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