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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;
public class Generator {
/**
* 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;
for (int y = Cy; y < Cy + height; y++) {
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) {
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);
}
}
/**
* 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 void generateCuboid(Location firstPos, Location secondPos, Material material) {
World world = firstPos.getWorld();
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);
}
}
}
}
}
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