BlackMagic.setBlock(chunk, x, y, z, Material.DOUBLE_PLANT, 5);
BlackMagic.setBlock(chunk, x, y + 1, z, Material.DOUBLE_PLANT, 8);
break;
case EMERALD_GREEN:
chunk.setBlockIfNot(x, y - 1, z, Material.GRASS, Material.DIRT, Material.SOIL);
chunk.setBlock(x, y, z, Material.LOG, new Tree(TreeSpecies.JUNGLE));
// chunk.setBlocks(x, y + 1, y + odds.getRandomInt(2, 4), z, Material.LEAVES, new Leaves()); //TODO: Jungle + NoDecay
BlackMagic.setBlocks(chunk, x, y + 1, y + odds.getRandomInt(2, 4), z, Material.LEAVES, 3 + 4); //TODO: Jungle + NoDecay
break;
case OAK_SAPLING:
chunk.setBlockIfNot(x, y - 1, z, Material.GRASS, Material.DIRT);
chunk.setBlock(x, y, z, Material.SAPLING, new Tree(TreeSpecies.GENERIC)); //TODO: Bukkit type mismatch/missing
break;
case BIRCH_SAPLING:
chunk.setBlockIfNot(x, y - 1, z, Material.GRASS, Material.DIRT);
chunk.setBlock(x, y, z, Material.SAPLING, new Tree(TreeSpecies.BIRCH));
break;
case PINE_SAPLING:
chunk.setBlockIfNot(x, y - 1, z, Material.GRASS, Material.DIRT);
chunk.setBlock(x, y, z, Material.SAPLING, new Tree(TreeSpecies.REDWOOD)); //TODO: Bukkit type mismatch/missing
break;
case JUNGLE_SAPLING:
chunk.setBlockIfNot(x, y - 1, z, Material.GRASS, Material.DIRT);
chunk.setBlock(x, y, z, Material.SAPLING, new Tree(TreeSpecies.JUNGLE));
break;
case ACACIA_SAPLING:
chunk.setBlockIfNot(x, y - 1, z, Material.GRASS, Material.DIRT);
chunk.setBlock(x, y, z, Material.SAPLING, new Tree(TreeSpecies.ACACIA));
break;
case MINI_OAK_TRUNK:
generator.treeProvider.generateMiniTrunk(generator, chunk, x, y, z, TreeType.TREE);
break;