remove unimplemented world generator modes
specifically: BIOME_ONLY, BIOME_ONLY_SIMULATE_HEIGHT, and FULL
This commit is contained in:
+13
-70
@@ -21,11 +21,8 @@ package com.seibel.distanthorizons.api.enums.worldGeneration;
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/**
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* PRE_EXISTING_ONLY <br>
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* BIOME_ONLY <br>
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* BIOME_ONLY_SIMULATE_HEIGHT <br>
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* SURFACE <br>
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* FEATURES <br>
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* FULL <br><br>
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* FEATURES <br><br>
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*
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* In order of fastest to slowest.
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*
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@@ -44,100 +41,46 @@ public enum EDhApiDistantGeneratorMode
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/** Don't generate any new terrain, just generate LODs for already generated chunks. */
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PRE_EXISTING_ONLY((byte) 1),
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/**
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/*
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* Not currently implemented <br><br>
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*
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* Only generate the biomes and use biome
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* grass/foliage color, water color, or ice color
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* to generate the color. <br>
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* Doesn't generate height, everything is shown at sea level. <br>
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* Multithreaded - Fastest (2-5 ms)
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* Doesn't generate height, everything is shown at sea level.
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*/
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BIOME_ONLY((byte) 2),
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//BIOME_ONLY((byte) 2),
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/**
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/*
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* Not currently implemented <br><br>
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*
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* Same as BIOME_ONLY, except instead
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* of always using sea level as the LOD height
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* different biome types (mountain, ocean, forest, etc.)
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* use predetermined heights to simulate having height data.
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*/
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BIOME_ONLY_SIMULATE_HEIGHT((byte) 3),
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//BIOME_ONLY_SIMULATE_HEIGHT((byte) 3),
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/**
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* Generate the world surface,
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* this does NOT include caves, trees,
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* or structures. <br>
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* Multithreaded - Faster (10-20 ms)
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* or structures.
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*/
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SURFACE((byte) 4),
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/**
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* Generate including structures.
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* NOTE: This may cause world generation bugs or instability,
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* since some features can cause concurrentModification exceptions. <br>
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* Multithreaded - Fast (15-20 ms)
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* since some features can cause concurrentModification exceptions.
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*/
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FEATURES((byte) 5),
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/**
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* Ask the server to generate/load each chunk.
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* This is the most compatible, but causes server/simulation lag.
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* This will also show player made structures if you
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* are adding the mod on a pre-existing world. <br>
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* Single-threaded - Slow (15-50 ms, with spikes up to 200 ms)
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*/
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FULL((byte) 6);
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FEATURES((byte) 5);
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public static final EDhApiDistantGeneratorMode RENDERABLE = EDhApiDistantGeneratorMode.BIOME_ONLY;
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/** The higher the number the more complete the generation is. */
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public final byte complexity;
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EDhApiDistantGeneratorMode(byte complexity) { this.complexity = complexity; }
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/** returns null if out of range */
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public static EDhApiDistantGeneratorMode previous(EDhApiDistantGeneratorMode mode)
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{
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switch (mode)
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{
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case FULL:
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return EDhApiDistantGeneratorMode.FEATURES;
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case FEATURES:
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return EDhApiDistantGeneratorMode.SURFACE;
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case SURFACE:
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return EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT;
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case BIOME_ONLY_SIMULATE_HEIGHT:
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return EDhApiDistantGeneratorMode.BIOME_ONLY;
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case BIOME_ONLY:
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return EDhApiDistantGeneratorMode.PRE_EXISTING_ONLY;
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case PRE_EXISTING_ONLY:
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default:
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return null;
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}
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}
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/** returns null if out of range */
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public static EDhApiDistantGeneratorMode next(EDhApiDistantGeneratorMode mode)
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{
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switch (mode)
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{
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case FEATURES:
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return EDhApiDistantGeneratorMode.FULL;
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case SURFACE:
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return EDhApiDistantGeneratorMode.FEATURES;
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case BIOME_ONLY_SIMULATE_HEIGHT:
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return EDhApiDistantGeneratorMode.SURFACE;
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case BIOME_ONLY:
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return EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT;
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case PRE_EXISTING_ONLY:
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return EDhApiDistantGeneratorMode.BIOME_ONLY;
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case FULL:
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default:
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return null;
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}
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}
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}
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@@ -622,29 +622,28 @@ public class Config
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+ EDhApiDistantGeneratorMode.PRE_EXISTING_ONLY + " \n"
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+ "Only create LOD data for already generated chunks. \n"
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+ "\n"
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+ EDhApiDistantGeneratorMode.BIOME_ONLY + " \n"
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+ "Only generate the biomes and use the biome's \n"
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+ "grass color, water color, or snow color. \n"
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+ "Doesn't generate height, everything is shown at sea level. \n"
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+ "- Fastest \n"
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+ "\n"
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+ EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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+ "Same as " + EDhApiDistantGeneratorMode.BIOME_ONLY + ", except instead \n"
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+ "of always using sea level as the LOD height \n"
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+ "different biome types (mountain, ocean, forest, etc.) \n"
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+ "use predetermined heights to simulate having height data. \n"
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+ "- Fastest \n"
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//not currently implemented
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//+ EDhApiDistantGeneratorMode.BIOME_ONLY + " \n"
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//+ "Only generate the biomes and use the biome's \n"
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//+ "grass color, water color, or snow color. \n"
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//+ "Doesn't generate height, everything is shown at sea level. \n"
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//+ "- Fastest \n"
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//+ "\n"
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//+ EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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//+ "Same as " + EDhApiDistantGeneratorMode.BIOME_ONLY + ", except instead \n"
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//+ "of always using sea level as the LOD height \n"
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//+ "different biome types (mountain, ocean, forest, etc.) \n"
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//+ "use predetermined heights to simulate having height data. \n"
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//+ "- Fastest \n"
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+ "\n"
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+ EDhApiDistantGeneratorMode.SURFACE + " \n"
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+ "Generate the world surface, \n"
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+ "this does NOT include trees, \n"
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+ "or structures. \n"
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+ "- Faster \n"
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+ "\n"
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+ EDhApiDistantGeneratorMode.FEATURES + " \n"
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+ "Generate everything except structures. \n"
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+ "WARNING: This may cause world generator bugs or instability when paired with certain world generator mods. \n"
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+ "- Fast \n"
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+ "")
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/*
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// FULL isn't currently implemented
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@@ -112,20 +112,17 @@ public class BatchGenerator implements IDhApiWorldGenerator
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EDhApiWorldGenerationStep targetStep = null;
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switch (generatorMode)
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{
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case PRE_EXISTING_ONLY:
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targetStep = EDhApiWorldGenerationStep.EMPTY; // NOTE: Only load in existing chunks. No new chunk generation
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break;
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case BIOME_ONLY:
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targetStep = EDhApiWorldGenerationStep.BIOMES; // NOTE: No blocks. Require fake height in LodBuilder
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break;
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case BIOME_ONLY_SIMULATE_HEIGHT:
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targetStep = EDhApiWorldGenerationStep.NOISE; // NOTE: Stone only. Require fake surface
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case PRE_EXISTING_ONLY: // Only load in existing chunks. Note: this requires the biome generation step in order for biomes to be properly initialized.
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//case BIOME_ONLY: // No blocks. Require fake height in LodBuilder
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targetStep = EDhApiWorldGenerationStep.BIOMES;
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break;
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//case BIOME_ONLY_SIMULATE_HEIGHT:
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// targetStep = EDhApiWorldGenerationStep.NOISE; // Stone only. Requires a fake surface
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// break;
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case SURFACE:
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targetStep = EDhApiWorldGenerationStep.SURFACE; // Carvers or Surface???
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targetStep = EDhApiWorldGenerationStep.SURFACE;
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break;
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case FEATURES:
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case FULL:
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targetStep = EDhApiWorldGenerationStep.FEATURES;
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break;
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}
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