package com.volmit.iris.object; import com.volmit.iris.util.CellGenerator; import com.volmit.iris.util.Desc; import com.volmit.iris.util.DontObfuscate; import com.volmit.iris.util.RNG; import lombok.Data; @Desc("A ridge config") @Data public class IrisRegionRidge { @DontObfuscate @Desc("The biome name") private String biome; @DontObfuscate @Desc("The type this biome should override (land sea or shore)") private InferredType type = InferredType.LAND; @DontObfuscate @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; @DontObfuscate @Desc("The chance this biome will be placed in a given spot") private double chance = 0.75; @DontObfuscate @Desc("The scale of the biome ridge. Higher values = wider veins & bigger connected cells") private double scale = 5; @DontObfuscate @Desc("The chance scale (cell chances)") private double chanceScale = 4; @DontObfuscate @Desc("The shuffle, how 'natural' this looks. Compared to pure polygons") private double shuffle = 16; @DontObfuscate @Desc("The chance shuffle (polygon cell chances)") private double chanceShuffle = 128; @DontObfuscate @Desc("The thickness of the vein") private double thickness = 0.125; private transient CellGenerator spot; private transient CellGenerator ridge; public IrisRegionRidge() { } public boolean isRidge(RNG rng, double x, double z) { if(ridge == null) { ridge = new CellGenerator(rng.nextParallelRNG((int) (465583 * getChance()))); ridge.setCellScale(scale); ridge.setShuffle(shuffle); } if(spot == null) { spot = new CellGenerator(rng.nextParallelRNG((int) (198523 * getChance()))); spot.setCellScale(chanceScale); spot.setShuffle(shuffle); } if(chance < 1) { if(spot.getIndex(x, z, 1000) > chance * 1000) { return false; } } if(ridge.getDistance(x, z) <= thickness) { return true; } return false; } }