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https://github.com/plexusorg/Plex-FAWE.git
synced 2025-07-05 20:36:42 +00:00
Added GardenPatchGenerator, GroundScatterFunction.
/pumpkins now uses the new classes.
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@ -28,10 +28,14 @@ import com.sk89q.worldedit.expression.Expression;
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import com.sk89q.worldedit.expression.ExpressionException;
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import com.sk89q.worldedit.expression.runtime.RValue;
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import com.sk89q.worldedit.generator.ForestGenerator;
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import com.sk89q.worldedit.generator.GardenPatchGenerator;
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import com.sk89q.worldedit.operation.GroundScatterFunction;
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import com.sk89q.worldedit.interpolation.Interpolation;
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import com.sk89q.worldedit.interpolation.KochanekBartelsInterpolation;
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import com.sk89q.worldedit.interpolation.Node;
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import com.sk89q.worldedit.masks.Mask;
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import com.sk89q.worldedit.operation.FlatRegionApplicator;
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import com.sk89q.worldedit.operation.OperationHelper;
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import com.sk89q.worldedit.patterns.Pattern;
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import com.sk89q.worldedit.regions.CuboidRegion;
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import com.sk89q.worldedit.regions.Region;
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@ -2566,134 +2570,31 @@ public class EditSession {
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}
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/**
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* Makes a pumpkin patch.
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* Makes pumpkin patches randomly in an area around the given position.
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*
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* @param basePos
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*/
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private void makePumpkinPatch(Vector basePos)
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throws MaxChangedBlocksException {
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// BaseBlock logBlock = new BaseBlock(BlockID.LOG);
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BaseBlock leavesBlock = new BaseBlock(BlockID.LEAVES);
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// setBlock(basePos.subtract(0, 1, 0), logBlock);
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setBlockIfAir(basePos, leavesBlock);
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makePumpkinPatchVine(basePos, basePos.add(0, 0, 1));
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makePumpkinPatchVine(basePos, basePos.add(0, 0, -1));
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makePumpkinPatchVine(basePos, basePos.add(1, 0, 0));
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makePumpkinPatchVine(basePos, basePos.add(-1, 0, 0));
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}
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/**
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* Make a pumpkin patch fine.
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*
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* @param basePos
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* @param pos
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*/
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private void makePumpkinPatchVine(Vector basePos, Vector pos)
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throws MaxChangedBlocksException {
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if (pos.distance(basePos) > 4) return;
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if (getBlockType(pos) != 0) return;
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for (int i = -1; i > -3; --i) {
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Vector testPos = pos.add(0, i, 0);
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if (getBlockType(testPos) == BlockID.AIR) {
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pos = testPos;
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} else {
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break;
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}
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}
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setBlockIfAir(pos, new BaseBlock(BlockID.LEAVES));
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int t = prng.nextInt(4);
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int h = prng.nextInt(3) - 1;
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BaseBlock log = new BaseBlock(BlockID.LOG);
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switch (t) {
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case 0:
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if (prng.nextBoolean()) {
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makePumpkinPatchVine(basePos, pos.add(1, 0, 0));
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}
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if (prng.nextBoolean()) {
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setBlockIfAir(pos.add(1, h, -1), log);
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}
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setBlockIfAir(pos.add(0, 0, -1), new BaseBlock(BlockID.PUMPKIN, prng.nextInt(4)));
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break;
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case 1:
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if (prng.nextBoolean()) {
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makePumpkinPatchVine(basePos, pos.add(0, 0, 1));
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}
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if (prng.nextBoolean()) {
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setBlockIfAir(pos.add(1, h, 0), log);
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}
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setBlockIfAir(pos.add(1, 0, 1), new BaseBlock(BlockID.PUMPKIN, prng.nextInt(4)));
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break;
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case 2:
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if (prng.nextBoolean()) {
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makePumpkinPatchVine(basePos, pos.add(0, 0, -1));
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}
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if (prng.nextBoolean()) {
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setBlockIfAir(pos.add(-1, h, 0), log);
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}
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setBlockIfAir(pos.add(-1, 0, 1), new BaseBlock(BlockID.PUMPKIN, prng.nextInt(4)));
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break;
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case 3:
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if (prng.nextBoolean()) {
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makePumpkinPatchVine(basePos, pos.add(-1, 0, 0));
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}
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if (prng.nextBoolean()) {
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setBlockIfAir(pos.add(-1, h, -1), log);
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}
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setBlockIfAir(pos.add(-1, 0, -1), new BaseBlock(BlockID.PUMPKIN, prng.nextInt(4)));
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break;
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}
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}
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/**
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* Makes pumpkin patches.
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*
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* @param basePos
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* @param size
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* @return number of trees created
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* @param position the base position
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* @param apothem the apothem of the (square) area
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* @return number of patches created
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* @throws MaxChangedBlocksException
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*/
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public int makePumpkinPatches(Vector basePos, int size)
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throws MaxChangedBlocksException {
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int affected = 0;
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public int makePumpkinPatches(Vector position, int apothem) throws MaxChangedBlocksException {
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// We want to generate pumpkins
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GardenPatchGenerator generator = new GardenPatchGenerator(this);
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generator.setPlant(GardenPatchGenerator.getPumpkinPattern());
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for (int x = basePos.getBlockX() - size; x <= basePos.getBlockX()
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+ size; ++x) {
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for (int z = basePos.getBlockZ() - size; z <= basePos.getBlockZ()
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+ size; ++z) {
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// Don't want to be in the ground
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if (!getBlock(new Vector(x, basePos.getBlockY(), z)).isAir()) {
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continue;
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}
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// The gods don't want a pumpkin patch here
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if (Math.random() < 0.98) {
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continue;
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}
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// In a region of the given radius
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Region region = new CuboidRegion(position.add(-apothem, -5, -apothem), position.add(apothem, 10, apothem));
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for (int y = basePos.getBlockY(); y >= basePos.getBlockY() - 10; --y) {
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// Check if we hit the ground
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int t = getBlock(new Vector(x, y, z)).getType();
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if (t == BlockID.GRASS || t == BlockID.DIRT) {
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makePumpkinPatch(new Vector(x, y + 1, z));
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++affected;
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break;
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} else if (t != BlockID.AIR) { // Trees won't grow on this!
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break;
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}
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}
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}
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}
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// And we want to scatter them
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GroundScatterFunction scatter = new GroundScatterFunction(this, generator);
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scatter.setDensity(0.02);
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scatter.setRange(region);
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return affected;
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// Generate those patches!
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FlatRegionApplicator operation = new FlatRegionApplicator(region, scatter);
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OperationHelper.completeLegacy(operation);
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return operation.getAffected();
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}
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/**
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