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