Implemented ForestGenerator that performs the "forestgen" or "//forest" commands.

This commit is contained in:
sk89q 2014-03-01 02:49:49 -08:00
parent c9d93d12a1
commit bc711d9036
2 changed files with 103 additions and 28 deletions

View File

@ -27,6 +27,7 @@ import com.sk89q.worldedit.blocks.BlockType;
import com.sk89q.worldedit.expression.Expression;
import com.sk89q.worldedit.expression.ExpressionException;
import com.sk89q.worldedit.expression.runtime.RValue;
import com.sk89q.worldedit.generator.ForestGenerator;
import com.sk89q.worldedit.interpolation.Interpolation;
import com.sk89q.worldedit.interpolation.KochanekBartelsInterpolation;
import com.sk89q.worldedit.interpolation.Node;
@ -2753,38 +2754,16 @@ public class EditSession {
* @throws MaxChangedBlocksException
*/
public int makeForest(Iterable<Vector2D> it, int upperY, int lowerY,
double density, TreeGenerator treeGenerator) throws MaxChangedBlocksException {
if (upperY < lowerY) {
throw new IllegalArgumentException("upperY must be greater than or equal to lowerY");
}
double density, TreeGenerator treeGenerator)
throws WorldEditException {
ForestGenerator generator = new ForestGenerator(this, treeGenerator, lowerY, upperY);
generator.setDensity(density);
int affected = 0;
for (Vector2D pt : it) {
// Don't want to be in the ground
if (!getBlock(pt.toVector(upperY)).isAir()) {
continue;
}
// The gods don't want a tree here
if (Math.random() >= density) {
continue;
} // def 0.05
for (int y = upperY; y >= lowerY; --y) {
// Check if we hit the ground
Vector testPt = pt.toVector(y);
int t = getBlock(testPt).getType();
if (t == BlockID.GRASS || t == BlockID.DIRT) {
treeGenerator.generate(this, testPt.add(0, 1, 0));
++affected;
break;
} else if (t == BlockID.SNOW) {
setBlock(testPt, new BaseBlock(BlockID.AIR));
} else if (t != BlockID.AIR) { // Trees won't grow on this!
break;
}
if (generator.apply(pt)) {
affected++;
}
}

View File

@ -0,0 +1,96 @@
/*
* WorldEdit, a Minecraft world manipulation toolkit
* Copyright (C) sk89q <http://www.sk89q.com>
* Copyright (C) WorldEdit team and contributors
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.sk89q.worldedit.generator;
import com.sk89q.worldedit.EditSession;
import com.sk89q.worldedit.MaxChangedBlocksException;
import com.sk89q.worldedit.Vector;
import com.sk89q.worldedit.Vector2D;
import com.sk89q.worldedit.blocks.BaseBlock;
import com.sk89q.worldedit.blocks.BlockID;
import com.sk89q.worldedit.operation.GroundFindingFunction;
import com.sk89q.worldedit.util.TreeGenerator;
/**
* Generates forests by searching for the ground starting from the given upper Y
* coordinate for every column given.
*/
public class ForestGenerator extends GroundFindingFunction {
private final TreeGenerator treeGenerator;
private final EditSession editSession;
private double density;
/**
* Create a new instance.
*
* @param editSession the edit session
* @param treeGenerator a tree generator
* @param lowerY the lower Y boundary to end the ground search from
* @param upperY the upper Y boundary to start the ground search at
*/
public ForestGenerator(EditSession editSession, TreeGenerator treeGenerator, int lowerY, int upperY) {
super(editSession, lowerY, upperY);
this.editSession = editSession;
this.treeGenerator = treeGenerator;
}
/**
* Set the density (0 <= density <= 1) which indicates the percentage chance
* that a tree will spawn in each column.
*
* @return the density
*/
public double getDensity() {
return density;
}
/**
* Get the density (0 <= density <= 1) which indicates the percentage chance
* that a tree will spawn in each column.
*
* @param density the density
*/
public void setDensity(double density) {
this.density = density;
}
@Override
protected boolean shouldContinue(Vector2D pt) {
return Math.random() < density;
}
@Override
protected boolean apply(Vector pt, BaseBlock block) throws MaxChangedBlocksException {
int t = block.getType();
if (t == BlockID.GRASS || t == BlockID.DIRT) {
treeGenerator.generate(editSession, pt.add(0, 1, 0));
return true;
} else if (t == BlockID.SNOW) {
editSession.setBlock(pt, new BaseBlock(BlockID.AIR));
return false;
} else { // Trees won't grow on this!
return false;
}
}
}