27cfd444a9
Added explanation of mysterious RiftGenerator condition.
200 lines
8.1 KiB
Java
200 lines
8.1 KiB
Java
package StevenDimDoors.mod_pocketDim;
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import java.util.Random;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.IChunkProvider;
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import net.minecraftforge.common.DimensionManager;
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import StevenDimDoors.mod_pocketDim.helpers.dimHelper;
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import StevenDimDoors.mod_pocketDim.items.itemDimDoor;
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import StevenDimDoors.mod_pocketDim.world.LimboProvider;
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import StevenDimDoors.mod_pocketDim.world.PocketProvider;
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import cpw.mods.fml.common.IWorldGenerator;
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public class RiftGenerator implements IWorldGenerator
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{
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public static final int MAX_GATEWAY_GENERATION_CHANCE = 10000;
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public static final int MAX_CLUSTER_GENERATION_CHANCE = 10000;
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private static final int CLUSTER_GROWTH_CHANCE = 80;
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private static final int MAX_CLUSTER_GROWTH_CHANCE = 100;
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private static final int MIN_RIFT_Y = 4;
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private static final int MAX_RIFT_Y = 250;
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private static final int CHUNK_LENGTH = 16;
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private static final int GATEWAY_RADIUS = 4;
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private static final int MAX_GATEWAY_GENERATION_ATTEMPTS = 10;
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private static DDProperties properties = null;
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public RiftGenerator()
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{
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if (properties == null)
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properties = DDProperties.instance();
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}
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@Override
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public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
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{
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//Don't generate rifts or gateways if the rift generation flag is disabled,
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//the current world is a pocket dimension, or the world is remote.
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if ((!properties.WorldRiftGenerationEnabled && !(world.provider instanceof LimboProvider)) ||
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world.provider instanceof PocketProvider || world.isRemote)
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{
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return;
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}
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//This check prevents a crash related to superflat worlds not loading World 0
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if (dimHelper.getWorld(0) == null)
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{
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return;
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}
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int x, y, z;
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int attempts;
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int blockID;
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boolean valid;
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LinkData link;
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//Randomly decide whether to place a cluster of rifts here
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if (random.nextInt(MAX_CLUSTER_GENERATION_CHANCE) < properties.ClusterGenerationChance)
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{
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link = null;
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do
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{
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//Pick a random point on the surface of the chunk
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x = chunkX * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
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z = chunkZ * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
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y = world.getHeightValue(x, z);
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//If the point is within the acceptable altitude range, the block above is empty, and we're
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//not building on bedrock, then generate a rift there
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if (y >= MIN_RIFT_Y && y <= MAX_RIFT_Y && world.isAirBlock(x, y + 1, z) &&
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world.getBlockId(x, y, z) != Block.bedrock.blockID && //<-- Stops Nether roof spawning. DO NOT REMOVE!
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world.getBlockId(x, y - 1, z) != Block.bedrock.blockID &&
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world.getBlockId(x, y - 2, z) != Block.bedrock.blockID)
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{
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//Create a link. If this is the first time, create a dungeon pocket and create a two-way link.
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//Otherwise, create a one-way link and connect to the destination of the first link.
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if (link == null)
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{
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link = new LinkData(world.provider.dimensionId, 0, x, y + 1, z, x, y + 1, z, true, random.nextInt(4));
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link = dimHelper.instance.createPocket(link, true, true);
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}
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else
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{
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link = dimHelper.instance.createLink(link.locDimID, link.destDimID, x, y + 1, z, link.destXCoord, link.destYCoord, link.destZCoord);
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}
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}
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}
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//Randomly decide whether to repeat the process and add another rift to the cluster
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while (random.nextInt(MAX_CLUSTER_GROWTH_CHANCE) < CLUSTER_GROWTH_CHANCE);
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}
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//Check if generating structures is enabled and randomly decide whether to place a Rift Gateway here.
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//This only happens if a rift cluster was NOT generated.
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else if (random.nextInt(MAX_GATEWAY_GENERATION_CHANCE) < properties.GatewayGenerationChance && isStructureGenerationAllowed())
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{
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valid = false;
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x = y = z = 0; //Stop the compiler from freaking out
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//Check locations for the gateway until we are satisfied or run out of attempts.
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for (attempts = 0; attempts < MAX_GATEWAY_GENERATION_ATTEMPTS && !valid; attempts++)
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{
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//Pick a random point on the surface of the chunk and check its materials
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x = chunkX * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
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z = chunkZ * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH);
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y = world.getHeightValue(x, z);
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valid = checkGatewayLocation(world, x, y, z);
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}
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//Build the gateway if we found a valid location
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if (valid)
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{
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//Create a two-way link between the upper block of the gateway and a pocket dimension
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//That pocket dimension is where we'll start a dungeon!
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link = new LinkData(world.provider.dimensionId, 0, x, y + 1, z, x, y + 1, z, true, random.nextInt(4));
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link = dimHelper.instance.createPocket(link, true, true);
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//If the current dimension isn't Limbo, build a Rift Gateway out of Stone Bricks
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if (world.provider.dimensionId != properties.LimboDimensionID)
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{
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blockID = Block.stoneBrick.blockID;
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//Replace some of the ground around the gateway with bricks
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for (int xc = -GATEWAY_RADIUS; xc <= GATEWAY_RADIUS; xc++)
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{
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for (int zc= -GATEWAY_RADIUS; zc <= GATEWAY_RADIUS; zc++)
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{
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//Check that the block is supported by an opaque block.
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//This prevents us from building over a cliff, on the peak of a mountain,
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//or the surface of the ocean or a frozen lake.
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if (world.isBlockOpaqueCube(x + xc, y - 2, z + zc))
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{
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//Randomly choose whether to place bricks or not. The math is designed so that the
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//chances of placing a block decrease as we get farther from the gateway's center.
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if (Math.abs(xc) + Math.abs(zc) < random.nextInt(2) + 3)
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{
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//Place Stone Bricks
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world.setBlock(x + xc, y - 1, z + zc, blockID, 0, 3);
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}
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else if (Math.abs(xc) + Math.abs(zc) < random.nextInt(3) + 3)
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{
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//Place Cracked Stone Bricks
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world.setBlock(x + xc, y - 1, z + zc, blockID, 2, 3);
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}
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}
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}
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}
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//Use Chiseled Stone Bricks to top off the pillars around the door
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world.setBlock(x, y + 2, z + 1, blockID, 3, 3);
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world.setBlock(x, y + 2, z - 1, blockID, 3, 3);
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}
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else
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{
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//Build the gateway out of Unraveled Fabric. Since nearly all the blocks in Limbo are of
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//that type, there is no point replacing the ground. Just build the tops of the columns here.
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blockID = properties.LimboBlockID;
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world.setBlock(x, y + 2, z + 1, blockID, 0, 3);
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world.setBlock(x, y + 2, z - 1, blockID, 0, 3);
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}
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//Place the shiny transient door into a dungeon
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itemDimDoor.placeDoorBlock(world, x, y + 1, z, 0, mod_pocketDim.transientDoor);
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//Build the columns around the door
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world.setBlock(x, y + 1, z - 1, blockID, 0, 3);
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world.setBlock(x, y + 1, z + 1, blockID, 0, 3);
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world.setBlock(x, y, z - 1, blockID, 0, 3);
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world.setBlock(x, y, z + 1, blockID, 0, 3);
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}
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}
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}
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private static boolean checkGatewayLocation(World world, int x, int y, int z)
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{
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//Check if the point is within the acceptable altitude range, the block above that point is empty,
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//and the block two levels down is opaque and has a reasonable material. Plus that we're not building
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//on top of bedrock.
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return (y >= MIN_RIFT_Y &&
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y <= MAX_RIFT_Y &&
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world.isAirBlock(x, y + 1, z) &&
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world.getBlockId(x, y, z) != Block.bedrock.blockID && //<-- Stops Nether roof spawning. DO NOT REMOVE!
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world.getBlockId(x, y - 1, z) != Block.bedrock.blockID &&
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checkFoundationMaterial(world, x, y - 2, z));
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}
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private static boolean checkFoundationMaterial(World world, int x, int y, int z)
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{
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//We check the material and opacity to prevent generating gateways on top of trees or houses,
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//or on top of strange things like tall grass, water, slabs, or torches.
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//We also want to avoid generating things on top of the Nether's bedrock!
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Material material = world.getBlockMaterial(x, y, z);
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return (material != Material.leaves && material != Material.wood && material != Material.pumpkin
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&& world.isBlockOpaqueCube(x, y, z) && world.getBlockId(x, y, z) != Block.bedrock.blockID);
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}
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private static boolean isStructureGenerationAllowed()
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{
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return DimensionManager.getWorld(0).getWorldInfo().isMapFeaturesEnabled();
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}
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}
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