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New Feature
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Resolution: Fixed
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Minor
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None
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None
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None
The current chunk generator in the Bukkit API can only generate chunks using bytes or shorts to identify blocks. This means that a lot of the recently added blocks cannot be added by the ChunkGenerator alone and that you have to rely on BlockPopulators to inject more advanced blocks after-the-fact.
It would be nice if you could do that directly from the ChunkGenerator instead.
So I suggest that you add the following abstract method to the ChunkGenerator class:
Material[][] generateBlockSections(World world, Random random, int x, int z, ChunkGenerator.BiomeGrid biomes)
Another variant might be to use a lightweight Material class that holds a typeID and a data byte. Although this goes against the magic value deprecation of the BukkitAPI so the use of Material as suggested above is probably a better idea.
public class LightMaterial
{
public int typeID;
public byte data;
}
and then add this to the ChunkGenerator class:
LightMaterial[][] generateBlockSections(World world, Random random, int x, int z, ChunkGenerator.BiomeGrid biomes)