Jump to content

Custom Plant Generation[Solved]


SilasOtoko

Recommended Posts

What I've done for my plants to generate is firstly a thought process: I want them to spawn in groups, and scattered around the surface. More translated to code I think of every chunk having a 1 in so many chance to spawn a group. When it has to spawn a group, it'll generate a number between 7 - 14 which is the number of plants that (most of the times) will be generated. When you have that number, you can illiterate that many times in a for loop and generate a random x and z every time you do so. The y is the height of the topmost block +1, or World#getHeightValue(x, z). This comes down to this code:

if(rand.nextInt(40) == 0) {
                    int plantsInGroup = 7 + rand.nextInt(; //beteen 7 and 14 plants per group.
                    for(int i = 0; i < plantsInGroup; i++) {
                        int x = chunkX * 16 + rand.nextInt(20);//in an area of 20x20
                        int z = chunkZ * 16 + rand.nextInt(20);
                        int y = world.getHeightValue(x, z);
                        if(y > 0 && (BlockYourFlower)Block.blocksList[idOfYourFlower].canPlantGrowOnThisBlockID(world.getBlockId(x, y - 1, z))) {
                            world.setBlock(x, y, z, idOfYourFlower, 0, 2);
                        }
                    }
                }

 

I gave the explanation at the beginning to show you that with a good rundown of the problem you don't always need a tutorial for it.

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

Link to comment
Share on other sites

Thanks MineMaarten :) I actually found an example online that uses a different method, although I'm not sure if it is better, here it is:

 

WorldGenClass

@Override
public void generate(Random random, int chunkX, int chunkZ, World world,
	IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
	switch(world.provider.dimensionId){
	//case -1: generateNether(world, random,chunkX*16,chunkZ16);
	case 0 : generateSurface(world, random, chunkX*16, chunkZ*16);
	}
}

private void generateSurface(World world, Random random, int BlockX, int BlockZ){


     for(int i = 0; i < 2; i++){
int posX = BlockX + random.nextInt(16);
int posZ = BlockZ + random.nextInt(16);
int posY = 50 + random.nextInt(25);

(new WorldGenCustomFlower(TutorialMod.GlowFlower.blockID)).generate(world, random, posX, posY, posZ);

 

WorldFlowerGenClass

public class WorldGenCustomFlower extends WorldGenerator {
/** The ID of the plant block used in this plant generator. */
    private int GlowFlowerBlockId;

    public WorldGenCustomFlower(int par1)
    {
        this.GlowFlowerBlockId = par1;
    }

    public boolean generate(World par1World, Random par2Random, int par3, int par4, int par5)
    {
    	BiomeGenBase b = par1World.getBiomeGenForCoords(par3, par5);
        if(b.biomeName.equals("Plains") || b.biomeName.equals("Extreme Hills") || b.biomeName.equals("Forest")) {
    	for (int l = 0; l < 2; ++l)
        {
            int i1 = par3 + par2Random.nextInt(1) - par2Random.nextInt(1);
            int j1 = par4 + par2Random.nextInt(1) - par2Random.nextInt(1);
            int k1 = par5 + par2Random.nextInt(1) - par2Random.nextInt(1);

            if (par1World.isAirBlock(i1, j1, k1) && TutorialMod.GlowFlower.canPlaceBlockAt(par1World, i1, j1, k1))
            {
                int l1 = 1 + par2Random.nextInt(par2Random.nextInt(3) + 1);

                for (int i2 = 0; i2 < l1; ++i2)
                {
                    if (TutorialMod.GlowFlower.canBlockStay(par1World, i1, j1 + i2, k1))
                    {
                        par1World.setBlock(i1, j1 + i2, k1, TutorialMod.GlowFlower.blockID, 0, 1);
                    }
                }
            }
        }
        }

        return true;
    }
}

Link to comment
Share on other sites

As I read it I'm doubting if it would work, but if it does, it looks fine. This code also takes spawnable Biomes in account. There are some dirtynesses going on though:

int i1 = par3 + par2Random.nextInt(1) - par2Random.nextInt(1);

Random#nextInt(1) will always return 0, not very random. Maybe it's meant as an extra option, that you can change this 1.

 

public WorldGenCustomFlower(int par1)
{
     this.GlowFlowerBlockId = par1;
}

(...)

if (TutorialMod.GlowFlower.canBlockStay(par1World, i1, j1 + i2, k1))
{
par1World.setBlock(i1, j1 + i2, k1, TutorialMod.GlowFlower.blockID, 0, 1);
}

What's the point in giving a blockID in the constructor if you're not going to use it...

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.