package org.bukkit.generator; import java.util.ArrayList; import java.util.List; import java.util.Random; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.World; import org.bukkit.block.Biome; import org.bukkit.block.Block; /** * 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 { /** * Interface to biome data for chunk to be generated: initialized with * default values for world type and seed. * <p> * Custom generator is free to access and tailor values during * generateBlockSections() or generateExtBlockSections(). */ public interface BiomeGrid { /** * Get biome at x, z within chunk being generated * * @param x - 0-15 * @param z - 0-15 * @return Biome value */ Biome getBiome(int x, int z); /** * Set biome at x, z within chunk being generated * * @param x - 0-15 * @param z - 0-15 * @param bio - Biome value */ void setBiome(int x, int z, Biome bio); } @Deprecated /** * Shapes the chunk for the given coordinates. * <p> * This method should return a byte[32768] in the following format: * <pre> * 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] = ??; * } * } * } * </pre> * <p> * Note that this method should <b>never</b> attempt to get the Chunk at * the passed coordinates, as doing so may cause an infinite loop * <p> * Note this deprecated method will only be called when both * generateExtBlockSections() and generateBlockSections() are * unimplemented and return null. * * @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 byte[] generate(World world, Random random, int x, int z) { throw new UnsupportedOperationException("Custom generator is missing required methods: generate(), generateBlockSections() and generateExtBlockSections()"); } /** * Shapes the chunk for the given coordinates, with extended block IDs * supported (0-4095). * <p> * As of 1.2, chunks are represented by a vertical array of chunk * sections, each of which is 16 x 16 x 16 blocks. If a section is empty * (all zero), the section does not need to be supplied, reducing memory * usage. * <p> * This method must return a short[][] array in the following format: * <pre> * short[][] result = new short[world-height / 16][]; * </pre> * Each section (sectionID = (Y>>4)) that has blocks needs to be allocated * space for the 4096 blocks in that section: * <pre> * result[sectionID] = new short[4096]; * </pre> * while sections that are not populated can be left null. * <p> * Setting a block at X, Y, Z within the chunk can be done with the * following mapping function: * <pre> * void setBlock(short[][] result, int x, int y, int z, short blkid) { * if (result[y >> 4] == null) { * result[y >> 4] = new short[4096]; * } * result[y >> 4][((y & 0xF) << 8) | (z << 4) | x] = blkid; * } * </pre> * while reading a block ID can be done with the following mapping * function: * <pre> * short getBlock(short[][] result, int x, int y, int z) { * if (result[y >> 4] == null) { * return (short)0; * } * return result[y >> 4][((y & 0xF) << 8) | (z << 4) | x]; * } * </pre> * while sections that are not populated can be left null. * <p> * Setting a block at X, Y, Z within the chunk can be done with the * following mapping function: * <pre> * void setBlock(short[][] result, int x, int y, int z, short blkid) { * if (result[y >> 4) == null) { * result[y >> 4] = new short[4096]; * } * result[y >> 4][((y & 0xF) << 8) | (z << 4) | x] = blkid; * } * </pre> * while reading a block ID can be done with the following mapping * function: * <pre> * short getBlock(short[][] result, int x, int y, int z) { * if (result[y >> 4) == null) { * return (short)0; * } * return result[y >> 4][((y & 0xF) << 8) | (z << 4) | x]; * } * </pre> * <p> * Note that this method should <b>never</b> attempt to get the Chunk at * the passed coordinates, as doing so may cause an infinite loop * <p> * Note generators that do not return block IDs above 255 should not * implement this method, or should have it return null (which will result * in the generateBlockSections() method being called). * * @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 * @param biomes Proposed biome values for chunk - can be updated by * generator * @return short[][] containing the types for each block created by this * generator * @deprecated Magic value */ @Deprecated public short[][] generateExtBlockSections(World world, Random random, int x, int z, BiomeGrid biomes) { return null; // Default - returns null, which drives call to generateBlockSections() } /** * Shapes the chunk for the given coordinates. * <p> * As of 1.2, chunks are represented by a vertical array of chunk * sections, each of which is 16 x 16 x 16 blocks. If a section is empty * (all zero), the section does not need to be supplied, reducing memory * usage. * <p> * This method must return a byte[][] array in the following format: * <pre> * byte[][] result = new byte[world-height / 16][]; * </pre> * Each section (sectionID = (Y>>4)) that has blocks needs to be allocated * space for the 4096 blocks in that section: * <pre> * result[sectionID] = new byte[4096]; * </pre> * while sections that are not populated can be left null. * <p> * Setting a block at X, Y, Z within the chunk can be done with the * following mapping function: * <pre> * void setBlock(byte[][] result, int x, int y, int z, byte blkid) { * if (result[y >> 4) == null) { * result[y >> 4] = new byte[4096]; * } * result[y >> 4][((y & 0xF) << 8) | (z << 4) | x] = blkid; * } * </pre> * while reading a block ID can be done with the following mapping * function: * <pre> * byte getBlock(byte[][] result, int x, int y, int z) { * if (result[y >> 4) == null) { * return (byte)0; * } * return result[y >> 4][((y & 0xF) << 8) | (z << 4) | x]; * } * </pre> * * Note that this method should <b>never</b> 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 * @param biomes Proposed biome values for chunk - can be updated by * generator * @return short[][] containing the types for each block created by this * generator * @deprecated Magic value */ @Deprecated public byte[][] generateBlockSections(World world, Random random, int x, int z, BiomeGrid biomes) { return null; // Default - returns null, which drives call to generate() } /** * 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 THE_END: 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<BlockPopulator> getDefaultPopulators(World world) { return new ArrayList<BlockPopulator>(); } /** * Gets a fixed spawn location to use for a given world. * <p> * 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; } }