diff options
Diffstat (limited to 'src/main/java/com/MylesAndMore/tumble/api/Generator.java')
-rw-r--r-- | src/main/java/com/MylesAndMore/tumble/api/Generator.java | 97 |
1 files changed, 95 insertions, 2 deletions
diff --git a/src/main/java/com/MylesAndMore/tumble/api/Generator.java b/src/main/java/com/MylesAndMore/tumble/api/Generator.java index 632627d..db8bacc 100644 --- a/src/main/java/com/MylesAndMore/tumble/api/Generator.java +++ b/src/main/java/com/MylesAndMore/tumble/api/Generator.java @@ -3,13 +3,34 @@ package com.MylesAndMore.tumble.api; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.World; +import org.bukkit.block.Block; +import org.bukkit.block.BlockFace; +import java.util.ArrayList; +import java.util.Collections; +import java.util.List; +import java.util.Random; + +/** + * This class holds the methods that generate blocks in-game such as cylinders, cubiods, and clump logic. + */ public class Generator { - public static void generateLayer(Location center, int radius, int height, Material material) { + /** + * Generates a layer (bascally just a cylinder) as best as it can w/ blocks + * + * @return A list of Blocks containing all the blocks it just changed + * + * @param center The center of the layer (Location) + * @param radius The whole number radius of the circle + * @param height The whole number height of the circle (1 for a flat layer) + * @param material The Material to use for generation + */ + public static List<Block> generateLayer(Location center, int radius, int height, Material material) { int Cx = center.getBlockX(); int Cy = center.getBlockY(); int Cz = center.getBlockZ(); World world = center.getWorld(); + List<Block> blocks = new ArrayList<>(); int rSq = radius * radius; @@ -17,11 +38,83 @@ public class Generator { for (int x = Cx - radius; x <= Cx + radius; x++) { for (int z = Cz - radius; z <= Cz + radius; z++) { if ((Cx - x) * (Cx - x) + (Cz - z) * (Cz - z) <= rSq) { - Location block = new Location(world, x, y, z); world.getBlockAt(x, y, z).setType(material); + blocks.add(world.getBlockAt(x, y, z)); } } } } + return blocks; + } + + /** + * Generates a cubiod (literally just a ripoff fill command) + * @param firstPos The first Location to fill (first three coords in a fill command) + * @param secondPos The second Location to fill to (second three coords) + * @param material The Material to fill + */ + public static List<Block> generateCuboid(Location firstPos, Location secondPos, Material material) { + World world = firstPos.getWorld(); + List<Block> blocks = new ArrayList<>(); + int fX = firstPos.getBlockX(); + int fY = firstPos.getBlockY(); + int fZ = firstPos.getBlockZ(); + int sX = secondPos.getBlockX(); + int sY = secondPos.getBlockY(); + int sZ = secondPos.getBlockZ(); + + for (int x = fX; x <= sX; x++) { + for (int y = fY; y <= sY; y++) { + for (int z = fZ; z <= sZ; z++) { + world.getBlockAt(x, y, z).setType(material); + blocks.add(world.getBlockAt(x, y, z)); + } + } + } + return blocks; + } + + /** + * Generates clumps in a pre-generated layer. + * @param blockList A list of block Locations that this method is allowed to edit + * @param materialList A list of Materials for the generator to randomly choose from. + * Keep in mind that not all Materials may be used, the amount used depends on the size of the layer. + * More Materials = more randomization + */ + public static void generateClumps(List<Block> blockList, List<Material> materialList) { + // Define random class + Random random = new Random(); + // Define new blocks list so we can manipulate it + List<Block> blocks = new ArrayList<>(blockList); + // Define new shuffled Materials list + List<Material> materials = new ArrayList<>(materialList); + Collections.shuffle(materials); + // This loop will run until there are no blocks left to change + while (blocks.size() > 0) { + // Get a random Material from the provided materials list + Material randomMaterial = materials.get(random.nextInt(materials.size())); + // Gets the first Block from the list, to modify + Block aBlock = blocks.get(0); + // Modifies the block + aBlock.setType(randomMaterial); + // Get the blocks around that and change it to that same material + if (blocks.contains(aBlock.getRelative(BlockFace.NORTH))) { + aBlock.getRelative(BlockFace.NORTH).setType(randomMaterial); + blocks.remove(aBlock.getRelative(BlockFace.NORTH)); + } + if (blocks.contains(aBlock.getRelative(BlockFace.SOUTH))) { + aBlock.getRelative(BlockFace.SOUTH).setType(randomMaterial); + blocks.remove(aBlock.getRelative(BlockFace.SOUTH)); + } + if (blocks.contains(aBlock.getRelative(BlockFace.EAST))) { + aBlock.getRelative(BlockFace.EAST).setType(randomMaterial); + blocks.remove(aBlock.getRelative(BlockFace.EAST)); + } + if (blocks.contains(aBlock.getRelative(BlockFace.WEST))) { + aBlock.getRelative(BlockFace.WEST).setType(randomMaterial); + blocks.remove(aBlock.getRelative(BlockFace.WEST)); + } + blocks.remove(aBlock); + } } } |