net.minecraft.world.gen.feature.WorldGenLakes Java Examples

The following examples show how to use net.minecraft.world.gen.feature.WorldGenLakes. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: PlaceTraps.java    From Artifacts with MIT License 5 votes vote down vote up
public PlaceTraps() {
	quicksandPit = new WorldGenLakes(BlockQuickSand.instance);
	wizardTowerTier1 = new StructureApprenticeTower();
	wizardTowerTier1Ancient = new StructureApprenticeTowerAncient();
	wizardTowerTier2 = new StructureJourneymanTower();
	wizardTowerTier2Ancient = new StructureJourneymanTowerAncient();
	wizardTowerTier3 = new StructureMasterTower();
	wizardTowerTier3Ancient = new StructureMasterTowerAncient();
}
 
Example #2
Source File: ChunkProviderRoss128b.java    From bartworks with MIT License 4 votes vote down vote up
@Override
public void populate(IChunkProvider p_73153_1_, int p_73153_2_, int p_73153_3_) {
    BlockFalling.fallInstantly = true;
    int k = p_73153_2_ * 16;
    int l = p_73153_3_ * 16;
    BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(k + 16, l + 16);
    this.rand.setSeed(this.worldObj.getSeed());
    if (p_73153_2_ % 4 == 0 || p_73153_3_ % 4 == 0) {
        long i1 = this.rand.nextLong() / 2L * 2L + 1L;
        long j1 = this.rand.nextLong() / 2L * 2L + 1L;
        this.rand.setSeed((long) p_73153_2_ * i1 + (long) p_73153_3_ * j1 ^ this.worldObj.getSeed());
    }

    MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(p_73153_1_, this.worldObj, this.rand, p_73153_2_, p_73153_3_, false));

    int x1;
    int y1;
    int z1;
    if (biomegenbase != BiomeGenBase.desert && biomegenbase != BiomeGenBase.desertHills && TerrainGen.populate(p_73153_1_, this.worldObj, this.rand, p_73153_2_, p_73153_3_, false, LAKE)) {
        x1 = k + this.rand.nextInt(16) + 8;
        y1 = this.rand.nextInt(256);
        z1 = l + this.rand.nextInt(16) + 8;
        int rni = this.rand.nextInt(8);
        if (rni == 0)
            (new WorldGenLakes(Blocks.ice)).generate(this.worldObj, this.rand, x1, y1, z1);
        else if (rni == 4)
            (new WorldGenLakes(Blocks.water)).generate(this.worldObj, this.rand, x1, y1, z1);
    }
    if (biomegenbase != BiomeGenBase.ocean && biomegenbase != BiomeGenBase.deepOcean && biomegenbase != BiomeGenBase.river && biomegenbase != BiomeGenBase.frozenOcean && biomegenbase != BiomeGenBase.frozenRiver
            && this.rand.nextInt(ConfigHandler.ross128bRuinChance) == 0) {
        x1 = k + this.rand.nextInt(16) + 3;
        y1 = this.rand.nextInt(256);
        z1 = l + this.rand.nextInt(16) + 3;
        this.ruinsBase.generate(this.worldObj, this.rand, x1, y1, z1);
    }

    biomegenbase.decorate(this.worldObj, this.rand, k, l);

    k += 8;
    l += 8;

    boolean doGen = TerrainGen.populate(p_73153_1_, this.worldObj, this.rand, p_73153_2_, p_73153_3_, false, ICE);
    for (x1 = 0; doGen && x1 < 16; ++x1) {
        for (y1 = 0; y1 < 16; ++y1) {
            z1 = this.worldObj.getPrecipitationHeight(k + x1, l + y1);

            if (this.worldObj.isBlockFreezable(x1 + k, z1 - 1, y1 + l)) {
                this.worldObj.setBlock(x1 + k, z1 - 1, y1 + l, Blocks.ice, 0, 2);
            }

            if (this.worldObj.func_147478_e(x1 + k, z1, y1 + l, true)) {
                this.worldObj.setBlock(x1 + k, z1, y1 + l, Blocks.snow_layer, 0, 2);
            }
        }
    }

    BWOreGen.generate(this.rand, p_73153_2_, p_73153_3_, this.worldObj, this, this);
    MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(p_73153_1_, this.worldObj, this.rand, p_73153_2_, p_73153_3_, false));

    BlockFalling.fallInstantly = false;
}
 
Example #3
Source File: MoCChunkProviderWyvernLair.java    From mocreaturesdev with GNU General Public License v3.0 4 votes vote down vote up
/**
     * Populates chunk with ores etc etc
     */
    public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
    {
        BlockSand.fallInstantly = true;
        
        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, worldObj.rand, par2, par3, false));
        
        int var4 = par2 * 16;
        int var5 = par3 * 16;
        BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
        
        
        //this.RNGa.setSeed(this.worldObj.getSeed());
        long var7 = this.RNGa.nextLong() / 2L * 2L + 1L;
        long var9 = this.RNGa.nextLong() / 2L * 2L + 1L;
        //this.RNGa.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
        boolean var11 = false;

        
        int var12;
        int var13;
        int var14;

        if (!var11 && this.RNGa.nextInt(2) == 0)
        {
            var12 = var4 + this.RNGa.nextInt(16) + 8;
            var13 = this.RNGa.nextInt(128);
            var14 = var5 + this.RNGa.nextInt(16) + 8;
            (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.RNGa, var12, var13, var14);
        }

        if (!var11 && this.RNGa.nextInt(8) == 0)
        {
            var12 = var4 + this.RNGa.nextInt(16) + 8;
            var13 = this.RNGa.nextInt(this.RNGa.nextInt(120) + 8);
            var14 = var5 + this.RNGa.nextInt(16) + 8;

            if (var13 < 63 || this.RNGa.nextInt(10) == 0)
            {
                (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.RNGa, var12, var13, var14);
            }
        }
        
        

        
        var6.decorate(this.worldObj, this.RNGa, var4, var5);
        SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.RNGa);

        if (!portalDone) createPortal(this.worldObj, this.RNGa);
        
/*        while(!portalDone)
        {
        	createPortal(this.worldObj, this.RNGa);
        }
*/
        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, worldObj.rand, par2, par3, false));
        
        BlockSand.fallInstantly = false;
    }