protected ItemStack[] createTreasures( Odds odds, Material minTreasure, Material maxTreasure, int maxCount, int maxStack) { int minId = minTreasure.getId(); int maxId = maxTreasure.getId(); int rangeId = maxId - minId + 1; int count = maxCount > 0 ? odds.getRandomInt(maxCount) + 1 : 0; // make room ItemStack[] items = new ItemStack[count]; // populate for (int i = 0; i < count; i++) items[i] = new ItemStack(odds.getRandomInt(rangeId) + minId, odds.getRandomInt(maxStack) + 1); // all done return items; }
public PlatLot createRoundaboutStatueLot( WorldGenerator generator, PlatMap platmap, int x, int z) { // grab potential platlot's random Odds odds = platmap.getChunkOddsGenerator(platmap.originX + x, platmap.originZ + z); // what way are we facing? Direction.Facing facing = odds.getFacing(); // see if there is a schematic out there that fits Clipboard clip = mapsSchematics.getSingleLot(generator, platmap, odds, x, z); if (clip != null) { // create it then return new ClipboardRoundaboutLot( platmap, platmap.originX + x, platmap.originZ + z, clip, facing, 0, 0); } else return new RoundaboutStatueLot(platmap, platmap.originX + x, platmap.originZ + z); }