This commit is contained in:
Daniel Mills 2021-07-24 16:40:58 -04:00
parent ac85c75cc4
commit ab2906991d
65 changed files with 21 additions and 418 deletions

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@ -23,15 +23,12 @@ import com.volmit.iris.engine.object.annotations.Desc;
@Desc("Defines if an object is allowed to place in carvings, surfaces or both.") @Desc("Defines if an object is allowed to place in carvings, surfaces or both.")
public enum CarvingMode { public enum CarvingMode {
@Desc("Only place this object on surfaces (NOT under carvings)") @Desc("Only place this object on surfaces (NOT under carvings)")
SURFACE_ONLY, SURFACE_ONLY,
@Desc("Only place this object under carvings (NOT on the surface)") @Desc("Only place this object under carvings (NOT on the surface)")
CARVING_ONLY, CARVING_ONLY,
@Desc("This object can place anywhere") @Desc("This object can place anywhere")
ANYWHERE; ANYWHERE;
@SuppressWarnings("BooleanMethodIsAlwaysInverted") @SuppressWarnings("BooleanMethodIsAlwaysInverted")

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@ -23,22 +23,17 @@ import com.volmit.iris.engine.object.annotations.Desc;
@Desc("Represents a location where decorations should go") @Desc("Represents a location where decorations should go")
public enum DecorationPart { public enum DecorationPart {
@Desc("The default, decorate anywhere") @Desc("The default, decorate anywhere")
NONE, NONE,
@Desc("Targets shore lines (typically for sugar cane)") @Desc("Targets shore lines (typically for sugar cane)")
SHORE_LINE, SHORE_LINE,
@Desc("Target sea surfaces (typically for lilypads)") @Desc("Target sea surfaces (typically for lilypads)")
SEA_SURFACE, SEA_SURFACE,
@Desc("Targets the sea floor (entire placement must be bellow sea level)") @Desc("Targets the sea floor (entire placement must be bellow sea level)")
SEA_FLOOR, SEA_FLOOR,
@Desc("Decorates on cave & carving ceilings or underside of overhangs") @Desc("Decorates on cave & carving ceilings or underside of overhangs")
CEILING, CEILING,
} }

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@ -23,14 +23,11 @@ import com.volmit.iris.engine.object.annotations.Desc;
@Desc("Represents a basic font style to apply to a font family") @Desc("Represents a basic font style to apply to a font family")
public enum FontStyle { public enum FontStyle {
@Desc("Plain old text") @Desc("Plain old text")
PLAIN, PLAIN,
@Desc("Italicized Text") @Desc("Italicized Text")
ITALIC, ITALIC,
@Desc("Bold Text") @Desc("Bold Text")
BOLD, BOLD,
} }

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@ -23,23 +23,18 @@ import com.volmit.iris.engine.object.annotations.Desc;
@Desc("Represents a biome type") @Desc("Represents a biome type")
public enum InferredType { public enum InferredType {
@Desc("Represents any shore biome type") @Desc("Represents any shore biome type")
SHORE, SHORE,
@Desc("Represents any land biome type") @Desc("Represents any land biome type")
LAND, LAND,
@Desc("Represents any sea biome type") @Desc("Represents any sea biome type")
SEA, SEA,
@Desc("Represents any cave biome type") @Desc("Represents any cave biome type")
CAVE, CAVE,
@Desc("Represents any river biome type") @Desc("Represents any river biome type")
RIVER, RIVER,
@Desc("Represents any lake biome type") @Desc("Represents any lake biome type")

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@ -23,22 +23,16 @@ import com.volmit.iris.engine.object.annotations.Desc;
@Desc("An inventory slot type is used to represent a type of slot for items to fit into in any given inventory.") @Desc("An inventory slot type is used to represent a type of slot for items to fit into in any given inventory.")
public enum InventorySlotType { public enum InventorySlotType {
@Desc("Typically the one you want to go with. Storage represnents most slots in inventories.") @Desc("Typically the one you want to go with. Storage represnents most slots in inventories.")
STORAGE, STORAGE,
@Desc("Used for the fuel slot in Furnaces, Blast furnaces, smokers etc.") @Desc("Used for the fuel slot in Furnaces, Blast furnaces, smokers etc.")
FUEL, FUEL,
@Desc("Used for the cook slot in furnaces") @Desc("Used for the cook slot in furnaces")
FURNACE, FURNACE,
@Desc("Used for the cook slot in blast furnaces") @Desc("Used for the cook slot in blast furnaces")
BLAST_FURNACE, BLAST_FURNACE,
@Desc("Used for the cook slot in smokers") @Desc("Used for the cook slot in smokers")
SMOKER, SMOKER,
} }

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@ -40,14 +40,11 @@ import org.bukkit.inventory.meta.ItemMeta;
@Data @Data
public class IrisAttributeModifier { public class IrisAttributeModifier {
@Required @Required
@Desc("The Attribute type. This type is pulled from the game attributes. Zombie & Horse attributes will not work on non-zombie/horse entities.\nUsing an attribute on an item will have affects when held, or worn. There is no way to specify further granularity as the game picks this depending on the item type.") @Desc("The Attribute type. This type is pulled from the game attributes. Zombie & Horse attributes will not work on non-zombie/horse entities.\nUsing an attribute on an item will have affects when held, or worn. There is no way to specify further granularity as the game picks this depending on the item type.")
private Attribute attribute = null; private Attribute attribute = null;
@MinNumber(2) @MinNumber(2)
@Required @Required
@Desc("The Attribute Name is used internally only for the game. This value should be unique to all other attributes applied to this item/entity. It is not shown in game.") @Desc("The Attribute Name is used internally only for the game. This value should be unique to all other attributes applied to this item/entity. It is not shown in game.")
private String name = ""; private String name = "";

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@ -31,7 +31,6 @@ import lombok.experimental.Accessors;
@Desc("Represents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.") @Desc("Represents a rotation axis with intervals and maxes. The x and z axis values are defaulted to disabled. The Y axis defaults to on, rotating by 90 degree increments.")
@Data @Data
public class IrisAxisRotationClamp { public class IrisAxisRotationClamp {
@Desc("Should this axis be rotated at all?") @Desc("Should this axis be rotated at all?")
private boolean enabled = false; private boolean enabled = false;
private transient boolean forceLock = false; private transient boolean forceLock = false;

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@ -57,26 +57,21 @@ import java.awt.*;
public class IrisBiome extends IrisRegistrant implements IRare { public class IrisBiome extends IrisRegistrant implements IRare {
@MinNumber(2) @MinNumber(2)
@Required @Required
@Desc("This is the human readable name for this biome. This can and should be different than the file name. This is not used for loading biomes in other objects.") @Desc("This is the human readable name for this biome. This can and should be different than the file name. This is not used for loading biomes in other objects.")
private String name = "A Biome"; private String name = "A Biome";
@ArrayType(min = 1, type = IrisBiomeCustom.class) @ArrayType(min = 1, type = IrisBiomeCustom.class)
@Desc("If the biome type custom is defined, specify this") @Desc("If the biome type custom is defined, specify this")
private KList<IrisBiomeCustom> customDerivitives; private KList<IrisBiomeCustom> customDerivitives;
@Desc("Entity spawns to override or add to this biome. Anytime an entity spawns, it has a chance to be replaced as one of these overrides.") @Desc("Entity spawns to override or add to this biome. Anytime an entity spawns, it has a chance to be replaced as one of these overrides.")
@ArrayType(min = 1, type = IrisEntitySpawnOverride.class) @ArrayType(min = 1, type = IrisEntitySpawnOverride.class)
private KList<IrisEntitySpawnOverride> entitySpawnOverrides = new KList<>(); private KList<IrisEntitySpawnOverride> entitySpawnOverrides = new KList<>();
@Desc("Add random chances for terrain features") @Desc("Add random chances for terrain features")
@ArrayType(min = 1, type = IrisFeaturePotential.class) @ArrayType(min = 1, type = IrisFeaturePotential.class)
private KList<IrisFeaturePotential> features = new KList<>(); private KList<IrisFeaturePotential> features = new KList<>();
@Desc("Entity spawns during generation") @Desc("Entity spawns during generation")
@ArrayType(min = 1, type = IrisEntityInitialSpawn.class) @ArrayType(min = 1, type = IrisEntityInitialSpawn.class)
private KList<IrisEntityInitialSpawn> entityInitialSpawns = new KList<>(); private KList<IrisEntityInitialSpawn> entityInitialSpawns = new KList<>();
@ -85,7 +80,6 @@ public class IrisBiome extends IrisRegistrant implements IRare {
@Desc("Effects are ambient effects such as potion effects, random sounds, or even particles around each player. All of these effects are played via packets so two players won't see/hear each others effects.\nDue to performance reasons, effects will play arround the player even if where the effect was played is no longer in the biome the player is in.") @Desc("Effects are ambient effects such as potion effects, random sounds, or even particles around each player. All of these effects are played via packets so two players won't see/hear each others effects.\nDue to performance reasons, effects will play arround the player even if where the effect was played is no longer in the biome the player is in.")
private KList<IrisEffect> effects = new KList<>(); private KList<IrisEffect> effects = new KList<>();
@DependsOn({"biomeStyle", "biomeZoom", "biomeScatter"}) @DependsOn({"biomeStyle", "biomeZoom", "biomeScatter"})
@Desc("This changes the dispersion of the biome colors if multiple derivatives are chosen.") @Desc("This changes the dispersion of the biome colors if multiple derivatives are chosen.")
private IrisGeneratorStyle biomeStyle = NoiseStyle.SIMPLEX.style(); private IrisGeneratorStyle biomeStyle = NoiseStyle.SIMPLEX.style();
@ -94,21 +88,17 @@ public class IrisBiome extends IrisRegistrant implements IRare {
@Desc("Define custom block drops for this biome") @Desc("Define custom block drops for this biome")
private KList<IrisBlockDrops> blockDrops = new KList<>(); private KList<IrisBlockDrops> blockDrops = new KList<>();
@Desc("Reference loot tables in this area") @Desc("Reference loot tables in this area")
private IrisLootReference loot = new IrisLootReference(); private IrisLootReference loot = new IrisLootReference();
@MinNumber(0.0001) @MinNumber(0.0001)
@DependsOn({"biomeStyle", "biomeZoom", "biomeScatter"}) @DependsOn({"biomeStyle", "biomeZoom", "biomeScatter"})
@Desc("This zooms in the biome colors if multiple derivatives are chosen") @Desc("This zooms in the biome colors if multiple derivatives are chosen")
private double biomeZoom = 1; private double biomeZoom = 1;
@Desc("Layers no longer descend from the surface block, they descend from the max possible height the biome can produce (constant) creating mesa like layers.") @Desc("Layers no longer descend from the surface block, they descend from the max possible height the biome can produce (constant) creating mesa like layers.")
private boolean lockLayers = false; private boolean lockLayers = false;
@Desc("The max layers to iterate below the surface for locked layer biomes (mesa).") @Desc("The max layers to iterate below the surface for locked layer biomes (mesa).")
private int lockLayersMax = 7; private int lockLayersMax = 7;
@ -117,17 +107,14 @@ public class IrisBiome extends IrisRegistrant implements IRare {
@Desc("The rarity of this biome (integer)") @Desc("The rarity of this biome (integer)")
private int rarity = 1; private int rarity = 1;
@Desc("A color for visualizing this biome with a color. I.e. #F13AF5. This will show up on the map.") @Desc("A color for visualizing this biome with a color. I.e. #F13AF5. This will show up on the map.")
private String color = null; private String color = null;
@Required @Required
@Desc("The raw derivative of this biome. This is required or the terrain will not properly generate. Use any vanilla biome type. Look in examples/biome-list.txt") @Desc("The raw derivative of this biome. This is required or the terrain will not properly generate. Use any vanilla biome type. Look in examples/biome-list.txt")
private Biome derivative = Biome.THE_VOID; private Biome derivative = Biome.THE_VOID;
@Required @Required
@Desc("Override the derivative when vanilla places structures to this derivative. This is useful for example if you have an ocean biome, but you have set the derivative to desert to get a brown-ish color. To prevent desert structures from spawning on top of your ocean, you can set your vanillaDerivative to ocean, to allow for vanilla structures. Not defining this value will simply select the derivative.") @Desc("Override the derivative when vanilla places structures to this derivative. This is useful for example if you have an ocean biome, but you have set the derivative to desert to get a brown-ish color. To prevent desert structures from spawning on top of your ocean, you can set your vanillaDerivative to ocean, to allow for vanilla structures. Not defining this value will simply select the derivative.")
private Biome vanillaDerivative = null; private Biome vanillaDerivative = null;
@ -139,12 +126,10 @@ public class IrisBiome extends IrisRegistrant implements IRare {
@Desc("Since 1.13 supports 3D biomes, you can add different derivative colors for anything above the terrain. (Think swampy tree leaves with a desert looking grass surface)") @Desc("Since 1.13 supports 3D biomes, you can add different derivative colors for anything above the terrain. (Think swampy tree leaves with a desert looking grass surface)")
private KList<Biome> biomeSkyScatter = new KList<>(); private KList<Biome> biomeSkyScatter = new KList<>();
@DependsOn({"children"}) @DependsOn({"children"})
@Desc("If this biome has children biomes, and the gen layer chooses one of this biomes children, how much smaller will it be (inside of this biome). Higher values means a smaller biome relative to this biome's size. Set higher than 1.0 and below 3.0 for best results.") @Desc("If this biome has children biomes, and the gen layer chooses one of this biomes children, how much smaller will it be (inside of this biome). Higher values means a smaller biome relative to this biome's size. Set higher than 1.0 and below 3.0 for best results.")
private double childShrinkFactor = 1.5; private double childShrinkFactor = 1.5;
@DependsOn({"children"}) @DependsOn({"children"})
@Desc("If this biome has children biomes, and the gen layer chooses one of this biomes children, How will it be shaped?") @Desc("If this biome has children biomes, and the gen layer chooses one of this biomes children, How will it be shaped?")
private IrisGeneratorStyle childStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle childStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@ -159,15 +144,12 @@ public class IrisBiome extends IrisRegistrant implements IRare {
private KList<IrisJigsawStructurePlacement> jigsawStructures = new KList<>(); private KList<IrisJigsawStructurePlacement> jigsawStructures = new KList<>();
@RegistryListBiome @RegistryListBiome
@Desc("The carving biome. If specified the biome will be used when under a carving instead of this current biome.") @Desc("The carving biome. If specified the biome will be used when under a carving instead of this current biome.")
private String carvingBiome = ""; private String carvingBiome = "";
@Desc("The default slab if iris decides to place a slab in this biome. Default is no slab.") @Desc("The default slab if iris decides to place a slab in this biome. Default is no slab.")
private IrisBiomePaletteLayer slab = new IrisBiomePaletteLayer().zero(); private IrisBiomePaletteLayer slab = new IrisBiomePaletteLayer().zero();
@Desc("The default wall if iris decides to place a wall higher than 2 blocks (steep hills or possibly cliffs)") @Desc("The default wall if iris decides to place a wall higher than 2 blocks (steep hills or possibly cliffs)")
private IrisBiomePaletteLayer wall = new IrisBiomePaletteLayer().zero(); private IrisBiomePaletteLayer wall = new IrisBiomePaletteLayer().zero();

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@ -63,6 +63,7 @@ public class IrisBiomeCustom {
@Desc("Define an ambient particle to be rendered clientside (no server cost!)") @Desc("Define an ambient particle to be rendered clientside (no server cost!)")
private IrisBiomeCustomParticle ambientParticle = null; private IrisBiomeCustomParticle ambientParticle = null;
@Required
@Desc("The biome's category type") @Desc("The biome's category type")
private IrisBiomeCustomCategory category = IrisBiomeCustomCategory.plains; private IrisBiomeCustomCategory category = IrisBiomeCustomCategory.plains;

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@ -23,14 +23,11 @@ import com.volmit.iris.engine.object.annotations.Desc;
@Desc("Snow, rain, or nothing") @Desc("Snow, rain, or nothing")
public enum IrisBiomeCustomPrecipType { public enum IrisBiomeCustomPrecipType {
@Desc("No downfall") @Desc("No downfall")
none, none,
@Desc("Rain downfall") @Desc("Rain downfall")
rain, rain,
@Desc("Snow downfall") @Desc("Snow downfall")
snow snow
} }

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@ -22,11 +22,24 @@ import com.volmit.iris.engine.object.annotations.Desc;
@Desc("The mob spawn group") @Desc("The mob spawn group")
public enum IrisBiomeCustomSpawnType { public enum IrisBiomeCustomSpawnType {
@Desc("Typical monsters that spawn at night, like zombies and skeletons")
MONSTER, MONSTER,
@Desc("Typical creatures like sheep, pigs, cows")
CREATURE, CREATURE,
@Desc("Eg bats")
AMBIENT, AMBIENT,
@Desc("Odd spawn group but ok")
UNDERGROUND_WATER_CREATURE, UNDERGROUND_WATER_CREATURE,
@Desc("Water mobs like squid, dolphins")
WATER_CREATURE, WATER_CREATURE,
@Desc("Fish")
WATER_AMBIENT, WATER_AMBIENT,
@Desc("Unknown")
MISC MISC
} }

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@ -35,7 +35,6 @@ import lombok.experimental.Accessors;
public class IrisBiomeGeneratorLink { public class IrisBiomeGeneratorLink {
@RegistryListGenerator @RegistryListGenerator
@Desc("The generator id") @Desc("The generator id")
private String generator = "default"; private String generator = "default";
@ -43,7 +42,6 @@ public class IrisBiomeGeneratorLink {
@Required @Required
@MinNumber(-256) // TODO: WARNING HEIGHT @MinNumber(-256) // TODO: WARNING HEIGHT
@MaxNumber(256) // TODO: WARNING HEIGHT @MaxNumber(256) // TODO: WARNING HEIGHT
@Desc("The min block value (value + fluidHeight)") @Desc("The min block value (value + fluidHeight)")
private int min = 0; private int min = 0;
@ -51,7 +49,6 @@ public class IrisBiomeGeneratorLink {
@Required @Required
@MinNumber(-256) // TODO: WARNING HEIGHT @MinNumber(-256) // TODO: WARNING HEIGHT
@MaxNumber(256) // TODO: WARNING HEIGHT @MaxNumber(256) // TODO: WARNING HEIGHT
@Desc("The max block value (value + fluidHeight)") @Desc("The max block value (value + fluidHeight)")
private int max = 0; private int max = 0;

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@ -34,7 +34,6 @@ import lombok.experimental.Accessors;
@Desc("A biome mutation if a condition is met") @Desc("A biome mutation if a condition is met")
@Data @Data
public class IrisBiomeMutation { public class IrisBiomeMutation {
@RegistryListBiome @RegistryListBiome
@Required @Required
@ArrayType(min = 1, type = String.class) @ArrayType(min = 1, type = String.class)

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@ -36,7 +36,6 @@ import org.bukkit.block.data.BlockData;
@Desc("A layer of surface / subsurface material in biomes") @Desc("A layer of surface / subsurface material in biomes")
@Data @Data
public class IrisBiomePaletteLayer { public class IrisBiomePaletteLayer {
@Desc("The style of noise") @Desc("The style of noise")
private IrisGeneratorStyle style = NoiseStyle.STATIC.style(); private IrisGeneratorStyle style = NoiseStyle.STATIC.style();

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@ -43,20 +43,16 @@ public class IrisBlockDrops {
@Desc("The blocks that drop loot") @Desc("The blocks that drop loot")
private KList<IrisBlockData> blocks = new KList<>(); private KList<IrisBlockData> blocks = new KList<>();
@Desc("If exact blocks is set to true, minecraft:barrel[axis=x] will only drop for that axis. When exact is false (default) any barrel will drop the defined drops.") @Desc("If exact blocks is set to true, minecraft:barrel[axis=x] will only drop for that axis. When exact is false (default) any barrel will drop the defined drops.")
private boolean exactBlocks = false; private boolean exactBlocks = false;
@Desc("Add in specific items to drop") @Desc("Add in specific items to drop")
@ArrayType(min = 1, type = IrisLoot.class) @ArrayType(min = 1, type = IrisLoot.class)
private KList<IrisLoot> drops = new KList<>(); private KList<IrisLoot> drops = new KList<>();
@Desc("If this is in a biome, setting skipParents to true will ignore the drops in the region and dimension for this block type. The default (false) will allow all three nodes to fire and add to a list of drops.") @Desc("If this is in a biome, setting skipParents to true will ignore the drops in the region and dimension for this block type. The default (false) will allow all three nodes to fire and add to a list of drops.")
private boolean skipParents = false; private boolean skipParents = false;
@Desc("Removes the default vanilla block drops and only drops the given items & any parent loot tables specified for this block type.") @Desc("Removes the default vanilla block drops and only drops the given items & any parent loot tables specified for this block type.")
private boolean replaceVanillaDrops = false; private boolean replaceVanillaDrops = false;

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@ -39,7 +39,6 @@ import lombok.experimental.Accessors;
@Data @Data
public class IrisCarveLayer { public class IrisCarveLayer {
@Required @Required
@Desc("The 4d slope this carve layer follows") @Desc("The 4d slope this carve layer follows")
private IrisGeneratorStyle style = new IrisGeneratorStyle(); private IrisGeneratorStyle style = new IrisGeneratorStyle();

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@ -43,12 +43,10 @@ public class IrisCaveFluid {
@Desc("The fluid height of the cave") @Desc("The fluid height of the cave")
private int fluidHeight = 35; private int fluidHeight = 35;
@Desc("Insead of fluidHeight & below being fluid, turning inverse height on will simply spawn fluid in this cave layer from min(max_height, cave_height) to the fluid height. Basically, fluid will spawn above the fluidHeight value instead of below the fluidHeight.") @Desc("Insead of fluidHeight & below being fluid, turning inverse height on will simply spawn fluid in this cave layer from min(max_height, cave_height) to the fluid height. Basically, fluid will spawn above the fluidHeight value instead of below the fluidHeight.")
private boolean inverseHeight = false; private boolean inverseHeight = false;
@Required @Required
@Desc("The fluid type that should spawn here") @Desc("The fluid type that should spawn here")
private IrisBlockData fluidType = new IrisBlockData("CAVE_AIR"); private IrisBlockData fluidType = new IrisBlockData("CAVE_AIR");

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@ -33,16 +33,13 @@ import lombok.experimental.Accessors;
@Data @Data
public class IrisCaveLayer { public class IrisCaveLayer {
@Required @Required
@Desc("The vertical slope this cave layer follows") @Desc("The vertical slope this cave layer follows")
private IrisShapedGeneratorStyle verticalSlope = new IrisShapedGeneratorStyle(); private IrisShapedGeneratorStyle verticalSlope = new IrisShapedGeneratorStyle();
@Required @Required
@Desc("The horizontal slope this cave layer follows") @Desc("The horizontal slope this cave layer follows")
private IrisShapedGeneratorStyle horizontalSlope = new IrisShapedGeneratorStyle(); private IrisShapedGeneratorStyle horizontalSlope = new IrisShapedGeneratorStyle();
@Desc("If defined, a cave fluid will fill this cave below (or above) the specified fluidHeight in this object.") @Desc("If defined, a cave fluid will fill this cave below (or above) the specified fluidHeight in this object.")
private IrisCaveFluid fluid = new IrisCaveFluid(); private IrisCaveFluid fluid = new IrisCaveFluid();
@ -54,7 +51,6 @@ public class IrisCaveLayer {
@Desc("The cave thickness.") @Desc("The cave thickness.")
private double caveThickness = 1D; private double caveThickness = 1D;
@Desc("If set to true, this cave layer can break the surface") @Desc("If set to true, this cave layer can break the surface")
private boolean canBreakSurface = false; private boolean canBreakSurface = false;

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@ -29,31 +29,26 @@ import lombok.experimental.Accessors;
import java.awt.*; import java.awt.*;
@Deprecated()
@Accessors(chain = true) @Accessors(chain = true)
@NoArgsConstructor @NoArgsConstructor
@Desc("Represents a color") @Desc("Represents a color")
@Data @Data
public class IrisColor { public class IrisColor {
@MaxNumber(7) @MaxNumber(7)
@MinNumber(6) @MinNumber(6)
@Desc("Pass in a 6 digit hexadecimal color to fill R G and B values. You can also include the # symbol, but it's not required.") @Desc("Pass in a 6 digit hexadecimal color to fill R G and B values. You can also include the # symbol, but it's not required.")
private String hex = null; private String hex = null;
@MaxNumber(255) @MaxNumber(255)
@MinNumber(0) @MinNumber(0)
@Desc("Represents the red channel. Only define this if you are not defining the hex value.") @Desc("Represents the red channel. Only define this if you are not defining the hex value.")
private int red = 0; private int red = 0;
@MaxNumber(255) @MaxNumber(255)
@MinNumber(0) @MinNumber(0)
@Desc("Represents the green channel. Only define this if you are not defining the hex value.") @Desc("Represents the green channel. Only define this if you are not defining the hex value.")
private int green = 0; private int green = 0;
@MaxNumber(255) @MaxNumber(255)
@MinNumber(0) @MinNumber(0)
@Desc("Represents the blue channel. Only define this if you are not defining the hex value.") @Desc("Represents the blue channel. Only define this if you are not defining the hex value.")

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@ -36,16 +36,13 @@ import org.bukkit.block.data.BlockData;
@Data @Data
public class IrisCompatabilityBlockFilter { public class IrisCompatabilityBlockFilter {
@Required @Required
@Desc("When iris sees this block, and it's not reconized") @Desc("When iris sees this block, and it's not reconized")
private String when = ""; private String when = "";
@Required @Required
@Desc("Replace it with this block. Dont worry if this block is also not reconized, iris repeat this compat check.") @Desc("Replace it with this block. Dont worry if this block is also not reconized, iris repeat this compat check.")
private String supplement = ""; private String supplement = "";
@Desc("If exact is true, it compares block data for example minecraft:some_log[axis=x]") @Desc("If exact is true, it compares block data for example minecraft:some_log[axis=x]")
private boolean exact = false; private boolean exact = false;

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@ -34,12 +34,10 @@ import org.bukkit.Material;
@Data @Data
public class IrisCompatabilityItemFilter { public class IrisCompatabilityItemFilter {
@Required @Required
@Desc("When iris sees this block, and it's not reconized") @Desc("When iris sees this block, and it's not reconized")
private String when = ""; private String when = "";
@Required @Required
@Desc("Replace it with this block. Dont worry if this block is also not reconized, iris repeat this compat check.") @Desc("Replace it with this block. Dont worry if this block is also not reconized, iris repeat this compat check.")
private String supplement = ""; private String supplement = "";

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@ -37,15 +37,12 @@ import org.bukkit.block.data.BlockData;
@Desc("A biome decorator is used for placing flowers, grass, cacti and so on") @Desc("A biome decorator is used for placing flowers, grass, cacti and so on")
@Data @Data
public class IrisDecorator { public class IrisDecorator {
@Desc("The varience dispersion is used when multiple blocks are put in the palette. Scatter scrambles them, Wispy shows streak-looking varience") @Desc("The varience dispersion is used when multiple blocks are put in the palette. Scatter scrambles them, Wispy shows streak-looking varience")
private IrisGeneratorStyle variance = NoiseStyle.STATIC.style(); private IrisGeneratorStyle variance = NoiseStyle.STATIC.style();
@Desc("Forcefully place this decorant anywhere it is supposed to go even if it should not go on a specific surface block. For example, you could force tallgrass to place on top of stone by using this.") @Desc("Forcefully place this decorant anywhere it is supposed to go even if it should not go on a specific surface block. For example, you could force tallgrass to place on top of stone by using this.")
private boolean forcePlace = false; private boolean forcePlace = false;
@Desc("Dispersion is used to pick places to spawn. Scatter randomly places them (vanilla) or Wispy for a streak like patch system.") @Desc("Dispersion is used to pick places to spawn. Scatter randomly places them (vanilla) or Wispy for a streak like patch system.")
private IrisGeneratorStyle style = NoiseStyle.STATIC.style(); private IrisGeneratorStyle style = NoiseStyle.STATIC.style();
@ -53,7 +50,6 @@ public class IrisDecorator {
@Desc("If this decorator has a height more than 1 this changes how it picks the height between your maxes. Scatter = random, Wispy = wavy heights") @Desc("If this decorator has a height more than 1 this changes how it picks the height between your maxes. Scatter = random, Wispy = wavy heights")
private IrisGeneratorStyle heightVariance = NoiseStyle.STATIC.style(); private IrisGeneratorStyle heightVariance = NoiseStyle.STATIC.style();
@Desc("Tells iris where this decoration is a part of. I.e. SHORE_LINE or SEA_SURFACE") @Desc("Tells iris where this decoration is a part of. I.e. SHORE_LINE or SEA_SURFACE")
private DecorationPart partOf = DecorationPart.NONE; private DecorationPart partOf = DecorationPart.NONE;

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@ -39,14 +39,12 @@ public class IrisDepositGenerator {
@Required @Required
@MinNumber(0) @MinNumber(0)
@MaxNumber(256) // TODO: WARNING HEIGHT @MaxNumber(256) // TODO: WARNING HEIGHT
@Desc("The minimum height this deposit can generate at") @Desc("The minimum height this deposit can generate at")
private int minHeight = 7; private int minHeight = 7;
@Required @Required
@MinNumber(0) @MinNumber(0)
@MaxNumber(256) // TODO: WARNING HEIGHT @MaxNumber(256) // TODO: WARNING HEIGHT
@Desc("The maximum height this deposit can generate at") @Desc("The maximum height this deposit can generate at")
private int maxHeight = 55; private int maxHeight = 55;

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@ -53,7 +53,6 @@ public class IrisDimension extends IrisRegistrant {
@MinNumber(2) @MinNumber(2)
@Required @Required
@Desc("The human readable name of this dimension") @Desc("The human readable name of this dimension")
private String name = "A Dimension"; private String name = "A Dimension";
@ -61,48 +60,38 @@ public class IrisDimension extends IrisRegistrant {
@ArrayType(min = 1, type = IrisDimensionIndex.class) @ArrayType(min = 1, type = IrisDimensionIndex.class)
private KList<IrisDimensionIndex> dimensionalComposite = new KList<>(); private KList<IrisDimensionIndex> dimensionalComposite = new KList<>();
@Desc("Create an inverted dimension in the sky (like the nether)") @Desc("Create an inverted dimension in the sky (like the nether)")
private IrisDimension sky = null; private IrisDimension sky = null;
@RegistryListJigsaw @RegistryListJigsaw
@Desc("If defined, Iris will place the given jigsaw structure where minecraft should place the overworld stronghold.") @Desc("If defined, Iris will place the given jigsaw structure where minecraft should place the overworld stronghold.")
private String stronghold; private String stronghold;
@Desc("Improves the biome grid variation by shuffling the cell grid more depending on the seed. This makes biomes across multiple seeds look far different than before.") @Desc("Improves the biome grid variation by shuffling the cell grid more depending on the seed. This makes biomes across multiple seeds look far different than before.")
private boolean aggressiveBiomeReshuffle = false; private boolean aggressiveBiomeReshuffle = false;
@Desc("Instead of a flat bottom, applies a clamp (using this noise style) to the bottom instead of a flat bottom. Useful for carving out center-dimensions in a dimension composite world.") @Desc("Instead of a flat bottom, applies a clamp (using this noise style) to the bottom instead of a flat bottom. Useful for carving out center-dimensions in a dimension composite world.")
private IrisShapedGeneratorStyle undercarriage = null; private IrisShapedGeneratorStyle undercarriage = null;
@Desc("Upon joining this world, Iris will send a resource pack request to the client. If they have previously selected yes, it will auto-switch depending on which dimension they go to.") @Desc("Upon joining this world, Iris will send a resource pack request to the client. If they have previously selected yes, it will auto-switch depending on which dimension they go to.")
private String resourcePack = ""; private String resourcePack = "";
@Desc("Entity spawns to override or add to this dimension") @Desc("Entity spawns to override or add to this dimension")
@ArrayType(min = 1, type = IrisEntitySpawnOverride.class) @ArrayType(min = 1, type = IrisEntitySpawnOverride.class)
private KList<IrisEntitySpawnOverride> entitySpawnOverrides = new KList<>(); private KList<IrisEntitySpawnOverride> entitySpawnOverrides = new KList<>();
@Desc("Add specific features in exact positions") @Desc("Add specific features in exact positions")
@ArrayType(min = 1, type = IrisFeaturePositional.class) @ArrayType(min = 1, type = IrisFeaturePositional.class)
private KList<IrisFeaturePositional> specificFeatures = new KList<>(); private KList<IrisFeaturePositional> specificFeatures = new KList<>();
@Desc("Entity spawns during generation") @Desc("Entity spawns during generation")
@ArrayType(min = 1, type = IrisEntityInitialSpawn.class) @ArrayType(min = 1, type = IrisEntityInitialSpawn.class)
private KList<IrisEntityInitialSpawn> entityInitialSpawns = new KList<>(); private KList<IrisEntityInitialSpawn> entityInitialSpawns = new KList<>();
@Desc("Add random chances for terrain features") @Desc("Add random chances for terrain features")
@ArrayType(min = 1, type = IrisFeaturePotential.class) @ArrayType(min = 1, type = IrisFeaturePotential.class)
private KList<IrisFeaturePotential> features = new KList<>(); private KList<IrisFeaturePotential> features = new KList<>();
@Desc("Reference loot tables in this area") @Desc("Reference loot tables in this area")
private IrisLootReference loot = new IrisLootReference(); private IrisLootReference loot = new IrisLootReference();
@ -114,7 +103,6 @@ public class IrisDimension extends IrisRegistrant {
@Desc("Define custom block drops for this dimension") @Desc("Define custom block drops for this dimension")
private KList<IrisBlockDrops> blockDrops = new KList<>(); private KList<IrisBlockDrops> blockDrops = new KList<>();
@Desc("Should bedrock be generated or not.") @Desc("Should bedrock be generated or not.")
private boolean bedrock = true; private boolean bedrock = true;
@ -123,71 +111,54 @@ public class IrisDimension extends IrisRegistrant {
@Desc("The land chance. Up to 1.0 for total land or 0.0 for total sea") @Desc("The land chance. Up to 1.0 for total land or 0.0 for total sea")
private double landChance = 0.625; private double landChance = 0.625;
@Desc("The placement style of regions") @Desc("The placement style of regions")
private IrisGeneratorStyle regionStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle regionStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("The placement style of land/sea") @Desc("The placement style of land/sea")
private IrisGeneratorStyle continentalStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle continentalStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("The placement style of biomes") @Desc("The placement style of biomes")
private IrisGeneratorStyle landBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle landBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("The placement style of biomes") @Desc("The placement style of biomes")
private IrisGeneratorStyle shoreBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle shoreBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("The placement style of biomes") @Desc("The placement style of biomes")
private IrisGeneratorStyle seaBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle seaBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("The placement style of biomes") @Desc("The placement style of biomes")
private IrisGeneratorStyle caveBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle caveBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("The placement style of biomes") @Desc("The placement style of biomes")
private IrisGeneratorStyle riverBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle riverBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("The placement style of biomes") @Desc("The placement style of biomes")
private IrisGeneratorStyle lakeBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle lakeBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("The placement style of biomes") @Desc("The placement style of biomes")
private IrisGeneratorStyle islandBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle islandBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("The placement style of biomes") @Desc("The placement style of biomes")
private IrisGeneratorStyle islandBiomeChanceStyle = NoiseStyle.CELLULAR_HEIGHT_IRIS_DOUBLE.style(); private IrisGeneratorStyle islandBiomeChanceStyle = NoiseStyle.CELLULAR_HEIGHT_IRIS_DOUBLE.style();
@Desc("The placement style of biomes") @Desc("The placement style of biomes")
private IrisGeneratorStyle skylandBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style(); private IrisGeneratorStyle skylandBiomeStyle = NoiseStyle.CELLULAR_IRIS_DOUBLE.style();
@Desc("Generate caves or not.") @Desc("Generate caves or not.")
private boolean caves = true; private boolean caves = true;
@Desc("Instead of filling objects with air, fills them with cobweb so you can see them") @Desc("Instead of filling objects with air, fills them with cobweb so you can see them")
private boolean debugSmartBore = false; private boolean debugSmartBore = false;
@Desc("Carve terrain or not") @Desc("Carve terrain or not")
private boolean carving = true; private boolean carving = true;
@Desc("If defined, If air is defined below the area, this fluid will always place") @Desc("If defined, If air is defined below the area, this fluid will always place")
private IrisCaveFluid forceFluid = new IrisCaveFluid(); private IrisCaveFluid forceFluid = new IrisCaveFluid();
@Desc("Generate decorations or not") @Desc("Generate decorations or not")
private boolean decorate = true; private boolean decorate = true;
@Desc("Generate ravines or not") @Desc("Generate ravines or not")
private boolean ravines = false; private boolean ravines = false;
@ -199,23 +170,18 @@ public class IrisDimension extends IrisRegistrant {
@Desc("The rarity of ravines. Each chunk has a 1 in X chance") @Desc("The rarity of ravines. Each chunk has a 1 in X chance")
private int ravineRarity = 50; private int ravineRarity = 50;
@Desc("Use post processing or not") @Desc("Use post processing or not")
private boolean postProcessing = true; private boolean postProcessing = true;
@Desc("Add slabs in post processing") @Desc("Add slabs in post processing")
private boolean postProcessingSlabs = true; private boolean postProcessingSlabs = true;
@Desc("Add painted walls in post processing") @Desc("Add painted walls in post processing")
private boolean postProcessingWalls = true; private boolean postProcessingWalls = true;
@Desc("Use post processing for caves or not") @Desc("Use post processing for caves or not")
private boolean postProcessCaves = true; private boolean postProcessCaves = true;
@Desc("The world environment") @Desc("The world environment")
private Environment environment = Environment.NORMAL; private Environment environment = Environment.NORMAL;
@ -236,12 +202,10 @@ public class IrisDimension extends IrisRegistrant {
private int fluidHeight = 63; private int fluidHeight = 63;
@RegistryListBiome @RegistryListBiome
@Desc("Keep this either undefined or empty. Setting any biome name into this will force iris to only generate the specified biome. Great for testing.") @Desc("Keep this either undefined or empty. Setting any biome name into this will force iris to only generate the specified biome. Great for testing.")
private String focus = ""; private String focus = "";
@RegistryListBiome @RegistryListBiome
@Desc("Keep this either undefined or empty. Setting any region name into this will force iris to only generate the specified region. Great for testing.") @Desc("Keep this either undefined or empty. Setting any region name into this will force iris to only generate the specified region. Great for testing.")
private String focusRegion = ""; private String focusRegion = "";
@ -299,7 +263,6 @@ public class IrisDimension extends IrisRegistrant {
@Desc("Disable this to stop placing schematics in biomes") @Desc("Disable this to stop placing schematics in biomes")
private boolean placeObjects = true; private boolean placeObjects = true;
@Desc("Prevent Leaf decay as if placed in creative mode") @Desc("Prevent Leaf decay as if placed in creative mode")
private boolean preventLeafDecay = false; private boolean preventLeafDecay = false;
@ -324,11 +287,9 @@ public class IrisDimension extends IrisRegistrant {
@Desc("The rock zoom mostly for zooming in on a wispy palette") @Desc("The rock zoom mostly for zooming in on a wispy palette")
private double rockZoom = 5; private double rockZoom = 5;
@Desc("The palette of blocks for 'stone'") @Desc("The palette of blocks for 'stone'")
private IrisMaterialPalette rockPalette = new IrisMaterialPalette().qclear().qadd("stone"); private IrisMaterialPalette rockPalette = new IrisMaterialPalette().qclear().qadd("stone");
@Desc("The palette of blocks for 'water'") @Desc("The palette of blocks for 'water'")
private IrisMaterialPalette fluidPalette = new IrisMaterialPalette().qclear().qadd("water"); private IrisMaterialPalette fluidPalette = new IrisMaterialPalette().qclear().qadd("water");

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@ -37,19 +37,15 @@ import lombok.experimental.Accessors;
@EqualsAndHashCode(callSuper = false) @EqualsAndHashCode(callSuper = false)
public class IrisDimensionIndex { public class IrisDimensionIndex {
@Required @Required
@Desc("The weight of this dimension. If there are 2 dimensions, if the weight is the same on both, both dimensions will take up 128 blocks of height.") @Desc("The weight of this dimension. If there are 2 dimensions, if the weight is the same on both, both dimensions will take up 128 blocks of height.")
private double weight = 1D; private double weight = 1D;
@Desc("If inverted is set to true, the dimension will be updide down in the world") @Desc("If inverted is set to true, the dimension will be updide down in the world")
private boolean inverted = false; private boolean inverted = false;
@Desc("Only one dimension layer should be set to primary. The primary dimension layer is where players spawn, and the biomes that the vanilla structure system uses to figure out what structures to place.") @Desc("Only one dimension layer should be set to primary. The primary dimension layer is where players spawn, and the biomes that the vanilla structure system uses to figure out what structures to place.")
private boolean primary = false; private boolean primary = false;
@Required @Required
@RegistryListDimension @RegistryListDimension
@MinNumber(1) @MinNumber(1)

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@ -39,11 +39,17 @@ import java.util.Map;
*/ */
@Desc("A direction object") @Desc("A direction object")
public enum IrisDirection { public enum IrisDirection {
@Desc("0, 1, 0")
UP_POSITIVE_Y(0, 1, 0, CuboidDirection.Up), UP_POSITIVE_Y(0, 1, 0, CuboidDirection.Up),
@Desc("0, -1, 0")
DOWN_NEGATIVE_Y(0, -1, 0, CuboidDirection.Down), DOWN_NEGATIVE_Y(0, -1, 0, CuboidDirection.Down),
@Desc("0, 0, -1")
NORTH_NEGATIVE_Z(0, 0, -1, CuboidDirection.North), NORTH_NEGATIVE_Z(0, 0, -1, CuboidDirection.North),
@Desc("0, 0, 1")
SOUTH_POSITIVE_Z(0, 0, 1, CuboidDirection.South), SOUTH_POSITIVE_Z(0, 0, 1, CuboidDirection.South),
@Desc("1, 0, 0")
EAST_POSITIVE_X(1, 0, 0, CuboidDirection.East), EAST_POSITIVE_X(1, 0, 0, CuboidDirection.East),
@Desc("-1, 0, 0")
WEST_NEGATIVE_X(-1, 0, 0, CuboidDirection.West); WEST_NEGATIVE_X(-1, 0, 0, CuboidDirection.West);
private static KMap<GBiset<IrisDirection, IrisDirection>, DOP> permute = null; private static KMap<GBiset<IrisDirection, IrisDirection>, DOP> permute = null;

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@ -42,12 +42,9 @@ import org.bukkit.potion.PotionEffectType;
@Desc("An iris effect") @Desc("An iris effect")
@Data @Data
public class IrisEffect { public class IrisEffect {
@Desc("The potion effect to apply in this area") @Desc("The potion effect to apply in this area")
private String potionEffect = ""; private String potionEffect = "";
@Desc("The particle effect to apply in the area") @Desc("The particle effect to apply in the area")
private Particle particleEffect = null; private Particle particleEffect = null;
@ -87,7 +84,6 @@ public class IrisEffect {
@Desc("Randomize the altZ by -altZ to altZ") @Desc("Randomize the altZ by -altZ to altZ")
private boolean randomAltZ = true; private boolean randomAltZ = true;
@Desc("The sound to play") @Desc("The sound to play")
private Sound sound = null; private Sound sound = null;

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@ -40,9 +40,7 @@ import java.lang.reflect.Field;
@Desc("Represents an enchantment & level") @Desc("Represents an enchantment & level")
@Data @Data
public class IrisEnchantment { public class IrisEnchantment {
@Required @Required
@Desc("The enchantment") @Desc("The enchantment")
private String enchantment = ""; private String enchantment = "";

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@ -60,106 +60,81 @@ import java.util.concurrent.atomic.AtomicReference;
@EqualsAndHashCode(callSuper = false) @EqualsAndHashCode(callSuper = false)
public class IrisEntity extends IrisRegistrant { public class IrisEntity extends IrisRegistrant {
@Required @Required
@Desc("The type of entity to spawn. To spawn a mythic mob, set this type to unknown and define mythic type.") @Desc("The type of entity to spawn. To spawn a mythic mob, set this type to unknown and define mythic type.")
private EntityType type = EntityType.UNKNOWN; private EntityType type = EntityType.UNKNOWN;
@RegistryListMythical @RegistryListMythical
@Desc("The type of mythic mob (if mythic mobs is installed). If this is set, make sure to set 'type' to UNKNOWN") @Desc("The type of mythic mob (if mythic mobs is installed). If this is set, make sure to set 'type' to UNKNOWN")
private String mythicalType = ""; private String mythicalType = "";
@Desc("The custom name of this entity") @Desc("The custom name of this entity")
private String customName = ""; private String customName = "";
@Desc("Should the name on this entity be visible even if you arent looking at it.") @Desc("Should the name on this entity be visible even if you arent looking at it.")
private boolean customNameVisible = false; private boolean customNameVisible = false;
@Desc("If this entity type is a mob, should it be aware of it's surroundings & interact with the world.") @Desc("If this entity type is a mob, should it be aware of it's surroundings & interact with the world.")
private boolean aware = true; private boolean aware = true;
@Desc("If this entity type is a creature, should it have ai goals.") @Desc("If this entity type is a creature, should it have ai goals.")
private boolean ai = true; private boolean ai = true;
@Desc("Should this entity be glowing") @Desc("Should this entity be glowing")
private boolean glowing = false; private boolean glowing = false;
@Desc("Should gravity apply to this entity") @Desc("Should gravity apply to this entity")
private boolean gravity = true; private boolean gravity = true;
@Desc("When an entity is invulnerable it can only be damaged by players increative mode.") @Desc("When an entity is invulnerable it can only be damaged by players increative mode.")
private boolean invulnerable = false; private boolean invulnerable = false;
@Desc("When an entity is silent it will not produce any sound.") @Desc("When an entity is silent it will not produce any sound.")
private boolean silent = false; private boolean silent = false;
@Desc("Should this entity be allowed to pickup items") @Desc("Should this entity be allowed to pickup items")
private boolean pickupItems = false; private boolean pickupItems = false;
@Desc("Should this entity be removed when far away") @Desc("Should this entity be removed when far away")
private boolean removable = true; private boolean removable = true;
@Desc("Entity helmet equipment") @Desc("Entity helmet equipment")
private IrisLoot helmet = null; private IrisLoot helmet = null;
@Desc("Entity chestplate equipment") @Desc("Entity chestplate equipment")
private IrisLoot chestplate = null; private IrisLoot chestplate = null;
@Desc("Entity boots equipment") @Desc("Entity boots equipment")
private IrisLoot boots = null; private IrisLoot boots = null;
@Desc("Entity leggings equipment") @Desc("Entity leggings equipment")
private IrisLoot leggings = null; private IrisLoot leggings = null;
@Desc("Entity main hand equipment") @Desc("Entity main hand equipment")
private IrisLoot mainHand = null; private IrisLoot mainHand = null;
@Desc("Entity off hand equipment") @Desc("Entity off hand equipment")
private IrisLoot offHand = null; private IrisLoot offHand = null;
@Desc("Make other entities ride this entity") @Desc("Make other entities ride this entity")
@ArrayType(min = 1, type = IrisEntity.class) @ArrayType(min = 1, type = IrisEntity.class)
private KList<IrisEntity> passengers = new KList<>(); private KList<IrisEntity> passengers = new KList<>();
@Desc("Attribute modifiers for this entity") @Desc("Attribute modifiers for this entity")
@ArrayType(min = 1, type = IrisAttributeModifier.class) @ArrayType(min = 1, type = IrisAttributeModifier.class)
private KList<IrisAttributeModifier> attributes = new KList<>(); private KList<IrisAttributeModifier> attributes = new KList<>();
@Desc("Loot tables for drops") @Desc("Loot tables for drops")
private IrisLootReference loot = new IrisLootReference(); private IrisLootReference loot = new IrisLootReference();
@Desc("If specified, this entity will be leashed by this entity. I.e. THIS ENTITY Leashed by SPECIFIED. This has no effect on EnderDragons, Withers, Players, or Bats.Non-living entities excluding leashes will not persist as leashholders.") @Desc("If specified, this entity will be leashed by this entity. I.e. THIS ENTITY Leashed by SPECIFIED. This has no effect on EnderDragons, Withers, Players, or Bats.Non-living entities excluding leashes will not persist as leashholders.")
private IrisEntity leashHolder = null; private IrisEntity leashHolder = null;
@Desc("The main gene for a panda if the entity type is a panda") @Desc("The main gene for a panda if the entity type is a panda")
private Gene pandaMainGene = Gene.NORMAL; private Gene pandaMainGene = Gene.NORMAL;
@Desc("The hidden gene for a panda if the entity type is a panda") @Desc("The hidden gene for a panda if the entity type is a panda")
private Gene pandaHiddenGene = Gene.NORMAL; private Gene pandaHiddenGene = Gene.NORMAL;
@Desc("The this entity is ageable, set it's baby status") @Desc("The this entity is ageable, set it's baby status")
private boolean baby = false; private boolean baby = false;

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@ -41,7 +41,6 @@ import org.bukkit.entity.Entity;
public class IrisEntityInitialSpawn { public class IrisEntityInitialSpawn {
@RegistryListEntity @RegistryListEntity
@Required @Required
@Desc("The entity") @Desc("The entity")
private String entity = ""; private String entity = "";

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@ -40,24 +40,18 @@ import org.bukkit.event.entity.EntitySpawnEvent;
@Desc("Represents an entity spawn") @Desc("Represents an entity spawn")
@Data @Data
public class IrisEntitySpawnOverride { public class IrisEntitySpawnOverride {
@RegistryListEntity @RegistryListEntity
@Required @Required
@Desc("The entity") @Desc("The entity")
private String entity = ""; private String entity = "";
@Required @Required
@Desc("If the following entity type spawns, spawn this entity. Set to unknown for any entity spawn") @Desc("If the following entity type spawns, spawn this entity. Set to unknown for any entity spawn")
private EntityType trigger = EntityType.UNKNOWN; private EntityType trigger = EntityType.UNKNOWN;
@Desc("If the source is triggered, cancel spawning the original entity instead of ADDING a new entity.") @Desc("If the source is triggered, cancel spawning the original entity instead of ADDING a new entity.")
private boolean cancelSourceSpawn = false; private boolean cancelSourceSpawn = false;
@MinNumber(1) @MinNumber(1)
@Desc("The 1 in RARITY chance for this entity to spawn") @Desc("The 1 in RARITY chance for this entity to spawn")
private int rarity = 1; private int rarity = 1;

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@ -28,15 +28,12 @@ import lombok.Data;
@Desc("Represents a potential Iris zone") @Desc("Represents a potential Iris zone")
public class IrisFeaturePotential { public class IrisFeaturePotential {
@MinNumber(0) @MinNumber(0)
@Required @Required
@Desc("The rarity is 1 in X chance per chunk") @Desc("The rarity is 1 in X chance per chunk")
private int rarity = 100; private int rarity = 100;
@Required @Required
@Desc("") @Desc("")
private IrisFeature zone = new IrisFeature(); private IrisFeature zone = new IrisFeature();

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@ -61,7 +61,6 @@ public class IrisGenerator extends IrisRegistrant {
@Desc("Cell Fracture Coordinate Shuffling") @Desc("Cell Fracture Coordinate Shuffling")
private double cellFractureShuffle = 12D; private double cellFractureShuffle = 12D;
@Desc("The height of fracture cells. Set to 0 to disable") @Desc("The height of fracture cells. Set to 0 to disable")
private double cellFractureHeight = 0D; private double cellFractureHeight = 0D;
@ -70,11 +69,9 @@ public class IrisGenerator extends IrisRegistrant {
@Desc("How big are the cells (X,Z) relative to the veins that touch them. Between 0 and 1. 0.1 means thick veins, small cells.") @Desc("How big are the cells (X,Z) relative to the veins that touch them. Between 0 and 1. 0.1 means thick veins, small cells.")
private double cellPercentSize = 0.75D; private double cellPercentSize = 0.75D;
@Desc("The offset to shift this noise x") @Desc("The offset to shift this noise x")
private double offsetX = 0; private double offsetX = 0;
@Desc("The offset to shift this noise z") @Desc("The offset to shift this noise z")
private double offsetZ = 0; private double offsetZ = 0;
@ -100,7 +97,6 @@ public class IrisGenerator extends IrisRegistrant {
@Desc("The list of noise gens this gen contains.") @Desc("The list of noise gens this gen contains.")
private KList<IrisNoiseGenerator> composite = new KList<>(); private KList<IrisNoiseGenerator> composite = new KList<>();
@Desc("The noise gen for cliff height.") @Desc("The noise gen for cliff height.")
private IrisNoiseGenerator cliffHeightGenerator = new IrisNoiseGenerator(); private IrisNoiseGenerator cliffHeightGenerator = new IrisNoiseGenerator();

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@ -36,7 +36,6 @@ import lombok.experimental.Accessors;
@Desc("A gen style") @Desc("A gen style")
@Data @Data
public class IrisGeneratorStyle { public class IrisGeneratorStyle {
@Required @Required
@Desc("The chance is 1 in CHANCE per interval") @Desc("The chance is 1 in CHANCE per interval")
private NoiseStyle style = NoiseStyle.IRIS; private NoiseStyle style = NoiseStyle.IRIS;

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@ -36,9 +36,7 @@ import lombok.experimental.Accessors;
@Desc("Configures rotation for iris") @Desc("Configures rotation for iris")
@Data @Data
public class IrisInterpolator { public class IrisInterpolator {
@Required @Required
@Desc("The interpolation method when two biomes use different heights but this same generator") @Desc("The interpolation method when two biomes use different heights but this same generator")
private InterpolationMethod function = InterpolationMethod.BICUBIC; private InterpolationMethod function = InterpolationMethod.BICUBIC;

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@ -45,18 +45,15 @@ import java.io.IOException;
public class IrisJigsawPiece extends IrisRegistrant { public class IrisJigsawPiece extends IrisRegistrant {
@RegistryListObject @RegistryListObject
@Required @Required
@Desc("The object this piece represents") @Desc("The object this piece represents")
private String object = ""; private String object = "";
@Required @Required
@ArrayType(type = IrisJigsawPieceConnector.class, min = 1) @ArrayType(type = IrisJigsawPieceConnector.class, min = 1)
@Desc("The connectors this object contains") @Desc("The connectors this object contains")
private KList<IrisJigsawPieceConnector> connectors = new KList<>(); private KList<IrisJigsawPieceConnector> connectors = new KList<>();
@Desc("Configure everything about the object placement. Please don't define this unless you actually need it as using this option will slow down the jigsaw deign stage. Use this where you need it, just avoid using it everywhere to keep things fast.") @Desc("Configure everything about the object placement. Please don't define this unless you actually need it as using this option will slow down the jigsaw deign stage. Use this where you need it, just avoid using it everywhere to keep things fast.")
private IrisObjectPlacement placementOptions = new IrisObjectPlacement().setMode(ObjectPlaceMode.FAST_MAX_HEIGHT); private IrisObjectPlacement placementOptions = new IrisObjectPlacement().setMode(ObjectPlaceMode.FAST_MAX_HEIGHT);
private transient AtomicCache<Integer> max2dDim = new AtomicCache<>(); private transient AtomicCache<Integer> max2dDim = new AtomicCache<>();

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@ -36,20 +36,16 @@ import lombok.experimental.Accessors;
@EqualsAndHashCode(callSuper = false) @EqualsAndHashCode(callSuper = false)
public class IrisJigsawPieceConnector { public class IrisJigsawPieceConnector {
@Required @Required
@Desc("The name of this connector, such as entry, or table node. This is a name for organization. Other connectors can specifically use targetName to target a specific connector type. Multiple connectors can use the same name.") @Desc("The name of this connector, such as entry, or table node. This is a name for organization. Other connectors can specifically use targetName to target a specific connector type. Multiple connectors can use the same name.")
private String name = ""; private String name = "";
@Required @Required
@Desc("Target a piece's connector with the specified name. For any piece's connector, define * or don't define it.") @Desc("Target a piece's connector with the specified name. For any piece's connector, define * or don't define it.")
private String targetName = "*"; private String targetName = "*";
@Desc("Rotates the placed piece on this connector. If rotation is enabled, this connector will effectivley rotate, if this connector is facing the Z direction, then the connected piece would rotate in the X,Y direction in 90 degree segments.") @Desc("Rotates the placed piece on this connector. If rotation is enabled, this connector will effectivley rotate, if this connector is facing the Z direction, then the connected piece would rotate in the X,Y direction in 90 degree segments.")
private boolean rotateConnector = false; private boolean rotateConnector = false;
@Desc("If set to true, this connector is allowed to place pieces inside of it's own piece. For example if you are adding a light post, or house on top of a path piece, you would set this to true to allow the piece to collide with the path bounding box.") @Desc("If set to true, this connector is allowed to place pieces inside of it's own piece. For example if you are adding a light post, or house on top of a path piece, you would set this to true to allow the piece to collide with the path bounding box.")
private boolean innerConnector = false; private boolean innerConnector = false;
@ -60,31 +56,25 @@ public class IrisJigsawPieceConnector {
private KList<String> pools = new KList<>(); private KList<String> pools = new KList<>();
@RegistryListEntity @RegistryListEntity
@Desc("Pick an entity to spawn on this connector") @Desc("Pick an entity to spawn on this connector")
private String spawnEntity; private String spawnEntity;
@Desc("Stop the entity from despawning") @Desc("Stop the entity from despawning")
private boolean keepEntity; private boolean keepEntity;
@MaxNumber(50) @MaxNumber(50)
@MinNumber(1) @MinNumber(1)
@Desc("The amount of entities to spawn (must be a whole number)") @Desc("The amount of entities to spawn (must be a whole number)")
private int entityCount = 1; private int entityCount = 1;
@Desc("The relative position this connector is located at for connecting to other pieces") @Desc("The relative position this connector is located at for connecting to other pieces")
@Required @Required
private IrisPosition position = new IrisPosition(0, 0, 0); private IrisPosition position = new IrisPosition(0, 0, 0);
@Desc("The relative position to this connector to place entities at") @Desc("The relative position to this connector to place entities at")
@DependsOn({"spawnEntity"}) @DependsOn({"spawnEntity"})
private IrisPosition entityPosition = null; private IrisPosition entityPosition = null;
@Desc("The direction this connector is facing. If the direction is set to UP, then pieces will place ABOVE the connector.") @Desc("The direction this connector is facing. If the direction is set to UP, then pieces will place ABOVE the connector.")
@Required @Required
private IrisDirection direction = IrisDirection.UP_POSITIVE_Y; private IrisDirection direction = IrisDirection.UP_POSITIVE_Y;

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@ -35,7 +35,6 @@ import lombok.experimental.Accessors;
public class IrisJigsawPlacement { public class IrisJigsawPlacement {
@RegistryListJigsaw @RegistryListJigsaw
@Required @Required
@Desc("The jigsaw structure to use") @Desc("The jigsaw structure to use")
private String structure = ""; private String structure = "";

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@ -40,7 +40,6 @@ import lombok.experimental.Accessors;
public class IrisJigsawPool extends IrisRegistrant { public class IrisJigsawPool extends IrisRegistrant {
@RegistryListJigsawPiece @RegistryListJigsawPiece
@Required @Required
@ArrayType(min = 1, type = String.class) @ArrayType(min = 1, type = String.class)
@Desc("A list of structure piece pools") @Desc("A list of structure piece pools")
private KList<String> pieces = new KList<>(); private KList<String> pieces = new KList<>();

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@ -39,7 +39,6 @@ import lombok.experimental.Accessors;
public class IrisJigsawStructure extends IrisRegistrant { public class IrisJigsawStructure extends IrisRegistrant {
@RegistryListJigsawPiece @RegistryListJigsawPiece
@Required @Required
@ArrayType(min = 1, type = String.class) @ArrayType(min = 1, type = String.class)
@Desc("The starting pieces. Randomly chooses a starting piece, then connects pieces using the pools define in the starting piece.") @Desc("The starting pieces. Randomly chooses a starting piece, then connects pieces using the pools define in the starting piece.")
private KList<String> pieces = new KList<>(); private KList<String> pieces = new KList<>();
@ -49,15 +48,12 @@ public class IrisJigsawStructure extends IrisRegistrant {
@Desc("The maximum pieces that can step out from the center piece") @Desc("The maximum pieces that can step out from the center piece")
private int maxDepth = 9; private int maxDepth = 9;
@Desc("Jigsaw grows the parallax layer which slows iris down a bit. Since there are so many pieces, Iris takes the avg piece size and calculates the parallax radius from that. Unless your structures are using only the biggest pieces, your structure should fit in the chosen size fine. If you are seeing cut-off parts of your structures or broken terrain, turn this option on. This option will pick the biggest piece dimensions and multiply it by your (maxDepth+1) * 2 as the size to grow the parallax layer by. But typically keep this off.") @Desc("Jigsaw grows the parallax layer which slows iris down a bit. Since there are so many pieces, Iris takes the avg piece size and calculates the parallax radius from that. Unless your structures are using only the biggest pieces, your structure should fit in the chosen size fine. If you are seeing cut-off parts of your structures or broken terrain, turn this option on. This option will pick the biggest piece dimensions and multiply it by your (maxDepth+1) * 2 as the size to grow the parallax layer by. But typically keep this off.")
private boolean useMaxPieceSizeForParallaxRadius = false; private boolean useMaxPieceSizeForParallaxRadius = false;
@Desc("Add a noise feature to this village") @Desc("Add a noise feature to this village")
private IrisFeature feature = null; private IrisFeature feature = null;
@Desc("If set to true, iris will look for any pieces with only one connector in valid pools for edge connectors and attach them to 'terminate' the paths/piece connectors. Essentially it caps off ends. For example in a village, Iris would add houses to the ends of roads where possible. For terminators to be selected, they can only have one connector or they wont be chosen.") @Desc("If set to true, iris will look for any pieces with only one connector in valid pools for edge connectors and attach them to 'terminate' the paths/piece connectors. Essentially it caps off ends. For example in a village, Iris would add houses to the ends of roads where possible. For terminators to be selected, they can only have one connector or they wont be chosen.")
private boolean terminate = true; private boolean terminate = true;

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@ -38,11 +38,9 @@ import lombok.experimental.Accessors;
public class IrisJigsawStructurePlacement extends IrisRegistrant { public class IrisJigsawStructurePlacement extends IrisRegistrant {
@RegistryListJigsaw @RegistryListJigsaw
@Required @Required
@Desc("The structure to place") @Desc("The structure to place")
private String structure; private String structure;
@Required @Required
@Desc("The 1 in X chance rarity") @Desc("The 1 in X chance rarity")
private int rarity = 100; private int rarity = 100;

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@ -48,7 +48,6 @@ import java.awt.*;
@Desc("Represents a loot entry") @Desc("Represents a loot entry")
@Data @Data
public class IrisLoot { public class IrisLoot {
@Desc("The target inventory slot types to fill this loot with") @Desc("The target inventory slot types to fill this loot with")
private InventorySlotType slotTypes = InventorySlotType.STORAGE; private InventorySlotType slotTypes = InventorySlotType.STORAGE;
@ -78,11 +77,9 @@ public class IrisLoot {
@Desc("Maximum durability percent") @Desc("Maximum durability percent")
private double maxDurability = 1; private double maxDurability = 1;
@Desc("Define a custom model identifier 1.14+ only") @Desc("Define a custom model identifier 1.14+ only")
private Integer customModel = null; private Integer customModel = null;
@Desc("Set this to true to prevent it from being broken") @Desc("Set this to true to prevent it from being broken")
private boolean unbreakable = false; private boolean unbreakable = false;
@ -90,12 +87,10 @@ public class IrisLoot {
@Desc("The item flags to add") @Desc("The item flags to add")
private KList<ItemFlag> itemFlags = new KList<>(); private KList<ItemFlag> itemFlags = new KList<>();
@Desc("Apply enchantments to this item") @Desc("Apply enchantments to this item")
@ArrayType(min = 1, type = IrisEnchantment.class) @ArrayType(min = 1, type = IrisEnchantment.class)
private KList<IrisEnchantment> enchantments = new KList<>(); private KList<IrisEnchantment> enchantments = new KList<>();
@Desc("Apply attribute modifiers to this item") @Desc("Apply attribute modifiers to this item")
@ArrayType(min = 1, type = IrisAttributeModifier.class) @ArrayType(min = 1, type = IrisAttributeModifier.class)
private KList<IrisAttributeModifier> attributes = new KList<>(); private KList<IrisAttributeModifier> attributes = new KList<>();
@ -106,15 +101,12 @@ public class IrisLoot {
@RegistryListItemType @RegistryListItemType
@Required @Required
@Desc("This is the item or block type. Does not accept minecraft:*. Only materials such as DIAMOND_SWORD or DIRT.") @Desc("This is the item or block type. Does not accept minecraft:*. Only materials such as DIAMOND_SWORD or DIRT.")
private String type = ""; private String type = "";
@Desc("The dye color") @Desc("The dye color")
private DyeColor dyeColor = null; private DyeColor dyeColor = null;
@Desc("The leather armor color") @Desc("The leather armor color")
private String leatherColor = null; private String leatherColor = null;

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@ -36,12 +36,9 @@ import lombok.experimental.Accessors;
@Desc("Represents a loot entry") @Desc("Represents a loot entry")
@Data @Data
public class IrisLootReference { public class IrisLootReference {
@Desc("Add = add on top of parent tables, Replace = clear first then add these. Clear = Remove all and dont add loot from this or parent.") @Desc("Add = add on top of parent tables, Replace = clear first then add these. Clear = Remove all and dont add loot from this or parent.")
private LootMode mode = LootMode.ADD; private LootMode mode = LootMode.ADD;
@RegistryListLoot @RegistryListLoot
@ArrayType(min = 1, type = String.class) @ArrayType(min = 1, type = String.class)
@Desc("Add loot table registries here") @Desc("Add loot table registries here")

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@ -41,9 +41,7 @@ import org.bukkit.inventory.ItemStack;
@EqualsAndHashCode(callSuper = false) @EqualsAndHashCode(callSuper = false)
public class IrisLootTable extends IrisRegistrant { public class IrisLootTable extends IrisRegistrant {
@Required @Required
@Desc("The name of this loot table") @Desc("The name of this loot table")
@MinNumber(2) @MinNumber(2)
private String name = ""; private String name = "";
@ -59,7 +57,6 @@ public class IrisLootTable extends IrisRegistrant {
@Desc("The minimum amount of loot that can be picked in this table at a time.") @Desc("The minimum amount of loot that can be picked in this table at a time.")
private int minPicked = 1; private int minPicked = 1;
@Desc("The loot in this table") @Desc("The loot in this table")
@ArrayType(min = 1, type = IrisLoot.class) @ArrayType(min = 1, type = IrisLoot.class)
private KList<IrisLoot> loot = new KList<>(); private KList<IrisLoot> loot = new KList<>();

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@ -39,7 +39,6 @@ import org.bukkit.block.data.BlockData;
@Desc("A palette of materials") @Desc("A palette of materials")
@Data @Data
public class IrisMaterialPalette { public class IrisMaterialPalette {
@Desc("The style of noise") @Desc("The style of noise")
private IrisGeneratorStyle style = NoiseStyle.STATIC.style(); private IrisGeneratorStyle style = NoiseStyle.STATIC.style();

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@ -39,12 +39,10 @@ import lombok.experimental.Accessors;
@Desc("A noise generator") @Desc("A noise generator")
@Data @Data
public class IrisNoiseGenerator { public class IrisNoiseGenerator {
@MinNumber(0.0001) @MinNumber(0.0001)
@Desc("The coordinate input zoom") @Desc("The coordinate input zoom")
private double zoom = 1; private double zoom = 1;
@Desc("Reverse the output. So that noise = -noise + opacity") @Desc("Reverse the output. So that noise = -noise + opacity")
private boolean negative = false; private boolean negative = false;
@ -53,15 +51,12 @@ public class IrisNoiseGenerator {
@Desc("The output multiplier") @Desc("The output multiplier")
private double opacity = 1; private double opacity = 1;
@Desc("Coordinate offset x") @Desc("Coordinate offset x")
private double offsetX = 0; private double offsetX = 0;
@Desc("Height output offset y. Avoid using with terrain generation.") @Desc("Height output offset y. Avoid using with terrain generation.")
private double offsetY = 0; private double offsetY = 0;
@Desc("Coordinate offset z") @Desc("Coordinate offset z")
private double offsetZ = 0; private double offsetZ = 0;
@ -69,28 +64,22 @@ public class IrisNoiseGenerator {
@Desc("The seed") @Desc("The seed")
private long seed = 0; private long seed = 0;
@Desc("Apply a parametric curve on the output") @Desc("Apply a parametric curve on the output")
private boolean parametric = false; private boolean parametric = false;
@Desc("Apply a bezier curve on the output") @Desc("Apply a bezier curve on the output")
private boolean bezier = false; private boolean bezier = false;
@Desc("Apply a sin-center curve on the output (0, and 1 = 0 and 0.5 = 1.0 using a sinoid shape.)") @Desc("Apply a sin-center curve on the output (0, and 1 = 0 and 0.5 = 1.0 using a sinoid shape.)")
private boolean sinCentered = false; private boolean sinCentered = false;
@Desc("The exponent noise^EXPONENT") @Desc("The exponent noise^EXPONENT")
private double exponent = 1; private double exponent = 1;
@Desc("Enable / disable. Outputs offsetY if disabled") @Desc("Enable / disable. Outputs offsetY if disabled")
private boolean enabled = true; private boolean enabled = true;
@Required @Required
@Desc("The Noise Style") @Desc("The Noise Style")
private IrisGeneratorStyle style = NoiseStyle.IRIS.style(); private IrisGeneratorStyle style = NoiseStyle.IRIS.style();

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@ -32,7 +32,6 @@ import lombok.experimental.Accessors;
@Desc("Translate objects") @Desc("Translate objects")
@Data @Data
public class IrisObjectLimit { public class IrisObjectLimit {
@MinNumber(0) @MinNumber(0)
@MaxNumber(255) @MaxNumber(255)
@Desc("The minimum height for placement (bottom of object)") @Desc("The minimum height for placement (bottom of object)")

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@ -37,23 +37,18 @@ import org.bukkit.block.data.BlockData;
@Desc("Represents loot within this object or jigsaw piece") @Desc("Represents loot within this object or jigsaw piece")
@Data @Data
public class IrisObjectLoot { public class IrisObjectLoot {
@ArrayType(min = 1, type = IrisBlockData.class) @ArrayType(min = 1, type = IrisBlockData.class)
@Desc("The list of blocks this loot table should apply to") @Desc("The list of blocks this loot table should apply to")
private KList<IrisBlockData> filter = new KList<>(); private KList<IrisBlockData> filter = new KList<>();
@Desc("Exactly match the block data or not") @Desc("Exactly match the block data or not")
private boolean exact = false; private boolean exact = false;
@Desc("The loot table name") @Desc("The loot table name")
@Required @Required
@RegistryListLoot @RegistryListLoot
private String name; private String name;
@Desc("The weight of this loot table being chosen") @Desc("The weight of this loot table being chosen")
private int weight = 1; private int weight = 1;

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@ -53,7 +53,6 @@ public class IrisObjectPlacement {
@Desc("Rotate this objects placement") @Desc("Rotate this objects placement")
private IrisObjectRotation rotation = new IrisObjectRotation(); private IrisObjectRotation rotation = new IrisObjectRotation();
@Desc("Limit the max height or min height of placement.") @Desc("Limit the max height or min height of placement.")
private IrisObjectLimit clamp = new IrisObjectLimit(); private IrisObjectLimit clamp = new IrisObjectLimit();
@ -87,51 +86,39 @@ public class IrisObjectPlacement {
@Desc("When bore is enabled, lower min-y of the cuboid it removes") @Desc("When bore is enabled, lower min-y of the cuboid it removes")
private int boreExtendMinY = 0; private int boreExtendMinY = 0;
@Desc("If set to true, objects will place on the terrain height, ignoring the water surface.") @Desc("If set to true, objects will place on the terrain height, ignoring the water surface.")
private boolean underwater = false; private boolean underwater = false;
@Desc("If set to true, objects will place in carvings (such as underground) or under an overhang.") @Desc("If set to true, objects will place in carvings (such as underground) or under an overhang.")
private CarvingMode carvingSupport = CarvingMode.SURFACE_ONLY; private CarvingMode carvingSupport = CarvingMode.SURFACE_ONLY;
@Desc("If this is defined, this object wont place on the terrain heightmap, but instead on this virtual heightmap") @Desc("If this is defined, this object wont place on the terrain heightmap, but instead on this virtual heightmap")
private IrisNoiseGenerator heightmap; private IrisNoiseGenerator heightmap;
@Desc("If set to true, Iris will try to fill the insides of 'rooms' and 'pockets' where air should fit based off of raytrace checks. This prevents a village house placing in an area where a tree already exists, and instead replaces the parts of the tree where the interior of the structure is. \n\nThis operation does not affect warmed-up generation speed however it does slow down loading objects.") @Desc("If set to true, Iris will try to fill the insides of 'rooms' and 'pockets' where air should fit based off of raytrace checks. This prevents a village house placing in an area where a tree already exists, and instead replaces the parts of the tree where the interior of the structure is. \n\nThis operation does not affect warmed-up generation speed however it does slow down loading objects.")
private boolean smartBore = false; private boolean smartBore = false;
@Desc("If set to true, Blocks placed underwater that could be waterlogged are waterlogged.") @Desc("If set to true, Blocks placed underwater that could be waterlogged are waterlogged.")
private boolean waterloggable = false; private boolean waterloggable = false;
@Desc("If set to true, objects will place on the fluid height level Such as boats.") @Desc("If set to true, objects will place on the fluid height level Such as boats.")
private boolean onwater = false; private boolean onwater = false;
@Desc("If set to true, this object will only place parts of itself where blocks already exist. Warning: Melding is very performance intensive!") @Desc("If set to true, this object will only place parts of itself where blocks already exist. Warning: Melding is very performance intensive!")
private boolean meld = false; private boolean meld = false;
@Desc("If set to true, this object will place from the ground up instead of height checks when not y locked to the surface. This is not compatable with X and Z axis rotations (it may look off)") @Desc("If set to true, this object will place from the ground up instead of height checks when not y locked to the surface. This is not compatable with X and Z axis rotations (it may look off)")
private boolean bottom = false; private boolean bottom = false;
@Desc("If set to true, air will be placed before the schematic places.") @Desc("If set to true, air will be placed before the schematic places.")
private boolean bore = false; private boolean bore = false;
@Desc("Use a generator to warp the field of coordinates. Using simplex for example would make a square placement warp like a flag") @Desc("Use a generator to warp the field of coordinates. Using simplex for example would make a square placement warp like a flag")
private IrisGeneratorStyle warp = new IrisGeneratorStyle(NoiseStyle.FLAT); private IrisGeneratorStyle warp = new IrisGeneratorStyle(NoiseStyle.FLAT);
@Desc("If the place mode is set to CENTER_HEIGHT_RIGID and you have an X/Z translation, Turning on translate center will also translate the center height check.") @Desc("If the place mode is set to CENTER_HEIGHT_RIGID and you have an X/Z translation, Turning on translate center will also translate the center height check.")
private boolean translateCenter = false; private boolean translateCenter = false;
@Desc("The placement mode") @Desc("The placement mode")
private ObjectPlaceMode mode = ObjectPlaceMode.CENTER_HEIGHT; private ObjectPlaceMode mode = ObjectPlaceMode.CENTER_HEIGHT;
@ -139,11 +126,9 @@ public class IrisObjectPlacement {
@Desc("Find and replace blocks") @Desc("Find and replace blocks")
private KList<IrisObjectReplace> edit = new KList<>(); private KList<IrisObjectReplace> edit = new KList<>();
@Desc("Translate this object's placement") @Desc("Translate this object's placement")
private IrisObjectTranslate translate = new IrisObjectTranslate(); private IrisObjectTranslate translate = new IrisObjectTranslate();
@Desc("Scale Objects") @Desc("Scale Objects")
private IrisObjectScale scale = new IrisObjectScale(); private IrisObjectScale scale = new IrisObjectScale();

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@ -22,19 +22,12 @@ import com.volmit.iris.engine.object.annotations.Desc;
@Desc("Use 3D Interpolation on scaled objects if they are larger than the origin.") @Desc("Use 3D Interpolation on scaled objects if they are larger than the origin.")
public enum IrisObjectPlacementScaleInterpolator { public enum IrisObjectPlacementScaleInterpolator {
@Desc("Don't interpolate, big cubes") @Desc("Don't interpolate, big cubes")
NONE, NONE,
@Desc("Uses linear interpolation in 3 dimensions, generally pretty good, but slow") @Desc("Uses linear interpolation in 3 dimensions, generally pretty good, but slow")
TRILINEAR, TRILINEAR,
@Desc("Uses cubic spline interpolation in 3 dimensions, even better, but extreme slowdowns") @Desc("Uses cubic spline interpolation in 3 dimensions, even better, but extreme slowdowns")
TRICUBIC, TRICUBIC,
@Desc("Uses hermite spline interpolation in 3 dimensions, even better, but extreme slowdowns") @Desc("Uses hermite spline interpolation in 3 dimensions, even better, but extreme slowdowns")
TRIHERMITE TRIHERMITE
} }

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@ -39,19 +39,15 @@ import java.util.List;
@Desc("Configures rotation for iris") @Desc("Configures rotation for iris")
@Data @Data
public class IrisObjectRotation { public class IrisObjectRotation {
@Desc("If this rotator is enabled or not") @Desc("If this rotator is enabled or not")
private boolean enabled = true; private boolean enabled = true;
@Desc("The x axis rotation") @Desc("The x axis rotation")
private IrisAxisRotationClamp xAxis = new IrisAxisRotationClamp(); private IrisAxisRotationClamp xAxis = new IrisAxisRotationClamp();
@Desc("The y axis rotation") @Desc("The y axis rotation")
private IrisAxisRotationClamp yAxis = new IrisAxisRotationClamp(true, false, 0, 0, 90); private IrisAxisRotationClamp yAxis = new IrisAxisRotationClamp(true, false, 0, 0, 90);
@Desc("The z axis rotation") @Desc("The z axis rotation")
private IrisAxisRotationClamp zAxis = new IrisAxisRotationClamp(); private IrisAxisRotationClamp zAxis = new IrisAxisRotationClamp();

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@ -50,7 +50,6 @@ public class IrisObjectScale {
@Desc("The maximum height for placement (top of object)") @Desc("The maximum height for placement (top of object)")
private double maximumScale = 1; private double maximumScale = 1;
@Desc("If this object is scaled up beyond its origin size, specify a 3D interpolator") @Desc("If this object is scaled up beyond its origin size, specify a 3D interpolator")
private IrisObjectPlacementScaleInterpolator interpolation = IrisObjectPlacementScaleInterpolator.NONE; private IrisObjectPlacementScaleInterpolator interpolation = IrisObjectPlacementScaleInterpolator.NONE;

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@ -34,29 +34,24 @@ import org.bukkit.util.BlockVector;
@Desc("Translate objects") @Desc("Translate objects")
@Data @Data
public class IrisObjectTranslate { public class IrisObjectTranslate {
@MinNumber(-128) // TODO: WARNING HEIGHT @MinNumber(-128) // TODO: WARNING HEIGHT
@MaxNumber(128) // TODO: WARNING HEIGHT @MaxNumber(128) // TODO: WARNING HEIGHT
@Desc("The x shift in blocks") @Desc("The x shift in blocks")
private int x = 0; private int x = 0;
@Required @Required
@MinNumber(-256) // TODO: WARNING HEIGHT @MinNumber(-256) // TODO: WARNING HEIGHT
@MaxNumber(256) // TODO: WARNING HEIGHT @MaxNumber(256) // TODO: WARNING HEIGHT
@Desc("The x shift in blocks") @Desc("The x shift in blocks")
private int y = 0; private int y = 0;
@MinNumber(-128) // TODO: WARNING HEIGHT @MinNumber(-128) // TODO: WARNING HEIGHT
@MaxNumber(128) // TODO: WARNING HEIGHT @MaxNumber(128) // TODO: WARNING HEIGHT
@Desc("Adds an additional amount of height randomly (translateY + rand(0 - yRandom))") @Desc("Adds an additional amount of height randomly (translateY + rand(0 - yRandom))")
private int yRandom = 0; private int yRandom = 0;
@MinNumber(-128) // TODO: WARNING HEIGHT @MinNumber(-128) // TODO: WARNING HEIGHT
@MaxNumber(128) // TODO: WARNING HEIGHT @MaxNumber(128) // TODO: WARNING HEIGHT
@Desc("The x shift in blocks") @Desc("The x shift in blocks")
private int z = 0; private int z = 0;

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@ -34,15 +34,12 @@ import org.bukkit.util.Vector;
@Desc("Represents a position") @Desc("Represents a position")
@Data @Data
public class IrisPosition { public class IrisPosition {
@Desc("The x position") @Desc("The x position")
private int x = 0; private int x = 0;
@Desc("The y position") @Desc("The y position")
private int y = 0; private int y = 0;
@Desc("The z position") @Desc("The z position")
private int z = 0; private int z = 0;

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@ -30,11 +30,9 @@ import lombok.experimental.Accessors;
@Desc("Represents a position") @Desc("Represents a position")
@Data @Data
public class IrisPosition2D { public class IrisPosition2D {
@Desc("The x position") @Desc("The x position")
private int x = 0; private int x = 0;
@Desc("The z position") @Desc("The z position")
private int z = 0; private int z = 0;
} }

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@ -39,9 +39,7 @@ import org.bukkit.potion.PotionEffectType;
@Desc("An iris potion effect") @Desc("An iris potion effect")
@Data @Data
public class IrisPotionEffect { public class IrisPotionEffect {
@Required @Required
@Desc("The potion effect to apply in this area") @Desc("The potion effect to apply in this area")
private String potionEffect = ""; private String potionEffect = "";
@ -56,11 +54,9 @@ public class IrisPotionEffect {
@Desc("The time the potion will last for") @Desc("The time the potion will last for")
private int ticks = 200; private int ticks = 200;
@Desc("Is the effect ambient") @Desc("Is the effect ambient")
private boolean ambient = false; private boolean ambient = false;
@Desc("Is the effect showing particles") @Desc("Is the effect showing particles")
private boolean particles = true; private boolean particles = true;

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@ -31,11 +31,9 @@ import lombok.experimental.Accessors;
@Desc("Represents a range") @Desc("Represents a range")
@Data @Data
public class IrisRange { public class IrisRange {
@Desc("The minimum value") @Desc("The minimum value")
private double min = 16; private double min = 16;
@Desc("The maximum value") @Desc("The maximum value")
private double max = 32; private double max = 32;

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@ -37,16 +37,13 @@ import lombok.experimental.Accessors;
@Data @Data
@EqualsAndHashCode(callSuper = false) @EqualsAndHashCode(callSuper = false)
public class IrisRareObject { public class IrisRareObject {
@Required @Required
@MinNumber(1) @MinNumber(1)
@Desc("The rarity is 1 in X") @Desc("The rarity is 1 in X")
private int rarity = 1; private int rarity = 1;
@RegistryListObject @RegistryListObject
@Required @Required
@Desc("The object to place if rarity check passed") @Desc("The object to place if rarity check passed")
private String object = ""; private String object = "";
} }

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@ -52,7 +52,6 @@ import java.util.Random;
public class IrisRegion extends IrisRegistrant implements IRare { public class IrisRegion extends IrisRegistrant implements IRare {
@MinNumber(2) @MinNumber(2)
@Required @Required
@Desc("The name of the region") @Desc("The name of the region")
private String name = "A Region"; private String name = "A Region";
@ -60,7 +59,6 @@ public class IrisRegion extends IrisRegistrant implements IRare {
@Desc("Jigsaw structures") @Desc("Jigsaw structures")
private KList<IrisJigsawStructurePlacement> jigsawStructures = new KList<>(); private KList<IrisJigsawStructurePlacement> jigsawStructures = new KList<>();
@Desc("Add random chances for terrain features") @Desc("Add random chances for terrain features")
@ArrayType(min = 1, type = IrisFeaturePotential.class) @ArrayType(min = 1, type = IrisFeaturePotential.class)
private KList<IrisFeaturePotential> features = new KList<>(); private KList<IrisFeaturePotential> features = new KList<>();
@ -69,12 +67,10 @@ public class IrisRegion extends IrisRegistrant implements IRare {
@Desc("Effects are ambient effects such as potion effects, random sounds, or even particles around each player. All of these effects are played via packets so two players won't see/hear each others effects.\nDue to performance reasons, effects will play arround the player even if where the effect was played is no longer in the biome the player is in.") @Desc("Effects are ambient effects such as potion effects, random sounds, or even particles around each player. All of these effects are played via packets so two players won't see/hear each others effects.\nDue to performance reasons, effects will play arround the player even if where the effect was played is no longer in the biome the player is in.")
private KList<IrisEffect> effects = new KList<>(); private KList<IrisEffect> effects = new KList<>();
@Desc("Entity spawns to override or add to this region") @Desc("Entity spawns to override or add to this region")
@ArrayType(min = 1, type = IrisEntitySpawnOverride.class) @ArrayType(min = 1, type = IrisEntitySpawnOverride.class)
private KList<IrisEntitySpawnOverride> entitySpawnOverrides = new KList<>(); private KList<IrisEntitySpawnOverride> entitySpawnOverrides = new KList<>();
@Desc("Entity spawns during generation") @Desc("Entity spawns during generation")
@ArrayType(min = 1, type = IrisEntityInitialSpawn.class) @ArrayType(min = 1, type = IrisEntityInitialSpawn.class)
private KList<IrisEntityInitialSpawn> entityInitialSpawns = new KList<>(); private KList<IrisEntityInitialSpawn> entityInitialSpawns = new KList<>();
@ -101,7 +97,6 @@ public class IrisRegion extends IrisRegistrant implements IRare {
@Desc("The min shore height") @Desc("The min shore height")
private double shoreHeightMin = 1.2; private double shoreHeightMin = 1.2;
@Desc("Reference loot tables in this area") @Desc("Reference loot tables in this area")
private IrisLootReference loot = new IrisLootReference(); private IrisLootReference loot = new IrisLootReference();
@ -187,23 +182,18 @@ public class IrisRegion extends IrisRegistrant implements IRare {
@Desc("Define regional deposit generators that add onto the global deposit generators") @Desc("Define regional deposit generators that add onto the global deposit generators")
private KList<IrisDepositGenerator> deposits = new KList<>(); private KList<IrisDepositGenerator> deposits = new KList<>();
@Desc("The style of rivers") @Desc("The style of rivers")
private IrisGeneratorStyle riverStyle = NoiseStyle.VASCULAR_THIN.style().zoomed(7.77); private IrisGeneratorStyle riverStyle = NoiseStyle.VASCULAR_THIN.style().zoomed(7.77);
@Desc("The style of lakes") @Desc("The style of lakes")
private IrisGeneratorStyle lakeStyle = NoiseStyle.CELLULAR_IRIS_THICK.style(); private IrisGeneratorStyle lakeStyle = NoiseStyle.CELLULAR_IRIS_THICK.style();
@Desc("The style of river chances") @Desc("The style of river chances")
private IrisGeneratorStyle riverChanceStyle = NoiseStyle.SIMPLEX.style().zoomed(4); private IrisGeneratorStyle riverChanceStyle = NoiseStyle.SIMPLEX.style().zoomed(4);
@Desc("Generate lakes in this region") @Desc("Generate lakes in this region")
private boolean lakes = true; private boolean lakes = true;
@Desc("Generate rivers in this region") @Desc("Generate rivers in this region")
private boolean rivers = true; private boolean rivers = true;
@ -220,7 +210,6 @@ public class IrisRegion extends IrisRegistrant implements IRare {
@Desc("Generate rivers in this region") @Desc("Generate rivers in this region")
private double riverThickness = 0.1; private double riverThickness = 0.1;
@Desc("A color for visualizing this region with a color. I.e. #F13AF5. This will show up on the map.") @Desc("A color for visualizing this region with a color. I.e. #F13AF5. This will show up on the map.")
private String color = null; private String color = null;

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@ -33,66 +33,51 @@ import lombok.experimental.Accessors;
@Desc("A ridge config") @Desc("A ridge config")
@Data @Data
public class IrisRegionRidge { public class IrisRegionRidge {
@RegistryListBiome @RegistryListBiome
@Required @Required
@Desc("The biome name") @Desc("The biome name")
private String biome = ""; private String biome = "";
@Required @Required
@Desc("The type this biome should override (land sea or shore)") @Desc("The type this biome should override (land sea or shore)")
private InferredType type = InferredType.LAND; private InferredType type = InferredType.LAND;
@Desc("What type this spot is (i.e. target SEA but as LAND) like an island. Default matches the target type") @Desc("What type this spot is (i.e. target SEA but as LAND) like an island. Default matches the target type")
private InferredType as = InferredType.DEFER; private InferredType as = InferredType.DEFER;
@Desc("Use the distance from cell value to add or remove noise value. (Forces depth or height)") @Desc("Use the distance from cell value to add or remove noise value. (Forces depth or height)")
private double noiseMultiplier = 0; private double noiseMultiplier = 0;
@Required @Required
@MinNumber(0) @MinNumber(0)
@MaxNumber(1) @MaxNumber(1)
@Desc("The chance this biome will be placed in a given spot") @Desc("The chance this biome will be placed in a given spot")
private double chance = 0.75; private double chance = 0.75;
@MinNumber(0) @MinNumber(0)
@Desc("The scale of the biome ridge. Higher values = wider veins & bigger connected cells") @Desc("The scale of the biome ridge. Higher values = wider veins & bigger connected cells")
private double scale = 5; private double scale = 5;
@Desc("The chance scale (cell chances)") @Desc("The chance scale (cell chances)")
private double chanceScale = 4; private double chanceScale = 4;
@MinNumber(0) @MinNumber(0)
@Desc("The shuffle, how 'natural' this looks. Compared to pure polygons") @Desc("The shuffle, how 'natural' this looks. Compared to pure polygons")
private double shuffle = 16; private double shuffle = 16;
@MinNumber(0) @MinNumber(0)
@Desc("The chance shuffle (polygon cell chances)") @Desc("The chance shuffle (polygon cell chances)")
private double chanceShuffle = 128; private double chanceShuffle = 128;
@MinNumber(0) @MinNumber(0)
@Desc("The thickness of the vein") @Desc("The thickness of the vein")
private double thickness = 0.125; private double thickness = 0.125;
@Desc("If the noise multiplier is below zero, what should the air be filled with?") @Desc("If the noise multiplier is below zero, what should the air be filled with?")
private IrisBiomePaletteLayer air = new IrisBiomePaletteLayer().zero(); private IrisBiomePaletteLayer air = new IrisBiomePaletteLayer().zero();
private final transient AtomicCache<CellGenerator> spot = new AtomicCache<>(); private final transient AtomicCache<CellGenerator> spot = new AtomicCache<>();
private final transient AtomicCache<CellGenerator> ridge = new AtomicCache<>(); private final transient AtomicCache<CellGenerator> ridge = new AtomicCache<>();
public CellGenerator getSpotGenerator(RNG rng) { public CellGenerator getSpotGenerator(RNG rng) {
return spot.aquire(() -> return spot.aquire(() ->
{ {

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@ -36,23 +36,18 @@ import lombok.experimental.Accessors;
@Desc("A spot config") @Desc("A spot config")
@Data @Data
public class IrisRegionSpot { public class IrisRegionSpot {
@RegistryListBiome @RegistryListBiome
@Required @Required
@Desc("The biome to be placed") @Desc("The biome to be placed")
private String biome = ""; private String biome = "";
@Required @Required
@Desc("Where this spot overrides. Land sea or shore") @Desc("Where this spot overrides. Land sea or shore")
private InferredType type = InferredType.LAND; private InferredType type = InferredType.LAND;
@Desc("What type this spot is (i.e. target SEA but as LAND) like an island. Default matches the target type") @Desc("What type this spot is (i.e. target SEA but as LAND) like an island. Default matches the target type")
private InferredType as = InferredType.DEFER; private InferredType as = InferredType.DEFER;
@Desc("Use the distance from cell value to add or remove noise value. (Forces depth or height)") @Desc("Use the distance from cell value to add or remove noise value. (Forces depth or height)")
private double noiseMultiplier = 0; private double noiseMultiplier = 0;
@ -69,7 +64,6 @@ public class IrisRegionSpot {
@Desc("The shuffle or how natural the splotch looks like (anti-polygon)") @Desc("The shuffle or how natural the splotch looks like (anti-polygon)")
private double shuffle = 128; private double shuffle = 128;
@Desc("If the noise multiplier is below zero, what should the air be filled with?") @Desc("If the noise multiplier is below zero, what should the air be filled with?")
private IrisBiomePaletteLayer air = new IrisBiomePaletteLayer().zero(); private IrisBiomePaletteLayer air = new IrisBiomePaletteLayer().zero();

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@ -35,23 +35,18 @@ import lombok.experimental.Accessors;
@Data @Data
public class IrisShapedGeneratorStyle { public class IrisShapedGeneratorStyle {
@Required @Required
@Desc("The generator id") @Desc("The generator id")
private IrisGeneratorStyle generator = new IrisGeneratorStyle(NoiseStyle.IRIS); private IrisGeneratorStyle generator = new IrisGeneratorStyle(NoiseStyle.IRIS);
@Required @Required
@MinNumber(-256) // TODO: WARNING HEIGHT @MinNumber(-256) // TODO: WARNING HEIGHT
@MaxNumber(256) // TODO: WARNING HEIGHT @MaxNumber(256) // TODO: WARNING HEIGHT
@Desc("The min block value") @Desc("The min block value")
private int min = 0; private int min = 0;
@Required @Required
@MinNumber(-256) // TODO: WARNING HEIGHT @MinNumber(-256) // TODO: WARNING HEIGHT
@MaxNumber(256) // TODO: WARNING HEIGHT @MaxNumber(256) // TODO: WARNING HEIGHT
@Desc("The max block value") @Desc("The max block value")
private int max = 0; private int max = 0;

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@ -34,7 +34,6 @@ import lombok.experimental.Accessors;
@Desc("Represents a range styled with a custom generator") @Desc("Represents a range styled with a custom generator")
@Data @Data
public class IrisStyledRange { public class IrisStyledRange {
@Desc("The minimum value") @Desc("The minimum value")
private double min = 16; private double min = 16;

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@ -23,14 +23,9 @@ import com.volmit.iris.engine.object.annotations.Desc;
@Desc("A loot mode is used to descrive what to do with the existing loot layers before adding this loot. Using ADD will simply add this table to the building list of tables (i.e. add dimension tables, region tables then biome tables). By using clear or replace, you remove the parent tables before and add just your tables.") @Desc("A loot mode is used to descrive what to do with the existing loot layers before adding this loot. Using ADD will simply add this table to the building list of tables (i.e. add dimension tables, region tables then biome tables). By using clear or replace, you remove the parent tables before and add just your tables.")
public enum LootMode { public enum LootMode {
@Desc("Add to the existing parent loot tables") @Desc("Add to the existing parent loot tables")
ADD, ADD,
@Desc("Clear all loot tables then add this table") @Desc("Clear all loot tables then add this table")
CLEAR, CLEAR,
@Desc("Replace all loot tables with this table (same as clear)") @Desc("Replace all loot tables with this table (same as clear)")
REPLACE REPLACE
} }

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@ -29,423 +29,318 @@ import com.volmit.iris.util.math.RNG;
public enum NoiseStyle { public enum NoiseStyle {
@Desc("White Noise is like static. Useful for block scattering but not terrain.") @Desc("White Noise is like static. Useful for block scattering but not terrain.")
STATIC(rng -> new CNG(rng, NoiseType.WHITE, 1D, 1)), STATIC(rng -> new CNG(rng, NoiseType.WHITE, 1D, 1)),
@Desc("Wispy Perlin-looking simplex noise. The 'iris' style noise.") @Desc("Wispy Perlin-looking simplex noise. The 'iris' style noise.")
IRIS(rng -> CNG.signature(rng).scale(1)), IRIS(rng -> CNG.signature(rng).scale(1)),
@Desc("Classic German Engineering") @Desc("Classic German Engineering")
NOWHERE(rng -> CNG.signaturePerlin(rng).scale(0.776).bake()), NOWHERE(rng -> CNG.signaturePerlin(rng).scale(0.776).bake()),
@Desc("Classic German Engineering") @Desc("Classic German Engineering")
NOWHERE_CELLULAR(rng -> CNG.signaturePerlin(rng, NoiseType.CELLULAR).scale(1).bake()), NOWHERE_CELLULAR(rng -> CNG.signaturePerlin(rng, NoiseType.CELLULAR).scale(1).bake()),
@Desc("Classic German Engineering") @Desc("Classic German Engineering")
NOWHERE_SIMPLEX(rng -> CNG.signaturePerlin(rng, NoiseType.SIMPLEX).scale(1).bake()), NOWHERE_SIMPLEX(rng -> CNG.signaturePerlin(rng, NoiseType.SIMPLEX).scale(1).bake()),
@Desc("Classic German Engineering") @Desc("Classic German Engineering")
NOWHERE_GLOB(rng -> CNG.signaturePerlin(rng, NoiseType.GLOB).scale(1).bake()), NOWHERE_GLOB(rng -> CNG.signaturePerlin(rng, NoiseType.GLOB).scale(1).bake()),
@Desc("Classic German Engineering") @Desc("Classic German Engineering")
NOWHERE_VASCULAR(rng -> CNG.signaturePerlin(rng, NoiseType.VASCULAR).scale(1).bake()), NOWHERE_VASCULAR(rng -> CNG.signaturePerlin(rng, NoiseType.VASCULAR).scale(1).bake()),
@Desc("Classic German Engineering") @Desc("Classic German Engineering")
NOWHERE_CUBIC(rng -> CNG.signaturePerlin(rng, NoiseType.CUBIC).scale(1).bake()), NOWHERE_CUBIC(rng -> CNG.signaturePerlin(rng, NoiseType.CUBIC).scale(1).bake()),
@Desc("Classic German Engineering") @Desc("Classic German Engineering")
NOWHERE_SUPERFRACTAL(rng -> CNG.signaturePerlin(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX).scale(1).bake()), NOWHERE_SUPERFRACTAL(rng -> CNG.signaturePerlin(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX).scale(1).bake()),
@Desc("Classic German Engineering") @Desc("Classic German Engineering")
NOWHERE_FRACTAL(rng -> CNG.signaturePerlin(rng, NoiseType.FRACTAL_BILLOW_PERLIN).scale(1).bake()), NOWHERE_FRACTAL(rng -> CNG.signaturePerlin(rng, NoiseType.FRACTAL_BILLOW_PERLIN).scale(1).bake()),
@Desc("Wispy Perlin-looking simplex noise. The 'iris' style noise.") @Desc("Wispy Perlin-looking simplex noise. The 'iris' style noise.")
IRIS_DOUBLE(rng -> CNG.signatureDouble(rng).scale(1)), IRIS_DOUBLE(rng -> CNG.signatureDouble(rng).scale(1)),
@Desc("Wispy Perlin-looking simplex noise. The 'iris' style noise.") @Desc("Wispy Perlin-looking simplex noise. The 'iris' style noise.")
IRIS_THICK(rng -> CNG.signatureThick(rng).scale(1)), IRIS_THICK(rng -> CNG.signatureThick(rng).scale(1)),
@Desc("Wispy Perlin-looking simplex noise. The 'iris' style noise.") @Desc("Wispy Perlin-looking simplex noise. The 'iris' style noise.")
IRIS_HALF(rng -> CNG.signatureHalf(rng).scale(1)), IRIS_HALF(rng -> CNG.signatureHalf(rng).scale(1)),
@Desc("Basic, Smooth & Fast Simplex noise.") @Desc("Basic, Smooth & Fast Simplex noise.")
SIMPLEX(rng -> new CNG(rng, 1D, 1).scale(1)), SIMPLEX(rng -> new CNG(rng, 1D, 1).scale(1)),
@Desc("Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves.") @Desc("Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves.")
FRACTAL_SMOKE(rng -> new CNG(rng, 1D, 1).fractureWith(new CNG(rng.nextParallelRNG(1), NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 8).scale(0.2), 1000).scale(0.34)), FRACTAL_SMOKE(rng -> new CNG(rng, 1D, 1).fractureWith(new CNG(rng.nextParallelRNG(1), NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 8).scale(0.2), 1000).scale(0.34)),
@Desc("Thinner Veins.") @Desc("Thinner Veins.")
VASCULAR_THIN(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.VASCULAR, 1D, 1).scale(1).pow(0.65)), VASCULAR_THIN(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.VASCULAR, 1D, 1).scale(1).pow(0.65)),
@Desc("Cells of simplex noise") @Desc("Cells of simplex noise")
SIMPLEX_CELLS(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.SIMPLEX, 1D, 1).scale(1).fractureWith(new CNG(rng.nextParallelRNG(8), NoiseType.CELLULAR, 1D, 1).scale(1), 200)), SIMPLEX_CELLS(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.SIMPLEX, 1D, 1).scale(1).fractureWith(new CNG(rng.nextParallelRNG(8), NoiseType.CELLULAR, 1D, 1).scale(1), 200)),
@Desc("Veins of simplex noise") @Desc("Veins of simplex noise")
SIMPLEX_VASCULAR(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.SIMPLEX, 1D, 1).scale(1).fractureWith(new CNG(rng.nextParallelRNG(8), NoiseType.VASCULAR, 1D, 1).scale(1), 200)), SIMPLEX_VASCULAR(rng -> new CNG(rng.nextParallelRNG(1), NoiseType.SIMPLEX, 1D, 1).scale(1).fractureWith(new CNG(rng.nextParallelRNG(8), NoiseType.VASCULAR, 1D, 1).scale(1), 200)),
@Desc("Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves.") @Desc("Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves.")
FRACTAL_WATER(rng -> new CNG(rng, 1D, 1).fractureWith(new CNG(rng.nextParallelRNG(1), NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 9).scale(0.03), 9900).scale(1.14)), FRACTAL_WATER(rng -> new CNG(rng, 1D, 1).fractureWith(new CNG(rng.nextParallelRNG(1), NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 9).scale(0.03), 9900).scale(1.14)),
@Desc("Perlin. Like simplex but more natural") @Desc("Perlin. Like simplex but more natural")
PERLIN(rng -> new CNG(rng, NoiseType.PERLIN, 1D, 1).scale(1.15)), PERLIN(rng -> new CNG(rng, NoiseType.PERLIN, 1D, 1).scale(1.15)),
@Desc("Perlin. Like simplex but more natural") @Desc("Perlin. Like simplex but more natural")
PERLIN_IRIS(rng -> CNG.signature(rng, NoiseType.PERLIN).scale(1.47)), PERLIN_IRIS(rng -> CNG.signature(rng, NoiseType.PERLIN).scale(1.47)),
@Desc("Perlin. Like simplex but more natural") @Desc("Perlin. Like simplex but more natural")
PERLIN_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.PERLIN).scale(1.47)), PERLIN_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.PERLIN).scale(1.47)),
@Desc("Perlin. Like simplex but more natural") @Desc("Perlin. Like simplex but more natural")
PERLIN_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.PERLIN).scale(1.47)), PERLIN_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.PERLIN).scale(1.47)),
@Desc("Perlin. Like simplex but more natural") @Desc("Perlin. Like simplex but more natural")
PERLIN_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.PERLIN).scale(1.47)), PERLIN_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.PERLIN).scale(1.47)),
@Desc("Billow Fractal Perlin Noise.") @Desc("Billow Fractal Perlin Noise.")
FRACTAL_BILLOW_PERLIN(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_PERLIN, 1D, 1).scale(1.47)), FRACTAL_BILLOW_PERLIN(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_PERLIN, 1D, 1).scale(1.47)),
@Desc("Billow Fractal Perlin Noise. 2 Octaves") @Desc("Billow Fractal Perlin Noise. 2 Octaves")
BIOCTAVE_FRACTAL_BILLOW_PERLIN(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_PERLIN, 1D, 2).scale(1.17)), BIOCTAVE_FRACTAL_BILLOW_PERLIN(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_PERLIN, 1D, 2).scale(1.17)),
@Desc("Billow Fractal Simplex Noise. Single octave.") @Desc("Billow Fractal Simplex Noise. Single octave.")
FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 1)), FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 1)),
@Desc("FBM Fractal Simplex Noise. Single octave.") @Desc("FBM Fractal Simplex Noise. Single octave.")
FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 1)), FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 1)),
@Desc("Billow Fractal Iris Noise. Single octave.") @Desc("Billow Fractal Iris Noise. Single octave.")
FRACTAL_BILLOW_IRIS(rng -> CNG.signature(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX)), FRACTAL_BILLOW_IRIS(rng -> CNG.signature(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX)),
@Desc("FBM Fractal Iris Noise. Single octave.") @Desc("FBM Fractal Iris Noise. Single octave.")
FRACTAL_FBM_IRIS(rng -> CNG.signature(rng, NoiseType.FRACTAL_FBM_SIMPLEX)), FRACTAL_FBM_IRIS(rng -> CNG.signature(rng, NoiseType.FRACTAL_FBM_SIMPLEX)),
@Desc("Billow Fractal Iris Noise. Single octave.") @Desc("Billow Fractal Iris Noise. Single octave.")
FRACTAL_BILLOW_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX)), FRACTAL_BILLOW_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX)),
@Desc("FBM Fractal Iris Noise. Single octave.") @Desc("FBM Fractal Iris Noise. Single octave.")
FRACTAL_FBM_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.FRACTAL_FBM_SIMPLEX)), FRACTAL_FBM_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.FRACTAL_FBM_SIMPLEX)),
@Desc("Billow Fractal Iris Noise. Single octave.") @Desc("Billow Fractal Iris Noise. Single octave.")
FRACTAL_BILLOW_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX)), FRACTAL_BILLOW_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX)),
@Desc("FBM Fractal Iris Noise. Single octave.") @Desc("FBM Fractal Iris Noise. Single octave.")
FRACTAL_FBM_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.FRACTAL_FBM_SIMPLEX)), FRACTAL_FBM_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.FRACTAL_FBM_SIMPLEX)),
@Desc("Rigid Multi Fractal Simplex Noise. Single octave.") @Desc("Rigid Multi Fractal Simplex Noise. Single octave.")
FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 1)), FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 1)),
@Desc("Billow Fractal Simplex Noise. 2 octaves.") @Desc("Billow Fractal Simplex Noise. 2 octaves.")
BIOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 2)), BIOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 2)),
@Desc("FBM Fractal Simplex Noise. 2 octaves.") @Desc("FBM Fractal Simplex Noise. 2 octaves.")
BIOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 2)), BIOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 2)),
@Desc("Rigid Multi Fractal Simplex Noise. 2 octaves.") @Desc("Rigid Multi Fractal Simplex Noise. 2 octaves.")
BIOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 2)), BIOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 2)),
@Desc("Rigid Multi Fractal Simplex Noise. 3 octaves.") @Desc("Rigid Multi Fractal Simplex Noise. 3 octaves.")
TRIOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 3)), TRIOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 3)),
@Desc("Billow Fractal Simplex Noise. 3 octaves.") @Desc("Billow Fractal Simplex Noise. 3 octaves.")
TRIOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 3)), TRIOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 3)),
@Desc("FBM Fractal Simplex Noise. 3 octaves.") @Desc("FBM Fractal Simplex Noise. 3 octaves.")
TRIOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 3)), TRIOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 3)),
@Desc("Rigid Multi Fractal Simplex Noise. 4 octaves.") @Desc("Rigid Multi Fractal Simplex Noise. 4 octaves.")
QUADOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 4)), QUADOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 4)),
@Desc("Billow Fractal Simplex Noise. 4 octaves.") @Desc("Billow Fractal Simplex Noise. 4 octaves.")
QUADOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 4)), QUADOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 4)),
@Desc("FBM Fractal Simplex Noise. 4 octaves.") @Desc("FBM Fractal Simplex Noise. 4 octaves.")
QUADOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 4)), QUADOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 4)),
@Desc("Rigid Multi Fractal Simplex Noise. 5 octaves.") @Desc("Rigid Multi Fractal Simplex Noise. 5 octaves.")
QUINTOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 5)), QUINTOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 5)),
@Desc("Billow Fractal Simplex Noise. 5 octaves.") @Desc("Billow Fractal Simplex Noise. 5 octaves.")
QUINTOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 5)), QUINTOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 5)),
@Desc("FBM Fractal Simplex Noise. 5 octaves.") @Desc("FBM Fractal Simplex Noise. 5 octaves.")
QUINTOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 5)), QUINTOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 5)),
@Desc("Rigid Multi Fractal Simplex Noise. 6 octaves.") @Desc("Rigid Multi Fractal Simplex Noise. 6 octaves.")
SEXOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 6)), SEXOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 6)),
@Desc("Billow Fractal Simplex Noise. 6 octaves.") @Desc("Billow Fractal Simplex Noise. 6 octaves.")
SEXOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 6)), SEXOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 6)),
@Desc("FBM Fractal Simplex Noise. 6 octaves.") @Desc("FBM Fractal Simplex Noise. 6 octaves.")
SEXOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 6)), SEXOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 6)),
@Desc("Rigid Multi Fractal Simplex Noise. 7 octaves.") @Desc("Rigid Multi Fractal Simplex Noise. 7 octaves.")
SEPTOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 7)), SEPTOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 7)),
@Desc("Billow Fractal Simplex Noise. 7 octaves.") @Desc("Billow Fractal Simplex Noise. 7 octaves.")
SEPTOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 7)), SEPTOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 7)),
@Desc("FBM Fractal Simplex Noise. 7 octaves.") @Desc("FBM Fractal Simplex Noise. 7 octaves.")
SEPTOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 7)), SEPTOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 7)),
@Desc("Rigid Multi Fractal Simplex Noise. 8 octaves.") @Desc("Rigid Multi Fractal Simplex Noise. 8 octaves.")
OCTOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 8)), OCTOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 8)),
@Desc("Billow Fractal Simplex Noise. 8 octaves.") @Desc("Billow Fractal Simplex Noise. 8 octaves.")
OCTOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 8)), OCTOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 8)),
@Desc("FBM Fractal Simplex Noise. 8 octaves.") @Desc("FBM Fractal Simplex Noise. 8 octaves.")
OCTOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 8)), OCTOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 8)),
@Desc("Rigid Multi Fractal Simplex Noise. 9 octaves.") @Desc("Rigid Multi Fractal Simplex Noise. 9 octaves.")
NONOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 9)), NONOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 9)),
@Desc("Billow Fractal Simplex Noise. 9 octaves.") @Desc("Billow Fractal Simplex Noise. 9 octaves.")
NONOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 9)), NONOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 9)),
@Desc("FBM Fractal Simplex Noise. 9 octaves.") @Desc("FBM Fractal Simplex Noise. 9 octaves.")
NONOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 9)), NONOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 9)),
@Desc("Rigid Multi Fractal Simplex Noise. 10 octaves.") @Desc("Rigid Multi Fractal Simplex Noise. 10 octaves.")
VIGOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 10)), VIGOCTAVE_FRACTAL_RM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_RIGID_MULTI_SIMPLEX, 1D, 10)),
@Desc("Billow Fractal Simplex Noise. 10 octaves.") @Desc("Billow Fractal Simplex Noise. 10 octaves.")
VIGOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 10)), VIGOCTAVE_FRACTAL_BILLOW_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_BILLOW_SIMPLEX, 1D, 10)),
@Desc("FBM Fractal Simplex Noise. 10 octaves.") @Desc("FBM Fractal Simplex Noise. 10 octaves.")
VIGOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 10)), VIGOCTAVE_FRACTAL_FBM_SIMPLEX(rng -> new CNG(rng, NoiseType.FRACTAL_FBM_SIMPLEX, 1D, 10)),
@Desc("Basic, Smooth & Fast Simplex noise. Uses 2 octaves") @Desc("Basic, Smooth & Fast Simplex noise. Uses 2 octaves")
BIOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 2).scale(1D / 2D)), BIOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 2).scale(1D / 2D)),
@Desc("Basic, Smooth & Fast Simplex noise. Uses 3 octaves") @Desc("Basic, Smooth & Fast Simplex noise. Uses 3 octaves")
TRIOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 3).scale(1D / 3D)), TRIOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 3).scale(1D / 3D)),
@Desc("Basic, Smooth & Fast Simplex noise. Uses 4 octaves") @Desc("Basic, Smooth & Fast Simplex noise. Uses 4 octaves")
QUADOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 4).scale(1D / 4D)), QUADOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 4).scale(1D / 4D)),
@Desc("Basic, Smooth & Fast Simplex noise. Uses 5 octaves") @Desc("Basic, Smooth & Fast Simplex noise. Uses 5 octaves")
QUINTOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 5).scale(1D / 5D)), QUINTOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 5).scale(1D / 5D)),
@Desc("Basic, Smooth & Fast Simplex noise. Uses 6 octaves") @Desc("Basic, Smooth & Fast Simplex noise. Uses 6 octaves")
SEXOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 6).scale(1D / 6D)), SEXOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 6).scale(1D / 6D)),
@Desc("Basic, Smooth & Fast Simplex noise. Uses 7 octaves") @Desc("Basic, Smooth & Fast Simplex noise. Uses 7 octaves")
SEPTOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 7).scale(1D / 12D)), SEPTOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 7).scale(1D / 12D)),
@Desc("Basic, Smooth & Fast Simplex noise. Uses 8 octaves") @Desc("Basic, Smooth & Fast Simplex noise. Uses 8 octaves")
OCTOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 8).scale(1D / 25D)), OCTOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 8).scale(1D / 25D)),
@Desc("Basic, Smooth & Fast Simplex noise. Uses 9 octaves") @Desc("Basic, Smooth & Fast Simplex noise. Uses 9 octaves")
NONOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 9).scale(1D / 50D)), NONOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 9).scale(1D / 50D)),
@Desc("Basic, Smooth & Fast Simplex noise. Uses 10 octaves") @Desc("Basic, Smooth & Fast Simplex noise. Uses 10 octaves")
VIGOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 10).scale(1D / 100D)), VIGOCTAVE_SIMPLEX(rng -> new CNG(rng, 1D, 10).scale(1D / 100D)),
@Desc("Glob noise is like cellular, but with globs...") @Desc("Glob noise is like cellular, but with globs...")
GLOB(rng -> new CNG(rng, NoiseType.GLOB, 1D, 1)), GLOB(rng -> new CNG(rng, NoiseType.GLOB, 1D, 1)),
@Desc("Glob noise is like cellular, but with globs...") @Desc("Glob noise is like cellular, but with globs...")
GLOB_IRIS(rng -> CNG.signature(rng, NoiseType.GLOB)), GLOB_IRIS(rng -> CNG.signature(rng, NoiseType.GLOB)),
@Desc("Glob noise is like cellular, but with globs...") @Desc("Glob noise is like cellular, but with globs...")
GLOB_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.GLOB)), GLOB_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.GLOB)),
@Desc("Glob noise is like cellular, but with globs...") @Desc("Glob noise is like cellular, but with globs...")
GLOB_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.GLOB)), GLOB_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.GLOB)),
@Desc("Glob noise is like cellular, but with globs...") @Desc("Glob noise is like cellular, but with globs...")
GLOB_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.GLOB)), GLOB_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.GLOB)),
@Desc("Cubic Noise") @Desc("Cubic Noise")
CUBIC(rng -> new CNG(rng, NoiseType.CUBIC, 1D, 1).scale(256)), CUBIC(rng -> new CNG(rng, NoiseType.CUBIC, 1D, 1).scale(256)),
@Desc("Fractal Cubic Noise") @Desc("Fractal Cubic Noise")
FRACTAL_CUBIC(rng -> new CNG(rng, NoiseType.FRACTAL_CUBIC, 1D, 1).scale(2)), FRACTAL_CUBIC(rng -> new CNG(rng, NoiseType.FRACTAL_CUBIC, 1D, 1).scale(2)),
@Desc("Fractal Cubic Noise With Iris Swirls") @Desc("Fractal Cubic Noise With Iris Swirls")
FRACTAL_CUBIC_IRIS(rng -> CNG.signature(rng, NoiseType.FRACTAL_CUBIC).scale(2)), FRACTAL_CUBIC_IRIS(rng -> CNG.signature(rng, NoiseType.FRACTAL_CUBIC).scale(2)),
@Desc("Fractal Cubic Noise With Iris Swirls") @Desc("Fractal Cubic Noise With Iris Swirls")
FRACTAL_CUBIC_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.FRACTAL_CUBIC).scale(2)), FRACTAL_CUBIC_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.FRACTAL_CUBIC).scale(2)),
@Desc("Fractal Cubic Noise With Iris Swirls") @Desc("Fractal Cubic Noise With Iris Swirls")
FRACTAL_CUBIC_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.FRACTAL_CUBIC).scale(2)), FRACTAL_CUBIC_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.FRACTAL_CUBIC).scale(2)),
@Desc("Fractal Cubic Noise With Iris Swirls") @Desc("Fractal Cubic Noise With Iris Swirls")
FRACTAL_CUBIC_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.FRACTAL_CUBIC).scale(2)), FRACTAL_CUBIC_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.FRACTAL_CUBIC).scale(2)),
@Desc("Fractal Cubic Noise, 2 Octaves") @Desc("Fractal Cubic Noise, 2 Octaves")
BIOCTAVE_FRACTAL_CUBIC(rng -> new CNG(rng, NoiseType.FRACTAL_CUBIC, 1D, 2).scale(2)), BIOCTAVE_FRACTAL_CUBIC(rng -> new CNG(rng, NoiseType.FRACTAL_CUBIC, 1D, 2).scale(2)),
@Desc("Fractal Cubic Noise, 3 Octaves") @Desc("Fractal Cubic Noise, 3 Octaves")
TRIOCTAVE_FRACTAL_CUBIC(rng -> new CNG(rng, NoiseType.FRACTAL_CUBIC, 1D, 3).scale(1.5)), TRIOCTAVE_FRACTAL_CUBIC(rng -> new CNG(rng, NoiseType.FRACTAL_CUBIC, 1D, 3).scale(1.5)),
@Desc("Fractal Cubic Noise, 4 Octaves") @Desc("Fractal Cubic Noise, 4 Octaves")
QUADOCTAVE_FRACTAL_CUBIC(rng -> new CNG(rng, NoiseType.FRACTAL_CUBIC, 1D, 4).scale(1)), QUADOCTAVE_FRACTAL_CUBIC(rng -> new CNG(rng, NoiseType.FRACTAL_CUBIC, 1D, 4).scale(1)),
@Desc("Cubic Noise") @Desc("Cubic Noise")
CUBIC_IRIS(rng -> CNG.signature(rng, NoiseType.CUBIC).scale(256)), CUBIC_IRIS(rng -> CNG.signature(rng, NoiseType.CUBIC).scale(256)),
@Desc("Cubic Noise") @Desc("Cubic Noise")
CUBIC_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.CUBIC).scale(256)), CUBIC_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.CUBIC).scale(256)),
@Desc("Cubic Noise") @Desc("Cubic Noise")
CUBIC_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.CUBIC).scale(256)), CUBIC_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.CUBIC).scale(256)),
@Desc("Cubic Noise") @Desc("Cubic Noise")
CUBIC_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.CUBIC).scale(256)), CUBIC_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.CUBIC).scale(256)),
@Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders.") @Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders.")
CELLULAR(rng -> new CNG(rng, NoiseType.CELLULAR, 1D, 1)), CELLULAR(rng -> new CNG(rng, NoiseType.CELLULAR, 1D, 1)),
@Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise.") @Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise.")
CELLULAR_IRIS(rng -> CNG.signature(rng, NoiseType.CELLULAR)), CELLULAR_IRIS(rng -> CNG.signature(rng, NoiseType.CELLULAR)),
@Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise.") @Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise.")
CELLULAR_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.CELLULAR)), CELLULAR_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.CELLULAR)),
@Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise.") @Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise.")
CELLULAR_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.CELLULAR)), CELLULAR_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.CELLULAR)),
@Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise.") @Desc("Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise.")
CELLULAR_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.CELLULAR)), CELLULAR_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.CELLULAR)),
@Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell") @Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell")
CELLULAR_HEIGHT(rng -> new CNG(rng, NoiseType.CELLULAR_HEIGHT, 1D, 1)), CELLULAR_HEIGHT(rng -> new CNG(rng, NoiseType.CELLULAR_HEIGHT, 1D, 1)),
@Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style.") @Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style.")
CELLULAR_HEIGHT_IRIS(rng -> CNG.signature(rng, NoiseType.CELLULAR_HEIGHT)), CELLULAR_HEIGHT_IRIS(rng -> CNG.signature(rng, NoiseType.CELLULAR_HEIGHT)),
@Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style.") @Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style.")
CELLULAR_HEIGHT_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.CELLULAR_HEIGHT)), CELLULAR_HEIGHT_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.CELLULAR_HEIGHT)),
@Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style.") @Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style.")
CELLULAR_HEIGHT_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.CELLULAR_HEIGHT)), CELLULAR_HEIGHT_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.CELLULAR_HEIGHT)),
@Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style.") @Desc("Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style.")
CELLULAR_HEIGHT_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.CELLULAR_HEIGHT)), CELLULAR_HEIGHT_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.CELLULAR_HEIGHT)),
@Desc("Vascular noise gets higher as the position nears a cell border.") @Desc("Vascular noise gets higher as the position nears a cell border.")
VASCULAR(rng -> new CNG(rng, NoiseType.VASCULAR, 1D, 1)), VASCULAR(rng -> new CNG(rng, NoiseType.VASCULAR, 1D, 1)),
@Desc("It always returns 0.5") @Desc("It always returns 0.5")
FLAT(rng -> new CNG(rng, NoiseType.FLAT, 1D, 1)), FLAT(rng -> new CNG(rng, NoiseType.FLAT, 1D, 1)),
@Desc("Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise.") @Desc("Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise.")
VASCULAR_IRIS(rng -> CNG.signature(rng, NoiseType.VASCULAR)), VASCULAR_IRIS(rng -> CNG.signature(rng, NoiseType.VASCULAR)),
@Desc("Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise.") @Desc("Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise.")
VASCULAR_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.VASCULAR)), VASCULAR_IRIS_DOUBLE(rng -> CNG.signatureDouble(rng, NoiseType.VASCULAR)),
@Desc("Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise.") @Desc("Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise.")
VASCULAR_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.VASCULAR)), VASCULAR_IRIS_THICK(rng -> CNG.signatureThick(rng, NoiseType.VASCULAR)),
@Desc("Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise.") @Desc("Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise.")
VASCULAR_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.VASCULAR)), VASCULAR_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.VASCULAR)),
; ;