コード例 #1
0
  public static int getBlacklistBiomeIDWithinRange(World world, int x, int z, int radius) {
    FRLog.debug("Checking Biomes...");
    float reciprocalRootOf2 = 0.70710678f;
    int adjRadius = Math.round(radius * reciprocalRootOf2);
    BlockPos pos = new BlockPos(x, 64, z);
    EnumFacing[] NSEW = EnumFacing.values();

    int biomeID = world.getBiomeGenForCoords(pos).biomeID;
    if (CommonUtils.isIDInList(biomeID, biomeIDBlacklist)) return biomeID;

    for (EnumFacing fd : NSEW) {
      for (int i = radius; i > 0; i = i - 2) {
        biomeID = world.getBiomeGenForCoords(pos.offset(fd, i)).biomeID;
        if (CommonUtils.isIDInList(biomeID, biomeIDBlacklist)) return biomeID;
      }
    }

    for (int ns = 0; ns < 2; ns++)
      for (int ew = 2; ew < 4; ew++)
        for (int r = adjRadius; r > 0; r = r - 2) {
          biomeID = world.getBiomeGenForCoords(pos.offset(NSEW[ns], r).offset(NSEW[ew], r)).biomeID;
          if (CommonUtils.isIDInList(biomeID, biomeIDBlacklist)) return biomeID;
        }

    return -1;
  }
コード例 #2
0
  /**
   * Method used during world generation that calculates all necessary generation variables and
   * determines if this x,z location is suitable for island generation. If conditions are met
   * doGenerateSurface() is called.
   */
  public static void generateSurface(World world, Random random, int x, int z, boolean isWorldGen) {
    if (((world.getWorldInfo().getTerrainType() != WorldType.FLAT) || allowInSuperFlat)) {
      if (!CommonUtils.isIDInList(world.provider.getDimensionId(), dimensionIDBlacklist)) {
        random = getRandom(world, new BlockPos(x, 1, z));
        int tgtY = getWeightedInt(heightMin, heightMean, heightMax, heightNorm, random);

        if (isWorldGen) {
          x += random.nextInt(16);
          z += random.nextInt(16);
        }

        BlockPos tgt = new BlockPos(x, tgtY, z);

        WorldGenFloatingIsland islandGenerator = getFloatingIslandGenerator(world, random, tgt);
        BlockPos tgtGround = new BlockPos(x, islandGenerator.yGround, z);

        if (!isWorldGen || (random.nextInt(rarity) == 0)) {
          FRLog.debug("Checking for region suitability...");
          String debug = "";
          int biomeID = getBlacklistBiomeIDWithinRange(world, x, z, islandGenerator.radius);
          if (isWorldGen && (biomeID > -1)) {
            debug =
                "Location %d,%d skipped due to proximity of a biomeID (%d) in the biomeIDBlackList";
            debug(debug, x, z, biomeID);
          } else if (isWorldGen && isVillageNearby(world, tgtGround, islandGenerator.radius)) {
            debug = "Location %d, %d skipped due to a village being found nearby";
            debug(debug, x, z);
          } else if (!doGenerateSurface(world, random, tgt, islandGenerator)) {
            debug = "Location %d, %d failed during island generation";
            debug(debug, x, z);
          }
        }
      }
    }
  }
コード例 #3
0
  /**
   * Randomly calculates the variables needed to create a WorldGenFloatingIsland object and returns
   * a new WorldGenFloatingIsland object
   */
  public static WorldGenFloatingIsland getFloatingIslandGenerator(
      World world, Random random, BlockPos pos) {
    int radius = getWeightedInt(radiusMin, radiusMean, radiusMax, radiusNorm, random);
    int yGround = CommonUtils.getHighestGroundBlock(world, pos);

    int depth = getWeightedInt(depthMin, depthMean, depthMax, depthNorm, random);
    int islandType = getWeightedIslandType(random);

    WorldType wt = world.getWorldInfo().getTerrainType();
    if (depth > (yGround - (wt == WorldType.FLAT ? 1 : 5)))
      depth = yGround - (wt == WorldType.FLAT ? 1 : 5);

    return new WorldGenFloatingIsland(radius, depth, yGround, islandType);
  }