Implement ocean palettes and improve biome abstraction.

This commit is contained in:
dfsek
2020-09-28 00:13:36 -07:00
parent cfbd6533dd
commit 12c0d561d1
5 changed files with 201 additions and 162 deletions

View File

@@ -1,7 +1,9 @@
package com.dfsek.terra.generation;
import com.dfsek.terra.biome.TerraBiomeGrid;
import com.dfsek.terra.biome.UserDefinedBiome;
import com.dfsek.terra.config.WorldConfig;
import com.dfsek.terra.config.genconfig.BiomeConfig;
import com.dfsek.terra.population.CavePopulator;
import com.dfsek.terra.population.FloraPopulator;
import com.dfsek.terra.population.OrePopulator;
@@ -13,11 +15,15 @@ import org.bukkit.World;
import org.bukkit.block.data.BlockData;
import org.bukkit.generator.BlockPopulator;
import org.jetbrains.annotations.NotNull;
import org.polydev.gaea.biome.Biome;
import org.polydev.gaea.biome.BiomeGrid;
import org.polydev.gaea.generation.GaeaChunkGenerator;
import org.polydev.gaea.generation.GenerationPhase;
import org.polydev.gaea.generation.GenerationPopulator;
import org.polydev.gaea.math.ChunkInterpolator;
import org.polydev.gaea.math.FastNoise;
import org.polydev.gaea.population.PopulationManager;
import org.polydev.gaea.world.palette.Palette;
import java.io.FileNotFoundException;
import java.io.IOException;
@@ -46,12 +52,19 @@ public class TerraChunkGenerator extends GaeaChunkGenerator {
public ChunkData generateBase(@NotNull World world, @NotNull Random random, int chunkX, int chunkZ, FastNoise fastNoise) {
if(needsLoad) load(world);
ChunkData chunk = createChunkData(world);
int sea = WorldConfig.fromWorld(world).seaLevel;
int xOrig = (chunkX << 4);
int zOrig = (chunkZ << 4);
for(byte x = 0; x < 16; x++) {
for(byte z = 0; z < 16; z++) {
Biome b = getBiomeGrid(world).getBiome(xOrig+x, zOrig+z, GenerationPhase.PALETTE_APPLY);
BiomeConfig c = BiomeConfig.fromBiome((UserDefinedBiome) b);
int sea = c.getSeaLevel();
Palette<BlockData> seaPalette = c.getOceanPalette();
for(int y = 0; y < 256; y++) {
if(super.getInterpolatedNoise(x, y, z) > 0) chunk.setBlock(x, y, z, STONE);
else if(y < sea) chunk.setBlock(x, y, z, WATER);
else if(y <= sea) {
chunk.setBlock(x, y, z, seaPalette.get(sea-y, x+xOrig, z+zOrig));
}
}
}
}