org.bukkit.generator
Class ChunkGenerator

java.lang.Object
  extended by org.bukkit.generator.ChunkGenerator

public abstract class ChunkGenerator
extends Object

A chunk generator is responsible for the initial shaping of an entire chunk. For example, the nether chunk generator should shape netherrack and soulsand


Nested Class Summary
static interface ChunkGenerator.BiomeGrid
          Interface to biome data for chunk to be generated: initialized with default values for world type and seed.
 
Constructor Summary
ChunkGenerator()
           
 
Method Summary
 boolean canSpawn(World world, int x, int z)
          Tests if the specified location is valid for a natural spawn position
 byte[] generate(World world, Random random, int x, int z)
          Deprecated. 
 byte[][] generateBlockSections(World world, Random random, int x, int z, ChunkGenerator.BiomeGrid biomes)
          Shapes the chunk for the given coordinates.
 short[][] generateExtBlockSections(World world, Random random, int x, int z, ChunkGenerator.BiomeGrid biomes)
          Shapes the chunk for the given coordinates, with extended block IDs supported (0-4095).
 List<BlockPopulator> getDefaultPopulators(World world)
          Gets a list of default BlockPopulators to apply to a given world
 Location getFixedSpawnLocation(World world, Random random)
          Gets a fixed spawn location to use for a given world.
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Constructor Detail

ChunkGenerator

public ChunkGenerator()
Method Detail

generate

@Deprecated
public byte[] generate(World world,
                                  Random random,
                                  int x,
                                  int z)
Deprecated. 


generateExtBlockSections

public short[][] generateExtBlockSections(World world,
                                          Random random,
                                          int x,
                                          int z,
                                          ChunkGenerator.BiomeGrid biomes)
Shapes the chunk for the given coordinates, with extended block IDs supported (0-4095).

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.

This method must return a short[][] array in the following format:

     short[][] result = new short[world-height / 16][];
 
Each section (sectionID = (Y>>4)) that has blocks needs to be allocated space for the 4096 blocks in that section:
     result[sectionID] = new short[4096];
 
while sections that are not populated can be left null.

Setting a block at X, Y, Z within the chunk can be done with the following mapping function:

    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;
    }
 
while reading a block ID can be done with the following mapping function:
    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];
    }
 
while sections that are not populated can be left null.

Setting a block at X, Y, Z within the chunk can be done with the following mapping function:

    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;
    }
 
while reading a block ID can be done with the following mapping function:
    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];
    }
 

Note that this method should never attempt to get the Chunk at the passed coordinates, as doing so may cause an infinite loop

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).

Parameters:
world - The world this chunk will be used for
random - The random generator to use
x - The X-coordinate of the chunk
z - The Z-coordinate of the chunk
biomes - Proposed biome values for chunk - can be updated by generator
Returns:
short[][] containing the types for each block created by this generator

generateBlockSections

public byte[][] generateBlockSections(World world,
                                      Random random,
                                      int x,
                                      int z,
                                      ChunkGenerator.BiomeGrid biomes)
Shapes the chunk for the given coordinates.

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.

This method must return a byte[][] array in the following format:

     byte[][] result = new byte[world-height / 16][];
 
Each section (sectionID = (Y>>4)) that has blocks needs to be allocated space for the 4096 blocks in that section:
     result[sectionID] = new byte[4096];
 
while sections that are not populated can be left null.

Setting a block at X, Y, Z within the chunk can be done with the following mapping function:

    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;
    }
 
while reading a block ID can be done with the following mapping function:
    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];
    }
 
Note that this method should never attempt to get the Chunk at the passed coordinates, as doing so may cause an infinite loop

Parameters:
world - The world this chunk will be used for
random - The random generator to use
x - The X-coordinate of the chunk
z - The Z-coordinate of the chunk
biomes - Proposed biome values for chunk - can be updated by generator
Returns:
short[][] containing the types for each block created by this generator

canSpawn

public boolean canSpawn(World world,
                        int x,
                        int z)
Tests if the specified location is valid for a natural spawn position

Parameters:
world - The world we're testing on
x - X-coordinate of the block to test
z - Z-coordinate of the block to test
Returns:
true if the location is valid, otherwise false

getDefaultPopulators

public List<BlockPopulator> getDefaultPopulators(World world)
Gets a list of default BlockPopulators to apply to a given world

Parameters:
world - World to apply to
Returns:
List containing any amount of BlockPopulators

getFixedSpawnLocation

public Location getFixedSpawnLocation(World world,
                                      Random random)
Gets a fixed spawn location to use for a given world.

A null value is returned if a world should not use a fixed spawn point, and will instead attempt to find one randomly.

Parameters:
world - The world to locate a spawn point for
random - Random generator to use in the calculation
Returns:
Location containing a new spawn point, otherwise null


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