public byte[][] generateBlockSections(
      World world, Random random, int chunkX, int chunkZ, ChunkGenerator.BiomeGrid biomes) {

    if (world.getEnvironment() == World.Environment.NETHER) {

      worldHeight = UltimateSkyGrid.cNetherHeight;
    } else if (world.getEnvironment() == World.Environment.NORMAL) {

      worldHeight = UltimateSkyGrid.cHeight;
    } else {

      worldHeight = UltimateSkyGrid.cEndHeight;
    }

    byte[][] result = new byte[worldHeight / 16][];
    if (UltimateSkyGrid.genGlass) {
      for (int x = 0; x < 16; x++) {
        for (int y = 0; y < worldHeight; y++) {
          for (int z = 0; z < 16; z++) {
            if (x % 4 == 0 && y % 4 == 0 && z % 4 == 0) {

              int ID = getRandBlockID(world, random, UltimateSkyGrid.allBlocksOneWorld);
              setBlock(result, x, y, z, (byte) ID);
            } else {
              if (y < (UltimateSkyGrid.cHeight - 3)) {

                int ID = Material.GLASS.getId();
                setBlock(result, x, y, z, (byte) ID);
              }
            }
          }
        }
      }
    } else {

      for (int x = 0; x < 16; x += 4) {
        for (int y = 0; y < UltimateSkyGrid.cHeight; y += 4) {
          for (int z = 0; z < 16; z += 4) {

            int ID = getRandBlockID(world, random, UltimateSkyGrid.allBlocksOneWorld);
            setBlock(result, x, y, z, (byte) ID);
          }
        }
      }
    }
    return result;
  }
Пример #2
0
  public byte[] generate(World world, Random rand, int chunkX, int chunkZ) {
    byte[] blocks = new byte[32768];
    int x, y, z;

    for (x = 0; x < 16; x++) {
      for (z = 0; z < 16; z++) {
        blocks[this.coordsToInt(x, 0, z)] = (byte) Material.BEDROCK.getId();

        for (y = 1; y < 20; y++) {
          blocks[this.coordsToInt(x, y, z)] = (byte) Material.DIRT.getId();
        }

        // this will make a checkerboard
        if ((x + z) % 2 == 1) blocks[this.coordsToInt(x, 20, z)] = (byte) Material.OBSIDIAN.getId();
        else blocks[this.coordsToInt(x, 20, z)] = (byte) Material.WOOL.getId();

        // chess pieces, randomly per side
        if (rand.nextInt(20) < 2) {
          if (rand.nextInt(20) < 10) {
            blocks[this.coordsToInt(x, 21, z)] = (byte) Material.STONE.getId();
            blocks[this.coordsToInt(x, 22, z)] = (byte) Material.STONE.getId();
            blocks[this.coordsToInt(x, 23, z)] = (byte) Material.STONE.getId();
          } else {
            blocks[this.coordsToInt(x, 21, z)] = (byte) Material.SAND.getId();
            blocks[this.coordsToInt(x, 22, z)] = (byte) Material.SAND.getId();
            blocks[this.coordsToInt(x, 23, z)] = (byte) Material.SAND.getId();
          }
        }

        // lava/glass ceiling
        blocks[this.coordsToInt(x, 40, z)] = (byte) Material.GLASS.getId();
        blocks[this.coordsToInt(x, 41, z)] = (byte) Material.LAVA.getId();
      }
    }

    return blocks;
  }
Пример #3
0
public abstract class PlatLot {

  // extremes
  private CachedYs blockYs;
  protected int averageHeight;
  protected int minHeight = Integer.MAX_VALUE;
  protected int minHeightX = 0;
  protected int minHeightZ = 0;
  protected int maxHeight = Integer.MIN_VALUE;
  protected int maxHeightX = 0;
  protected int maxHeightZ = 0;

  protected Random platmapRandom;
  protected Random chunkRandom;

  // styling!
  public enum LotStyle {
    NATURE,
    STRUCTURE,
    ROAD,
    ROUNDABOUT
  };

  public LotStyle style;

  public PlatLot(PlatMap platmap, int chunkX, int chunkZ) {
    super();
    initializeDice(platmap, chunkX, chunkZ);

    style = LotStyle.NATURE;
  }

  protected static final byte airId = (byte) Material.AIR.getId();
  protected static final byte stoneId = (byte) Material.STONE.getId();
  protected static final byte dirtId = (byte) Material.DIRT.getId();
  protected static final byte grassId = (byte) Material.GRASS.getId();
  protected static final byte snowId = (byte) Material.SNOW_BLOCK.getId();
  protected static final byte sandId = (byte) Material.SAND.getId();
  protected static final byte sandstoneId = (byte) Material.SANDSTONE.getId();
  protected static final byte bedrockId = (byte) Material.BEDROCK.getId();
  protected static final byte fenceId = (byte) Material.FENCE.getId();
  protected static final byte cobbleId = (byte) Material.COBBLESTONE.getId();
  protected static final byte stillWaterId = (byte) Material.STATIONARY_WATER.getId();
  protected static final byte stillLavaId = (byte) Material.STATIONARY_LAVA.getId();
  protected static final byte waterId = (byte) Material.WATER.getId();
  protected static final byte lavaId = (byte) Material.LAVA.getId();
  protected static final byte leavesId = (byte) Material.LEAVES.getId();
  protected static final byte glassId = (byte) Material.GLASS.getId();
  protected static final byte paneId = (byte) Material.THIN_GLASS.getId();
  protected static final byte logId = (byte) Material.LOG.getId();
  protected static final byte glowId = (byte) Material.GLOWSTONE.getId();
  protected static final byte stepId = (byte) Material.STEP.getId();
  protected static final byte clayId = (byte) Material.CLAY.getId();
  protected static final byte ironFenceId = (byte) Material.IRON_FENCE.getId();
  protected static final byte endId = (byte) Material.ENDER_STONE.getId();
  protected static final byte netherrackId = (byte) Material.NETHERRACK.getId();
  protected static final byte soulsandId = (byte) Material.SOUL_SAND.getId();

  protected static final int snowMaterialId = Material.SNOW.getId();
  protected static final Material snowMaterial = Material.SNOW;
  protected static final Material airMaterial = Material.AIR;
  protected static final Material stoneMaterial = Material.STONE;
  protected static final Material rootMaterial = Material.GRASS;

  public abstract long getConnectedKey();

  public abstract boolean makeConnected(PlatLot relative);

  public abstract boolean isConnectable(PlatLot relative);

  public abstract boolean isConnected(PlatLot relative);

  protected abstract void generateActualChunk(
      WorldGenerator generator,
      PlatMap platmap,
      ByteChunk chunk,
      BiomeGrid biomes,
      DataContext context,
      int platX,
      int platZ);

  protected abstract void generateActualBlocks(
      WorldGenerator generator,
      PlatMap platmap,
      RealChunk chunk,
      DataContext context,
      int platX,
      int platZ);

  public Biome getChunkBiome() {
    return Biome.PLAINS;
  }

  public boolean isPlaceableAt(WorldGenerator generator, int chunkX, int chunkZ) {
    return generator.settings.inCityRange(chunkX, chunkZ);
  }

  private void initializeDice(PlatMap platmap, int chunkX, int chunkZ) {

    // reset and pick up the dice
    platmapRandom = platmap.getRandomGenerator();
    chunkRandom = platmap.getChunkRandomGenerator(chunkX, chunkZ);
  }

  protected void initializeContext(WorldGenerator generator, SupportChunk chunk) {
    if (blockYs == null) {
      blockYs = new CachedYs(generator, chunk);

      // what was the average height
      minHeight = blockYs.minHeight;
      minHeightX = blockYs.minHeightX;
      minHeightZ = blockYs.minHeightZ;
      maxHeight = blockYs.maxHeight;
      maxHeightX = blockYs.maxHeightX;
      maxHeightZ = blockYs.maxHeightZ;
      averageHeight = blockYs.averageHeight;
    }
  }

  private void deinitializeContext() {
    blockYs = null;
  }

  protected int getBlockY(int x, int z) {
    return blockYs == null ? 0 : blockYs.getBlockY(x, z);
  }

  protected double getPerciseY(int x, int z) {
    return blockYs == null ? 0 : blockYs.getPerciseY(x, z);
  }

  public abstract int getBottomY(WorldGenerator generator);

  public void generateChunk(
      WorldGenerator generator,
      PlatMap platmap,
      ByteChunk chunk,
      BiomeGrid biomes,
      DataContext context,
      int platX,
      int platZ) {
    initializeDice(platmap, chunk.chunkX, chunk.chunkZ);
    initializeContext(generator, chunk);

    // what do we need to first?
    generator.shapeProvider.preGenerateChunk(generator, this, chunk, biomes, blockYs);

    // let the specialized platlot do it's thing
    generateActualChunk(generator, platmap, chunk, biomes, context, platX, platZ);

    // polish things off
    generator.shapeProvider.postGenerateChunk(generator, this, chunk, blockYs);
  }

  public void generateBlocks(
      WorldGenerator generator,
      PlatMap platmap,
      RealChunk chunk,
      DataContext context,
      int platX,
      int platZ) {
    initializeDice(platmap, chunk.chunkX, chunk.chunkZ);
    initializeContext(generator, chunk);

    // what do we need to first?
    generator.shapeProvider.preGenerateBlocks(generator, this, chunk, blockYs);

    // let the specialized platlot do it's thing
    generateActualBlocks(generator, platmap, chunk, context, platX, platZ);

    // polish things off
    generator.shapeProvider.postGenerateBlocks(generator, this, chunk, blockYs);

    // all done
    deinitializeContext();
  }

  private static final int lowestMineSegment = 16;

  public void generateMines(WorldGenerator generator, ByteChunk chunk) {

    // get shafted! (this builds down to keep the support poles happy)
    if (generator.settings.includeMines)
      for (int y = (minHeight / 16 - 1) * 16; y >= lowestMineSegment; y -= 16) {
        if (isShaftableLevel(generator, y)) generateHorizontalMineLevel(generator, chunk, y);
      }
  }

  protected int findHighestShaftableLevel(
      WorldGenerator generator, DataContext context, SupportChunk chunk) {

    // keep going down until we find what we are looking for
    for (int y = (minHeight / 16 - 1) * 16; y >= lowestMineSegment; y -= 16) {
      if (isShaftableLevel(generator, y)
          && generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y, chunk.chunkZ))
        return y + 7;
    }

    // nothing found
    return 0;
  }

  protected boolean isShaftableLevel(WorldGenerator generator, int y) {
    return y >= lowestMineSegment && y < minHeight && minHeight > generator.seaLevel;
  }

  private void generateHorizontalMineLevel(WorldGenerator generator, ByteChunk chunk, int y) {
    int y1 = y + 6;
    int y2 = y1 + 1;

    // draw the shafts/walkways
    boolean pathFound = false;
    if (generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y, chunk.chunkZ)) {
      generateMineShaftSpace(chunk, 6, 10, y1, y1 + 4, 0, 6);
      generateMineNSSupport(chunk, 6, y2, 1);
      generateMineNSSupport(chunk, 6, y2, 4);
      generateMineShaftSpace(chunk, 6, 10, y1, y1 + 4, 10, 16);
      generateMineNSSupport(chunk, 6, y2, 11);
      generateMineNSSupport(chunk, 6, y2, 14);
      pathFound = true;
    }
    if (generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y, chunk.chunkZ)) {
      generateMineShaftSpace(chunk, 0, 6, y1, y1 + 4, 6, 10);
      generateMineWESupport(chunk, 1, y2, 6);
      generateMineWESupport(chunk, 4, y2, 6);
      generateMineShaftSpace(chunk, 10, 16, y1, y1 + 4, 6, 10);
      generateMineWESupport(chunk, 11, y2, 6);
      generateMineWESupport(chunk, 14, y2, 6);
      pathFound = true;
    }

    // draw the center bit
    if (pathFound) generateMineShaftSpace(chunk, 6, 10, y1, y1 + 4, 6, 10);
  }

  private static final byte shaftBridgeId = (byte) Material.WOOD.getId();
  private static final byte shaftSupportId = (byte) Material.FENCE.getId();
  private static final byte shaftBeamId = (byte) Material.WOOD.getId();

  private void generateMineShaftSpace(
      ByteChunk chunk, int x1, int x2, int y1, int y2, int z1, int z2) {
    chunk.setEmptyBlocks(x1, x2, y1, z1, z2, shaftBridgeId);
    chunk.setBlocks(x1, x2, y1 + 1, y2, z1, z2, airId);
  }

  private void generateMineNSSupport(ByteChunk chunk, int x, int y, int z) {

    // on a bridge
    if (chunk.getBlock(x, y - 1, z) == shaftBridgeId
        && chunk.getBlock(x + 3, y - 1, z) == shaftBridgeId) {

      // place supports
      generateMineSupport(chunk, x, y - 1, z);
      generateMineSupport(chunk, x + 3, y - 1, z);

      // in a tunnel
    } else {
      chunk.setBlock(x, y, z, shaftSupportId);
      chunk.setBlock(x, y + 1, z, shaftSupportId);
      chunk.setBlock(x + 3, y, z, shaftSupportId);
      chunk.setBlock(x + 3, y + 1, z, shaftSupportId);
      chunk.setBlocks(x, x + 4, y + 2, z, z + 1, shaftBeamId);
    }
  }

  private void generateMineWESupport(ByteChunk chunk, int x, int y, int z) {
    // on a bridge
    if (chunk.getBlock(x, y - 1, z) == shaftBridgeId
        && chunk.getBlock(x, y - 1, z + 3) == shaftBridgeId) {

      // place supports
      generateMineSupport(chunk, x, y - 1, z);
      generateMineSupport(chunk, x, y - 1, z + 3);

      // in a tunnel
    } else {
      chunk.setBlock(x, y, z, shaftSupportId);
      chunk.setBlock(x, y + 1, z, shaftSupportId);
      chunk.setBlock(x, y, z + 3, shaftSupportId);
      chunk.setBlock(x, y + 1, z + 3, shaftSupportId);
      chunk.setBlocks(x, x + 1, y + 2, z, z + 4, shaftBeamId);
    }
  }

  private void generateMineSupport(ByteChunk chunk, int x, int y, int z) {
    int aboveSupport = chunk.findLastEmptyAbove(x, y, z);
    if (aboveSupport < maxHeight) chunk.setBlocks(x, y + 1, aboveSupport + 1, z, shaftSupportId);
  }

  public void generateMines(WorldGenerator generator, RealChunk chunk) {

    // get shafted!
    if (generator.settings.includeMines)
      for (int y = 0; y + 16 < minHeight; y += 16) {
        if (isShaftableLevel(generator, y)) generateVerticalMineLevel(generator, chunk, y);
      }
  }

  private void generateVerticalMineLevel(WorldGenerator generator, RealChunk chunk, int y) {
    int y1 = y + 6;
    boolean stairsFound = false;

    // going down?
    if (isShaftableLevel(generator, y - 16)) {
      if (generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y, chunk.chunkZ)
          && generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y - 16, chunk.chunkZ)) {

        // draw the going down bit
        placeMineStairBase(chunk, 10, y1, 15);
        placeMineStairStep(chunk, 10, y1, 14, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 1, 13, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 2, 12, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 3, 11, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 4, 10, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 5, 9, Stair.SOUTH, Stair.NORTHFLIP);
        placeMineStairStep(chunk, 10, y1 - 6, 8, Stair.SOUTH, Stair.NORTHFLIP);
        stairsFound = true;
      }

      if (!stairsFound
          && generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y, chunk.chunkZ)
          && generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y - 16, chunk.chunkZ)) {

        // draw the going down bit
        placeMineStairBase(chunk, 15, y1, 10);
        placeMineStairStep(chunk, 14, y1, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 13, y1 - 1, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 12, y1 - 2, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 11, y1 - 3, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 10, y1 - 4, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 9, y1 - 5, 10, Stair.EAST, Stair.WESTFLIP);
        placeMineStairStep(chunk, 8, y1 - 6, 10, Stair.EAST, Stair.WESTFLIP);
      }
    }

    // reset the stairs flag
    stairsFound = false;

    // going up?
    if (isShaftableLevel(generator, y + 32)) {
      if (generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y, chunk.chunkZ)
          && generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y + 16, chunk.chunkZ)) {

        // draw the going up bit
        placeMineStairBase(chunk, 5, y1, 15);
        placeMineStairStep(chunk, 5, y1 + 1, 14, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 2, 13, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 3, 12, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 4, 11, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 5, 10, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 6, 9, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 7, 8, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairStep(chunk, 5, y1 + 8, 7, Stair.NORTH, Stair.SOUTHFLIP);
        placeMineStairBase(chunk, 5, y1 + 8, 6);
        placeMineStairBase(chunk, 6, y1 + 8, 6);
        placeMineStairBase(chunk, 7, y1 + 8, 6);
        placeMineStairBase(chunk, 8, y1 + 8, 6);
        placeMineStairBase(chunk, 9, y1 + 8, 6);
        placeMineStairBase(chunk, 10, y1 + 8, 6);
        placeMineStairStep(chunk, 10, y1 + 9, 7, Stair.SOUTH, Stair.NORTHFLIP);

        generateMineSupport(chunk, 6, y1 + 7, 7);
        generateMineSupport(chunk, 9, y1 + 7, 7);

        stairsFound = true;
      }

      if (!stairsFound
          && generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y, chunk.chunkZ)
          && generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y + 16, chunk.chunkZ)) {

        // draw the going up bit
        placeMineStairBase(chunk, 15, y1, 5);
        placeMineStairStep(chunk, 14, y1 + 1, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 13, y1 + 2, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 12, y1 + 3, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 11, y1 + 4, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 10, y1 + 5, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 9, y1 + 6, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 8, y1 + 7, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairStep(chunk, 7, y1 + 8, 5, Stair.WEST, Stair.EASTFLIP);
        placeMineStairBase(chunk, 6, y1 + 8, 5);
        placeMineStairBase(chunk, 6, y1 + 8, 6);
        placeMineStairBase(chunk, 6, y1 + 8, 7);
        placeMineStairBase(chunk, 6, y1 + 8, 8);
        placeMineStairBase(chunk, 6, y1 + 8, 9);
        placeMineStairBase(chunk, 6, y1 + 8, 10);
        placeMineStairStep(chunk, 7, y1 + 9, 10, Stair.EAST, Stair.WESTFLIP);

        generateMineSupport(chunk, 7, y1 + 7, 6);
        generateMineSupport(chunk, 7, y1 + 7, 9);
      }
    }

    // make the ceiling pretty
    boolean pathFound = false;
    if (generator.shapeProvider.isHorizontalNSShaft(chunk.chunkX, y, chunk.chunkZ)) {
      generateMineCeiling(chunk, 6, 10, y1 + 3, 0, 6);
      generateMineCeiling(chunk, 6, 10, y1 + 3, 10, 16);

      generateMineAlcove(generator, chunk, 4, y1, 2, 4, 2);
      generateMineAlcove(generator, chunk, 10, y1, 2, 11, 3);

      pathFound = true;
    }
    if (generator.shapeProvider.isHorizontalWEShaft(chunk.chunkX, y, chunk.chunkZ)) {
      generateMineCeiling(chunk, 0, 6, y1 + 3, 6, 10);
      generateMineCeiling(chunk, 10, 16, y1 + 3, 6, 10);

      generateMineAlcove(generator, chunk, 2, y1, 4, 2, 4);
      generateMineAlcove(generator, chunk, 2, y1, 10, 3, 11);

      pathFound = true;
    }

    // draw the center bit
    if (pathFound) generateMineCeiling(chunk, 6, 10, y1 + 3, 6, 10);
  }

  private void generateMineAlcove(
      WorldGenerator generator, RealChunk chunk, int x, int y, int z, int prizeX, int prizeZ) {
    if (chunkRandom.nextDouble() < 0.66) {
      if (!chunk.isEmpty(x, y, z)
          && !chunk.isEmpty(x + 1, y, z)
          && !chunk.isEmpty(x, y, z + 1)
          && !chunk.isEmpty(x + 1, y, z + 1)) {
        chunk.setBlocks(x, x + 2, y + 1, y + 4, z, z + 2, Material.AIR);
        generateMineCeiling(chunk, x, x + 2, y + 3, z, z + 2);
        if (chunkRandom.nextDouble() < 0.66) {
          if (chunkRandom.nextDouble() < 0.33)
            generateMineTreat(generator, chunk, prizeX, y + 1, prizeZ);
          else generateMineTrick(generator, chunk, prizeX, y + 1, prizeZ);
        }
      }
    }
  }

  private void generateMineCeiling(RealChunk chunk, int x1, int x2, int y, int z1, int z2) {
    for (int x = x1; x < x2; x++) {
      for (int z = z1; z < z2; z++) {
        if (chunkRandom.nextBoolean())
          if (!chunk.isEmpty(x, y + 1, z) && chunk.isEmpty(x, y, z))
            chunk.setStoneSlab(x, y, z, Direction.StoneSlab.COBBLESTONEFLIP);
      }
    }
  }

  private void generateMineSupport(RealChunk chunk, int x, int y, int z) {
    int aboveSupport = chunk.findLastEmptyAbove(x, y, z);
    if (aboveSupport < maxHeight) chunk.setBlocks(x, y + 1, aboveSupport + 1, z, Material.FENCE);
  }

  private void placeMineStairBase(RealChunk chunk, int x, int y, int z) {
    chunk.setBlocks(x, y + 1, y + 4, z, Material.AIR);
    chunk.setEmptyBlock(x, y, z, Material.WOOD);
  }

  private void placeMineStairStep(
      RealChunk chunk, int x, int y, int z, Stair direction, Stair flipDirection) {
    chunk.setBlocks(x, y + 1, y + 4, z, Material.AIR);
    chunk.setStair(x, y, z, Material.WOOD_STAIRS, direction);
    if (chunk.isEmpty(x, y - 1, z))
      chunk.setStair(x, y - 1, z, Material.WOOD_STAIRS, flipDirection);
  }

  private void generateMineTreat(WorldGenerator generator, RealChunk chunk, int x, int y, int z) {

    // cool stuff?
    if (generator.settings.treasuresInMines
        && chunkRandom.nextDouble() <= generator.settings.oddsOfTreasureInMines) {
      chunk.setChest(
          x,
          y,
          z,
          Direction.General.SOUTH,
          generator.lootProvider.getItems(generator, chunkRandom, LootLocation.MINE));
    }
  }

  private void generateMineTrick(WorldGenerator generator, RealChunk chunk, int x, int y, int z) {
    // not so cool stuff?
    if (generator.settings.spawnersInMines
        && chunkRandom.nextDouble() <= generator.settings.oddsOfSpawnerInMines) {
      chunk.setSpawner(
          x, y, z, generator.spawnProvider.getEntity(generator, chunkRandom, SpawnerLocation.MINE));
    }
  }

  public boolean isValidStrataY(WorldGenerator generator, int blockX, int blockY, int blockZ) {
    return true;
  }

  public void generateOres(WorldGenerator generator, RealChunk chunk) {

    // shape the world
    if (generator.settings.includeOres || generator.settings.includeUndergroundFluids)
      generator.oreProvider.sprinkleOres(
          generator, this, chunk, blockYs, chunkRandom, OreLocation.CRUST);
  }

  // TODO move this logic to SurroundingLots, add to it the ability to produce SurroundingHeights
  // and SurroundingDepths
  public PlatLot[][] getNeighborPlatLots(
      PlatMap platmap, int platX, int platZ, boolean onlyConnectedNeighbors) {
    PlatLot[][] miniPlatMap = new PlatLot[3][3];

    // populate the results
    for (int x = 0; x < 3; x++) {
      for (int z = 0; z < 3; z++) {

        // which platchunk are we looking at?
        int atX = platX + x - 1;
        int atZ = platZ + z - 1;

        // is it in bounds?
        if (!(atX < 0 || atX > PlatMap.Width - 1 || atZ < 0 || atZ > PlatMap.Width - 1)) {
          PlatLot relative = platmap.getLot(atX, atZ);

          if (!onlyConnectedNeighbors || isConnected(relative)) {
            miniPlatMap[x][z] = relative;
          }
        }
      }
    }

    return miniPlatMap;
  }

  public void generateSurface(WorldGenerator generator, RealChunk chunk, boolean includeTrees) {

    // plant grass or snow
    generator.surfaceProvider.generateSurface(generator, this, chunk, blockYs, includeTrees);
  }
}