diff options
Diffstat (limited to 'src/main/java/com/MylesAndMore/tumble/api')
| -rw-r--r-- | src/main/java/com/MylesAndMore/tumble/api/Generator.java | 97 | ||||
| -rw-r--r-- | src/main/java/com/MylesAndMore/tumble/api/Layers.java | 300 | 
2 files changed, 395 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); +        }      }  } diff --git a/src/main/java/com/MylesAndMore/tumble/api/Layers.java b/src/main/java/com/MylesAndMore/tumble/api/Layers.java new file mode 100644 index 0000000..8818631 --- /dev/null +++ b/src/main/java/com/MylesAndMore/tumble/api/Layers.java @@ -0,0 +1,300 @@ +package com.MylesAndMore.tumble.api; + +import org.bukkit.Material; + +import java.util.ArrayList; +import java.util.List; +import java.util.Random; + +/** + * This class is dedicated to storing the different types of layers that can be generated. + */ +public class Layers { + +    public Layers(){ +        // Make the other layers more common than the glass layer +        for (int i = 0; i < 10; i++) { +            matList.add(gen0); +            matList.add(gen1); +            matList.add(gen2); +            matList.add(gen3); +            matList.add(gen4); +            matList.add(gen5); +            matList.add(gen6); +            matList.add(gen7); +            matList.add(gen8); +            matList.add(gen9); +            matList.add(gen10); +            matList.add(gen12); +            matList.add(gen15); +            matList.add(gen16); +        } +        // Glass layer +        matList.add(gen11); +    } + +    // Define Random class +    Random random = new Random(); +    /** +     * @return A random predefined List of Materials that are okay to use in the clump generator +     */ +    public List<Material> getMaterialList() { +        return matList.get(random.nextInt(matList.size())); +    } + +    // Define the list that will store the material lists +    private final List<List<Material>> matList = new ArrayList<>(); + + +    // Begin lists + +    // private final List<Material> gen = new ArrayList<>() {{ +        // add(Material. +    // }}; + +    private final List<Material> gen0 = new ArrayList<>() {{ +        add(Material.COAL_ORE); +        add(Material.COAL_ORE); +        add(Material.COAL_ORE); +        add(Material.COAL_ORE); +        add(Material.COAL_ORE); +        add(Material.IRON_ORE); +        add(Material.REDSTONE_ORE); +        add(Material.EMERALD_ORE); +        add(Material.GOLD_ORE); +        add(Material.LAPIS_ORE); +        add(Material.DIAMOND_ORE); +        add(Material.GRASS_BLOCK); +        add(Material.GRASS_BLOCK); +        add(Material.GRASS_BLOCK); +        add(Material.GRASS_BLOCK); +        // add(Material.COBWEB); +    }}; + +    private final List<Material> gen1 = new ArrayList<>() {{ +        add(Material.YELLOW_GLAZED_TERRACOTTA); +        add(Material.LIGHT_BLUE_GLAZED_TERRACOTTA); +        add(Material.GRAY_GLAZED_TERRACOTTA); +        add(Material.PODZOL); +        add(Material.PODZOL); +        add(Material.PODZOL); +        add(Material.ORANGE_GLAZED_TERRACOTTA); +    }}; + +    private final List<Material> gen2 = new ArrayList<>() {{ +        add(Material.PINK_TERRACOTTA); +        add(Material.PURPLE_TERRACOTTA); +        add(Material.GRAY_TERRACOTTA); +        add(Material.BLUE_TERRACOTTA); +        add(Material.LIGHT_BLUE_TERRACOTTA); +        add(Material.WHITE_TERRACOTTA); +        add(Material.BROWN_TERRACOTTA); +        add(Material.GREEN_TERRACOTTA); +        add(Material.YELLOW_TERRACOTTA); +        add(Material.PINK_TERRACOTTA); +        add(Material.PURPLE_TERRACOTTA); +        add(Material.GRAY_TERRACOTTA); +        add(Material.BLUE_TERRACOTTA); +        add(Material.LIGHT_BLUE_TERRACOTTA); +        add(Material.WHITE_TERRACOTTA); +        add(Material.BROWN_TERRACOTTA); +        add(Material.GREEN_TERRACOTTA); +        add(Material.YELLOW_TERRACOTTA); +        add(Material.WHITE_STAINED_GLASS); +        add(Material.HONEYCOMB_BLOCK); +        add(Material.HONEYCOMB_BLOCK); +    }}; + +    private final List<Material> gen3 = new ArrayList<>() {{ +        add(Material.PACKED_ICE); +        add(Material.PACKED_ICE); +        add(Material.NOTE_BLOCK); +        add(Material.TNT); +        add(Material.LIGHT_BLUE_CONCRETE); +        add(Material.GLASS); +        add(Material.PACKED_ICE); +        add(Material.PACKED_ICE); +        add(Material.NOTE_BLOCK); +        add(Material.TNT); +        add(Material.LIGHT_BLUE_CONCRETE); +        add(Material.GLASS); +        add(Material.SOUL_SAND); +    }}; + +    private final List<Material> gen4 = new ArrayList<>() {{ +        add(Material.DIAMOND_BLOCK); +        add(Material.GOLD_BLOCK); +        add(Material.REDSTONE_BLOCK); +        add(Material.REDSTONE_BLOCK); +        add(Material.LAPIS_BLOCK); +        add(Material.LAPIS_BLOCK); +        add(Material.IRON_BLOCK); +        add(Material.COAL_BLOCK); +        add(Material.IRON_BLOCK); +        add(Material.COAL_BLOCK); +        add(Material.IRON_BLOCK); +        add(Material.COAL_BLOCK); +        add(Material.COAL_BLOCK); +    }}; + +    private final List<Material> gen5 = new ArrayList<>() {{ +        add(Material.WHITE_TERRACOTTA); +        add(Material.BLUE_ICE); +        add(Material.SOUL_SAND); +        add(Material.STONE_SLAB); +        add(Material.WHITE_TERRACOTTA); +        add(Material.BLUE_ICE); +        add(Material.SOUL_SAND); +        add(Material.STONE_SLAB); +        add(Material.WHITE_TERRACOTTA); +        add(Material.BLUE_ICE); +        add(Material.SOUL_SAND); +        add(Material.STONE_SLAB); +        add(Material.GLOWSTONE); +        add(Material.GLOWSTONE); +        add(Material.HONEY_BLOCK); +        add(Material.SLIME_BLOCK); +    }}; + +    private final List<Material> gen6 = new ArrayList<>() {{ +        add(Material.NETHERRACK); +        add(Material.NETHERRACK); +        add(Material.NETHERRACK); +        add(Material.NETHER_BRICKS); +        add(Material.NETHER_BRICKS); +        add(Material.NETHERRACK); +        add(Material.NETHERRACK); +        add(Material.NETHERRACK); +        add(Material.NETHER_BRICKS); +        add(Material.NETHER_BRICKS); +        add(Material.NETHER_GOLD_ORE); +        add(Material.NETHER_GOLD_ORE); +        add(Material.CRIMSON_NYLIUM); +        add(Material.WARPED_NYLIUM); +        add(Material.SOUL_SOIL); +        add(Material.CRACKED_NETHER_BRICKS); +        add(Material.RED_NETHER_BRICKS); +        add(Material.NETHER_WART_BLOCK); +        add(Material.CRYING_OBSIDIAN); +        add(Material.MAGMA_BLOCK); +    }}; + +    private final List<Material> gen7 = new ArrayList<>() {{ +        add(Material.END_STONE); +        add(Material.END_STONE_BRICKS); +        add(Material.END_STONE); +        add(Material.END_STONE_BRICKS); +        add(Material.END_STONE); +        add(Material.END_STONE_BRICKS); +        add(Material.END_STONE); +        add(Material.END_STONE_BRICKS); +        add(Material.OBSIDIAN); +        add(Material.PURPUR_BLOCK); +        add(Material.PURPUR_PILLAR); +        add(Material.COBBLESTONE); +    }}; + +    private final List<Material> gen8 = new ArrayList<>() {{ +        add(Material.REDSTONE_BLOCK); +        add(Material.REDSTONE_BLOCK); +        add(Material.REDSTONE_LAMP); +        add(Material.TARGET); +        add(Material.DAYLIGHT_DETECTOR); +        add(Material.PISTON); +        add(Material.STICKY_PISTON); +        add(Material.SLIME_BLOCK); +        add(Material.OBSERVER); +        add(Material.HOPPER); +    }}; + +    private final List<Material> gen9 = new ArrayList<>() {{ +        add(Material.PRISMARINE); +        add(Material.DARK_PRISMARINE); +        add(Material.BLUE_STAINED_GLASS); +        add(Material.WET_SPONGE); +        add(Material.PRISMARINE_BRICKS); +        add(Material.PRISMARINE_BRICK_SLAB); +        add(Material.DARK_PRISMARINE); +        add(Material.SEA_LANTERN); +        add(Material.TUBE_CORAL_BLOCK); +        add(Material.BRAIN_CORAL_BLOCK); +        add(Material.BUBBLE_CORAL_BLOCK); +    }}; + +    private final List<Material> gen10 = new ArrayList<>() {{ +        add(Material.OAK_LOG); +        add(Material.SPRUCE_LOG); +        add(Material.ACACIA_LOG); +        add(Material.STRIPPED_OAK_LOG); +        add(Material.STRIPPED_SPRUCE_LOG); +        add(Material.STRIPPED_ACACIA_LOG); +        add(Material.OAK_WOOD); +        add(Material.SPRUCE_WOOD); +        add(Material.ACACIA_WOOD); +        add(Material.OAK_LEAVES); +        add(Material.SPRUCE_LEAVES); +        add(Material.ACACIA_LEAVES); +        add(Material.OAK_LEAVES); +        add(Material.SPRUCE_LEAVES); +        add(Material.ACACIA_LEAVES); +    }}; + +    private final List<Material> gen11 = new ArrayList<>() {{ +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.GLASS); +        add(Material.WHITE_STAINED_GLASS); +    }}; + +    private final List<Material> gen12 = new ArrayList<>() {{ +        add(Material.DIRT); +        add(Material.DIRT_PATH); +        add(Material.GRASS_BLOCK); +        add(Material.OAK_SLAB); +        add(Material.BRICK_WALL); +        add(Material.BRICK_STAIRS); +    }}; + +    private final List<Material> gen15 = new ArrayList<>() {{ +        add(Material.SANDSTONE); +        add(Material.SANDSTONE_SLAB); +        add(Material.RED_SANDSTONE); +        add(Material.RED_SANDSTONE_SLAB); +        add(Material.RED_TERRACOTTA); +        add(Material.TERRACOTTA); +        add(Material.YELLOW_TERRACOTTA); +    }}; + +    private final List<Material> gen16 = new ArrayList<>() {{ +        add(Material.JUNGLE_LOG); +        add(Material.STRIPPED_JUNGLE_LOG); +        add(Material.JUNGLE_WOOD); +        add(Material.STRIPPED_JUNGLE_WOOD); +        add(Material.MOSSY_COBBLESTONE); +        add(Material.MOSSY_COBBLESTONE); +        add(Material.MOSSY_COBBLESTONE); +        add(Material.JUNGLE_LEAVES); +        add(Material.JUNGLE_SLAB); +        add(Material.JUNGLE_TRAPDOOR); +    }}; + +}  | 
