getMaxY() {
return maxY;
}
public DecoLayer setMaxY(int maxY) {
this.maxY = maxY;
return this;
}
public int getChance() {
return chance;
}
public DecoLayer setChance(int chance) {
this.chance = chance;
return this;
}
public int getNotEqualsZerochance() {
return notEqualsZeroChance;
}
public DecoLayer setNotEqualsZerochance(int notEqualsZeroChance) {
this.notEqualsZeroChance = notEqualsZeroChance;
return this;
}
public int getLoops() {
return loops;
}
public DecoLayer setLoops(int loops) {
this.loops = loops;
return this;
}
}