TerraForged/src/main/java/com/terraforged/mod/decorator/feature/LayerDecorator.java

88 lines
3.4 KiB
Java

/*
*
* MIT License
*
* Copyright (c) 2020 TerraForged
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
package com.terraforged.mod.decorator.feature;
import com.terraforged.api.chunk.column.ColumnDecorator;
import com.terraforged.api.chunk.column.DecoratorContext;
import com.terraforged.api.material.layer.LayerManager;
import com.terraforged.api.material.layer.LayerMaterial;
import com.terraforged.core.cell.Cell;
import com.terraforged.world.heightmap.Levels;
import net.minecraft.block.BlockState;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.chunk.IChunk;
public class LayerDecorator implements ColumnDecorator {
private final LayerManager layerManager;
public LayerDecorator(LayerManager layerManager) {
this.layerManager = layerManager;
}
@Override
public void decorate(IChunk chunk, DecoratorContext context, int x, int y, int z) {
context.pos.setPos(x, y + 1, z);
// if block is already a layer-type then simply set the layer property
BlockState state = chunk.getBlockState(context.pos);
if (state.isAir(chunk, context.pos)) {
return;
}
LayerMaterial material = layerManager.getMaterial(state.getBlock());
if (material != null) {
setLayer(chunk, context.pos, material, context.cell, context.levels, 0F);
return;
}
// block is non-solid (grass/flower etc)
if (!state.getMaterial().blocksMovement()) {
// block below is solid
if (chunk.getBlockState(context.pos.setPos(x, y, z)).getMaterial().blocksMovement()) {
// block above is air
BlockState above = chunk.getBlockState(context.pos.setPos(x, y + 2, z));
if (above.isAir(chunk, context.pos)) {
// setLayer(chunk, pos.setPos(x, y + 1, z), context.cell, context.levels, 0.25F);
}
}
}
}
private void setLayer(IChunk chunk, BlockPos pos, LayerMaterial material, Cell cell, Levels levels, float min) {
float height = cell.value * levels.worldHeight;
float depth = material.getDepth(height);
if (depth > min) {
int level = material.getLevel(depth);
BlockState layer = material.getState(level);
if (layer == LayerMaterial.NONE) {
return;
}
chunk.setBlockState(pos, layer, false);
}
}
}