Fix a few misc DhApi's and comment World Gen DhApi
This commit is contained in:
Vendored
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@@ -21,7 +21,7 @@ package com.seibel.lod.core.api.external.apiObjects.enums;
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/**
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* FAST, <br>
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* RANCY,
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* FANCY,
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*
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* @author Leetom
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* @version 2022-7-1
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@@ -52,7 +52,7 @@ public class DhApiMultiplayer
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* or similar mods.
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*/
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public static IDhApiConfig<Double> getMultiverseSimilarityRequirementConfig()
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{ return new DhApiConfig<>(Multiplayer.multiDimensionRequiredSimilarity); }
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{ return new DhApiConfig<Double, Double>(Multiplayer.multiDimensionRequiredSimilarity); }
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}
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@@ -62,6 +62,6 @@ public class DhApiThreading
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/** Defines how many buffer (GPU Terrain data) builder threads are used. */
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public static IDhApiConfig<Integer> getBufferBuilderThreadConfig()
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{ return new DhApiConfig<>(Threading.numberOfBufferBuilderThreads); }
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{ return new DhApiConfig<Integer, Integer>(Threading.numberOfBufferBuilderThreads); }
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}
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+20
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@@ -30,65 +30,57 @@ import com.seibel.lod.core.enums.config.EGenerationPriority;
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import com.seibel.lod.core.enums.config.ELightGenerationMode;
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/**
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* Distant Horizons world generation configuration.
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* Distant Horizons' world generation configuration. <br><br>
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*
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* Note: Fake chunks are NOT saved in Minecraft's vanilla save system.
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*
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* @author James Seibel
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* @version 2022-7-4
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* @version 2022-7-5
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*/
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public class DhApiWorldGeneration
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{
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/**
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* Returns the config related to whether Distant Horizons
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* will attempt to generate fake chunks outside Minecraft's
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* vanilla render distance.
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* Defines whether fake chunks will be generated
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* outside Minecraft's vanilla render distance.
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*/
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public static IDhApiConfig<Boolean> getEnableDistantWorldGenerationConfig()
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{ return new DhApiConfig<>(WorldGenerator.enableDistantGeneration); }
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{ return new DhApiConfig<Boolean, Boolean>(WorldGenerator.enableDistantGeneration); }
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/**
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* Returns the config related to how Distant Horizons' distant world
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* generator will generate chunks.
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*/
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public static IDhApiConfig<EDhApiDistanceGenerationMode> getDistantGeneratorModeConfig()
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{ return new DhApiConfig<>(WorldGenerator.distanceGenerationMode, new GenericEnumConverter<>(EDistanceGenerationMode.class, EDhApiDistanceGenerationMode.class)); }
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/** Defines to what level fake chunks will be generated. */
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public static IDhApiConfig<EDhApiDistanceGenerationMode> getDistantGeneratorDetailLevelConfig()
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{ return new DhApiConfig<EDistanceGenerationMode, EDhApiDistanceGenerationMode>(WorldGenerator.distanceGenerationMode, new GenericEnumConverter<>(EDistanceGenerationMode.class, EDhApiDistanceGenerationMode.class)); }
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/**
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* Returns the config related to how Distant Horizons' distant world
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* generator will light the chunks it generates.
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*/
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/** Defines how generated fake chunks will be lit. */
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public static IDhApiConfig<EDhApiLightGenerationMode> getLightingModeConfig()
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{ return new DhApiConfig<>(WorldGenerator.lightGenerationMode, new GenericEnumConverter<>(ELightGenerationMode.class, EDhApiLightGenerationMode.class)); }
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{ return new DhApiConfig<ELightGenerationMode, EDhApiLightGenerationMode>(WorldGenerator.lightGenerationMode, new GenericEnumConverter<>(ELightGenerationMode.class, EDhApiLightGenerationMode.class)); }
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/**
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* Returns the config related to the order Distant Horizons' distant world
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* generator will generate chunks.
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*/
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/** Defines the order in which fake chunks will be generated. */
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public static IDhApiConfig<EDhApiLightGenerationMode> getGenerationPriorityConfig()
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{ return new DhApiConfig<>(WorldGenerator.generationPriority, new GenericEnumConverter<>(EGenerationPriority.class, EDhApiLightGenerationMode.class)); }
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{ return new DhApiConfig<EGenerationPriority, EDhApiLightGenerationMode>(WorldGenerator.generationPriority, new GenericEnumConverter<>(EGenerationPriority.class, EDhApiLightGenerationMode.class)); }
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/**
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* Returns the config related to what blocks Distant Horizons' distant world
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* generator will ignore when generating LODs.
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* Defines what blocks will be ignored when generating LODs.
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*
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* TODO if this isn't deprecated before 1.7 it should probably be moved to the graphics tab
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* @deprecated this method won't be needed once we transition to an ID based save system <br>
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* (vs the color based system we have currently)
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*/
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@Deprecated
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public static IDhApiConfig<EDhApiBlocksToAvoid> getBlocksToAvoidConfig()
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{ return new DhApiConfig<>(WorldGenerator.blocksToAvoid, new GenericEnumConverter<>(EBlocksToAvoid.class, EDhApiBlocksToAvoid.class)); }
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{ return new DhApiConfig<EBlocksToAvoid, EDhApiBlocksToAvoid>(WorldGenerator.blocksToAvoid, new GenericEnumConverter<>(EBlocksToAvoid.class, EDhApiBlocksToAvoid.class)); }
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/**
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* Returns the config related to whether Distant Horizons' distant world
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* generator will color the blocks below an avoided block. <Br>
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* Defines if the color of avoided blocks will color the block below them. <Br>
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* (IE: if flowers are avoided should they color the grass below them?)
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*
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* TODO if this isn't deprecated before 1.7 it should probably be moved to the graphics tab
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* @deprecated this method won't be needed once we transition to an ID based save system <br>
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* (vs the color based system we have currently)
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*/
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@Deprecated
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public static IDhApiConfig<Boolean> getTintWithAvoidedBlocksConfig()
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{ return new DhApiConfig<>(WorldGenerator.tintWithAvoidedBlocks); }
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{ return new DhApiConfig<Boolean, Boolean>(WorldGenerator.tintWithAvoidedBlocks); }
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}
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@@ -21,7 +21,7 @@ package com.seibel.lod.core.enums.config;
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/**
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* FAST, <br>
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* RANCY,
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* FANCY,
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*
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* @author Leetom
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* @version 2022-7-1
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