Steep rules & cleanup

This commit is contained in:
paulevsGitch 2021-12-04 12:15:46 +03:00
parent 9609db9f9b
commit bf1b3917f4
3 changed files with 28 additions and 29 deletions

View file

@ -28,7 +28,6 @@ import net.minecraft.world.level.levelgen.Noises;
import net.minecraft.world.level.levelgen.SurfaceRules;
import net.minecraft.world.level.levelgen.carver.ConfiguredWorldCarver;
import net.minecraft.world.level.levelgen.feature.ConfiguredStructureFeature;
import net.minecraft.world.level.levelgen.placement.CaveSurface;
import net.minecraft.world.level.levelgen.placement.PlacedFeature;
import ru.bclib.util.ColorUtil;
import ru.bclib.world.biomes.BCLBiome;
@ -494,7 +493,7 @@ public class BCLBiomeBuilder {
* @return same {@link BCLBiomeBuilder} instance.
*/
public BCLBiomeBuilder surface(Block surfaceBlock) {
return surface(SurfaceRules.ifTrue(SurfaceRules.ON_FLOOR, SurfaceRules.state(surfaceBlock.defaultBlockState())));
return surface(SurfaceRuleBuilder.start().surface(surfaceBlock.defaultBlockState()).build());
}
/**
@ -505,11 +504,11 @@ public class BCLBiomeBuilder {
* @return same {@link BCLBiomeBuilder} instance.
*/
public BCLBiomeBuilder surface(Block surfaceBlock, Block subterrainBlock, int depth) {
SurfaceRules.RuleSource topRule = SurfaceRules.state(surfaceBlock.defaultBlockState());
SurfaceRules.RuleSource subterrainRule = SurfaceRules.state(subterrainBlock.defaultBlockState());
topRule = SurfaceRules.ifTrue(SurfaceRules.ON_FLOOR, topRule);
subterrainRule = SurfaceRules.ifTrue(SurfaceRules.stoneDepthCheck(depth, false, false, CaveSurface.FLOOR), subterrainRule);
return surface(SurfaceRules.sequence(topRule, subterrainRule));
return surface(SurfaceRuleBuilder
.start()
.surface(surfaceBlock.defaultBlockState())
.subsurface(subterrainBlock.defaultBlockState(), depth)
.build());
}
/**

View file

@ -57,7 +57,7 @@ public class SurfaceRuleBuilder {
entryInstance = getFromCache("surface_" + state.toString(), () -> {
RuleSource rule = SurfaceRules.state(state);
rule = SurfaceRules.ifTrue(SurfaceRules.ON_FLOOR, rule);
return new SurfaceRuleEntry(1, rule);
return new SurfaceRuleEntry(2, rule);
});
rules.add(entryInstance);
return this;
@ -73,7 +73,7 @@ public class SurfaceRuleBuilder {
entryInstance = getFromCache("subsurface_" + depth + "_" + state.toString(), () -> {
RuleSource rule = SurfaceRules.state(state);
rule = SurfaceRules.ifTrue(SurfaceRules.stoneDepthCheck(depth, false, false, CaveSurface.FLOOR), rule);
return new SurfaceRuleEntry(2, rule);
return new SurfaceRuleEntry(3, rule);
});
rules.add(entryInstance);
return this;
@ -98,7 +98,7 @@ public class SurfaceRuleBuilder {
public SurfaceRuleBuilder ceil(BlockState state) {
entryInstance = getFromCache("ceil_" + state.toString(), () -> {
RuleSource rule = SurfaceRules.state(state);
return new SurfaceRuleEntry(1, SurfaceRules.ifTrue(SurfaceRules.ON_CEILING, rule));
return new SurfaceRuleEntry(2, SurfaceRules.ifTrue(SurfaceRules.ON_CEILING, rule));
});
rules.add(entryInstance);
return this;
@ -114,7 +114,25 @@ public class SurfaceRuleBuilder {
entryInstance = getFromCache("above_ceil_" + height + "_" + state.toString(), () -> {
RuleSource rule = SurfaceRules.state(state);
rule = SurfaceRules.ifTrue(SurfaceRules.stoneDepthCheck(height, false, false, CaveSurface.CEILING), rule);
return new SurfaceRuleEntry(2, rule);
return new SurfaceRuleEntry(3, rule);
});
rules.add(entryInstance);
return this;
}
/**
* Will cover steep areas (with large terrain angle). Example - Overworld mountains.
* @param state {@link BlockState} for the steep layer.
* @param depth layer depth
* @return
*/
public SurfaceRuleBuilder steep(BlockState state, int depth) {
entryInstance = getFromCache("steep_" + depth + "_" + state.toString(), () -> {
RuleSource rule = SurfaceRules.state(state);
rule = SurfaceRules.ifTrue(SurfaceRules.stoneDepthCheck(depth, false, false, CaveSurface.FLOOR), rule);
rule = SurfaceRules.ifTrue(SurfaceRules.steep(), rule);
int priority = depth < 1 ? 0 : 1;
return new SurfaceRuleEntry(priority, rule);
});
rules.add(entryInstance);
return this;