Iris/src/main/java/com/volmit/iris/object/IrisObjectPlacement.java
2021-01-12 05:42:09 -05:00

195 lines
5.9 KiB
Java

package com.volmit.iris.object;
import com.volmit.iris.generator.noise.CNG;
import com.volmit.iris.scaffold.cache.AtomicCache;
import com.volmit.iris.scaffold.data.DataProvider;
import com.volmit.iris.util.*;
import lombok.AllArgsConstructor;
import lombok.Data;
import lombok.EqualsAndHashCode;
import lombok.NoArgsConstructor;
import lombok.experimental.Accessors;
@EqualsAndHashCode()
@Accessors(chain = true)
@NoArgsConstructor
@AllArgsConstructor
@Desc("Represents an iris object placer. It places objects.")
@Data
public class IrisObjectPlacement
{
@RegistryListObject
@Required
@ArrayType(min = 1, type = String.class)
@DontObfuscate
@Desc("List of objects to place")
private KList<String> place = new KList<>();
@Desc("Rotate this objects placement")
private IrisObjectRotation rotation = new IrisObjectRotation();
@DontObfuscate
@Desc("Limit the max height or min height of placement.")
private IrisObjectLimit clamp = new IrisObjectLimit();
@MinNumber(0)
@MaxNumber(1)
@DontObfuscate
@Desc("The maximum layer level of a snow filter overtop of this placement. Set to 0 to disable. Max of 1.")
private double snow = 0;
@Required
@MinNumber(0)
@MaxNumber(1)
@DontObfuscate
@Desc("The chance for this to place in a chunk. If you need multiple per chunk, set this to 1 and use density.")
private double chance = 1;
@MinNumber(1)
@DontObfuscate
@Desc("If the chance check passes, place this many in a single chunk")
private int density = 1;
@MaxNumber(64)
@MinNumber(0)
@DontObfuscate
@Desc("If the place mode is set to stilt, you can over-stilt it even further into the ground. Especially useful when using fast stilt due to inaccuracies.")
private int overStilt = 0;
@MaxNumber(64)
@MinNumber(0)
@DontObfuscate
@Desc("When boar is enabled, expand max-y of the cuboid it removes")
private int boarExtendMaxY = 0;
@MaxNumber(64)
@MinNumber(0)
@DontObfuscate
@Desc("When boar is enabled, lower min-y of the cuboid it removes")
private int boarExtendMinY = 0;
@DontObfuscate
@Desc("If set to true, objects will place on the terrain height, ignoring the water surface.")
private boolean underwater = false;
@DontObfuscate
@Desc("If set to true, objects will place in carvings (such as underground) or under an overhang.")
private CarvingMode carvingSupport = CarvingMode.SURFACE_ONLY;
@DontObfuscate
@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;
@DontObfuscate
@Desc("If set to true, Blocks placed underwater that could be waterlogged are waterlogged.")
private boolean waterloggable = false;
@DontObfuscate
@Desc("If set to true, objects will place on the fluid height level Such as boats.")
private boolean onwater = false;
@DontObfuscate
@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;
@DontObfuscate
@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;
@DontObfuscate
@Desc("If set to true, air will be placed before the schematic places.")
private boolean bore = false;
@DontObfuscate
@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);
@DontObfuscate
@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;
@DontObfuscate
@Desc("The placement mode")
private ObjectPlaceMode mode = ObjectPlaceMode.CENTER_HEIGHT;
@ArrayType(min = 1, type = IrisObjectReplace.class)
@DontObfuscate
@Desc("Find and replace blocks")
private KList<IrisObjectReplace> edit = new KList<>();
@DontObfuscate
@Desc("Translate this object's placement")
private IrisObjectTranslate translate = new IrisObjectTranslate();
public IrisObjectPlacement toPlacement(String... place)
{
IrisObjectPlacement p = new IrisObjectPlacement();
p.setPlace(new KList<>(place));
p.setTranslateCenter(translateCenter);
p.setMode(mode);
p.setEdit(edit);
p.setTranslate(translate);
p.setWarp(warp);
p.setBore(bore);
p.setMeld(meld);
p.setWaterloggable(waterloggable);
p.setOnwater(onwater);
p.setSmartBore(smartBore);
p.setCarvingSupport(carvingSupport);
p.setUnderwater(underwater);
p.setBoarExtendMaxY(boarExtendMaxY);
p.setBoarExtendMinY(boarExtendMinY);
p.setOverStilt(overStilt);
p.setDensity(density);
p.setChance(chance);
p.setSnow(snow);
p.setClamp(clamp);
p.setRotation(rotation);
return p;
}
private final transient AtomicCache<CNG> surfaceWarp = new AtomicCache<>();
public CNG getSurfaceWarp(RNG rng)
{
return surfaceWarp.aquire(() ->
{
return getWarp().create(rng);
});
}
public double warp(RNG rng, double x, double y, double z)
{
return getSurfaceWarp(rng).fitDouble(-(getWarp().getMultiplier() / 2D), (getWarp().getMultiplier() / 2D), x, y, z);
}
public int getTriesForChunk(RNG random)
{
if(chance <= 0)
{
return 0;
}
if(chance >= 1 || random.nextDouble() < chance)
{
return density;
}
return 0;
}
public IrisObject getObject(DataProvider g, RNG random)
{
if(place.isEmpty())
{
return null;
}
return g.getData().getObjectLoader().load(place.get(random.nextInt(place.size())));
}
public boolean isVacuum() {
return getMode().equals(ObjectPlaceMode.VACUUM);
}
}