package org.bukkit.generator;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.block.Block;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
/**
* A chunk generator is responsible for the initial shaping of an entire chunk.
* For example, the nether chunk generator should shape netherrack and soulsand
*/
public abstract class ChunkGenerator {
/**
* Shapes the chunk for the given coordinates.
*
* This method should return a byte[32768] in the following format:
*
* for (int x = 0; x < 16; x++) {
* for (int z = 0; z < 16; z++) {
* for (int y = 0; y < 128; y++) {
* // result[(x * 16 + z) * 128 + y] = ??;
* }
* }
* }
*
*
* Note that this method should never attempt to get the Chunk at
* the passed coordinates, as doing so may cause an infinite loop
*
* @param world The world this chunk will be used for
* @param random The random generator to use
* @param x The X-coordinate of the chunk
* @param z The Z-coordinate of the chunk
* @return byte[] containing the types for each block created by this generator
*/
public abstract byte[] generate(World world, Random random, int x, int z);
/**
* Tests if the specified location is valid for a natural spawn position
*
* @param world The world we're testing on
* @param x X-coordinate of the block to test
* @param z Z-coordinate of the block to test
* @return true if the location is valid, otherwise false
*/
public boolean canSpawn(World world, int x, int z) {
Block highest = world.getBlockAt(x, world.getHighestBlockYAt(x, z), z);
switch (world.getEnvironment()) {
case NETHER:
return true;
case SKYLANDS:
return highest.getType() != Material.AIR && highest.getType() != Material.WATER && highest.getType() != Material.LAVA;
case NORMAL:
default:
return highest.getType() == Material.SAND || highest.getType() == Material.GRAVEL;
}
}
/**
* Gets a list of default {@link BlockPopulator}s to apply to a given world
*
* @param world World to apply to
* @return List containing any amount of BlockPopulators
*/
public List
* A null value is returned if a world should not use a fixed spawn point,
* and will instead attempt to find one randomly.
*
* @param world The world to locate a spawn point for
* @param random Random generator to use in the calculation
* @return Location containing a new spawn point, otherwise null
*/
public Location getFixedSpawnLocation(World world, Random random) {
return null;
}
}