Code style changes, entities fixes

This commit is contained in:
paulevsGitch 2021-07-08 00:21:47 +03:00
parent 9d604b2d25
commit 44962e18b6
377 changed files with 5038 additions and 4914 deletions

View file

@ -1,18 +1,12 @@
package ru.betterend.integration.byg.features;
import java.util.List;
import java.util.Random;
import java.util.function.Function;
import com.google.common.collect.Lists;
import com.mojang.math.Vector3f;
import net.minecraft.core.BlockPos;
import net.minecraft.util.Mth;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.feature.FeaturePlaceContext;
import net.minecraft.world.level.levelgen.feature.configurations.NoneFeatureConfiguration;
import net.minecraft.world.level.material.Material;
@ -30,6 +24,10 @@ import ru.bclib.world.features.DefaultFeature;
import ru.betterend.integration.Integrations;
import ru.betterend.noise.OpenSimplexNoise;
import java.util.List;
import java.util.Random;
import java.util.function.Function;
public class OldBulbisTreeFeature extends DefaultFeature {
private static final List<Vector3f> SPLINE;
private static final List<Vector3f> ROOT;
@ -104,7 +102,7 @@ public class OldBulbisTreeFeature extends DefaultFeature {
}
private void bigSphere(WorldGenLevel world, BlockPos pos, float radius, BlockState cap, BlockState glow,
BlockState wood, Function<BlockState, Boolean> replacement, Random random) {
BlockState wood, Function<BlockState, Boolean> replacement, Random random) {
OpenSimplexNoise noise = new OpenSimplexNoise(random.nextLong());
SDF sphere = new SDFSphere().setRadius(radius).setBlock(cap);
@ -152,7 +150,7 @@ public class OldBulbisTreeFeature extends DefaultFeature {
}
private void makeRoots(WorldGenLevel world, BlockPos pos, float radius, Random random, BlockState wood,
Function<BlockState, Boolean> replacement) {
Function<BlockState, Boolean> replacement) {
int count = (int) (radius * 1.5F);
for (int i = 0; i < count; i++) {
float angle = (float) i / (float) count * MHelper.PI2;