package game.worldgen.foliage; import game.block.BlockPumpkin; import game.init.Blocks; import game.rng.Random; import game.world.BlockPos; import game.world.Facing; import game.world.WorldServer; import game.worldgen.FeatureGenerator; public class WorldGenPumpkin extends FeatureGenerator { public boolean generate(WorldServer worldIn, Random rand, BlockPos position) { for (int i = 0; i < 64; ++i) { BlockPos blockpos = position.add(rand.zrange(8) - rand.zrange(8), rand.zrange(4) - rand.zrange(4), rand.zrange(8) - rand.zrange(8)); if (worldIn.isAirBlock(blockpos) && worldIn.getState(blockpos.down()).getBlock() == Blocks.grass && Blocks.pumpkin.canPlaceBlockAt(worldIn, blockpos)) { worldIn.setState(blockpos, Blocks.pumpkin.getState().withProperty(BlockPumpkin.FACING, Facing.Plane.HORIZONTAL.random(rand)), 2); } } return true; } }