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;
}
}