package rtg.world.biome.deco; import java.util.Random; import net.minecraft.util.math.BlockPos; import net.minecraft.world.gen.feature.WorldGenPumpkin; import net.minecraft.world.gen.feature.WorldGenerator; import net.minecraftforge.event.terraingen.TerrainGen; import static net.minecraftforge.event.terraingen.DecorateBiomeEvent.Decorate.EventType.PUMPKIN; import rtg.api.world.RTGWorld; import rtg.world.biome.realistic.RealisticBiomeBase; /** * @author WhichOnesPink */ public class DecoPumpkin extends DecoBase { private float strengthFactor; private int maxY; private float randomFloat; private RandomType randomType; private int chance; private int loops; public DecoPumpkin() { super(); /** * Default values. * These can be overridden when configuring the Deco object in the realistic biome. */ this.setMaxY(255); // No height limit by default. this.setStrengthFactor(0f); // The higher the value, the more there will be. Disabled by default. this.setRandomType(RandomType.USE_CHANCE_VALUE); this.setRandomFloat(1f); this.setChance(1); this.setLoops(1); this.addDecoTypes(DecoType.PUMPKIN); } @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), PUMPKIN)) { // Let's figure out what the rand.nextInt() argument should be. switch (this.randomType) { case ALWAYS_GENERATE: this.setChance(1); break; case USE_CHANCE_VALUE: break; case X_DIVIDED_BY_STRENGTH: this.setChance((int) (this.randomFloat / strength)); break; default: break; } WorldGenerator worldGenerator = new WorldGenPumpkin(); this.setLoops((this.strengthFactor > 0f) ? (int) (this.strengthFactor * strength) : this.loops); for (int i = 0; i < this.loops; i++) { if (rand.nextInt(this.chance) == 0) { int intX = worldX + rand.nextInt(16) + 8; int intY = rand.nextInt(this.maxY); int intZ = worldZ + rand.nextInt(16) + 8; if (intY <= this.maxY) { worldGenerator.generate(rtgWorld.world, rand, new BlockPos(intX, intY, intZ)); } } } } } } public enum RandomType { ALWAYS_GENERATE, USE_CHANCE_VALUE, X_DIVIDED_BY_STRENGTH } public float getStrengthFactor() { return strengthFactor; } public DecoPumpkin setStrengthFactor(float strengthFactor) { this.strengthFactor = strengthFactor; return this; } public int getMaxY() { return maxY; } public DecoPumpkin setMaxY(int maxY) { this.maxY = maxY; return this; } public float getRandomFloat() { return randomFloat; } public DecoPumpkin setRandomFloat(float randomFloat) { this.randomFloat = randomFloat; return this; } public RandomType getRandomType() { return randomType; } public DecoPumpkin setRandomType(RandomType randomType) { this.randomType = randomType; return this; } public int getChance() { return chance; } public DecoPumpkin setChance(int chance) { this.chance = chance; return this; } public int getLoops() { return loops; } public DecoPumpkin setLoops(int loops) { this.loops = loops; return this; } }