package net.glowstone.generator; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.World; import java.util.Random; /** * A 'cake town' generator as a temporary Skylands. */ public class CakeTownGenerator extends GlowChunkGenerator { public CakeTownGenerator() { super( // In-ground //new LakePopulator(), //new CavePopulator() ); } @Override public byte[] generate(World world, Random random, int chunkX, int chunkZ) { final int base = WORLD_DEPTH / 4; final int top = WORLD_DEPTH / 2 + base; Location center = new Location(world, 0, base, 0); byte[] buf = start(Material.AIR); for (int x = 0; x < 16; x++) { for (int z = 0; z < 16; z++) { for (int y = base; y <= top; y++) { int realX = chunkX * 16 + x; int realZ = chunkZ * 16 + z; double dist = new Location(world, realX, y, realZ).distance(center); if (dist < 100) { if (y <= base + 1 && y >= base) { set(buf, x, y, z, Material.BEDROCK); } else if (y == top) { set(buf, x, y, z, Material.GRASS); } else { set(buf, x, y, z, Material.STONE); } } else if (dist < 102) { if (y <= base + 1 && y >= base) { set(buf, x, y, z, Material.BEDROCK); } else { set(buf, x, y, z, Material.GRASS); } } } } } return buf; } @Override public Location getFixedSpawnLocation(World world, Random random) { int x = random.nextInt(WORLD_DEPTH) - WORLD_DEPTH / 2; int z = random.nextInt(WORLD_DEPTH) - WORLD_DEPTH / 2; return new Location(world, x, world.getHighestBlockYAt(x, z), z); } }