Remove unused code in LodNodeBuilder

I don't think using a 3rd party generator is a good idea; even if it is much faster than vanilla MC.
For a couple of reasons:
1. we could run into issues where the 3rd party isn't updated fast enough
2. the 3rd party generator may not generate the same terrain/biomes/etc.
3.  we wouldn't be able to generate mod terrain
This commit is contained in:
James Seibel
2021-08-08 16:25:42 -05:00
parent 270a83ddbc
commit ce5f8708cd
@@ -42,8 +42,6 @@ import net.minecraft.world.gen.Heightmap;
public class LodNodeBuilder {
private ExecutorService lodGenThreadPool = Executors.newSingleThreadExecutor();
private long seed;
private DimensionType dimension;
public static final int CHUNK_DATA_WIDTH = LodQuadTreeNode.CHUNK_WIDTH;
public static final int CHUNK_SECTION_HEIGHT = CHUNK_DATA_WIDTH;
@@ -53,36 +51,12 @@ public class LodNodeBuilder {
* Default size of any LOD regions we use
*/
public int regionWidth = 5;
/**
* fast biome calculator
*/
//private BiomeSource biomeSource;
//Biome biome=biomeSource.getBiome(x,y,z); // here y is always 0 no matter what you pass
public LodNodeBuilder() {
public LodNodeBuilder()
{
}
/*
public setApproxGenerator(long seed){
//Dimension.OVERWORLD;
//Dimension.END;
//Dimension.NETHER;
biomeSource = BiomeSource.of(Dimension.OVERWORLD ,MCVersion.v1_16_4, seed);
}
public void generateLodNodeAsync(List<LodNodeData> dataList){
Thread thread = new Thread(() ->{
for(LodNodeData data : dataList){
}
});
thread.setPriority(4);
lodGenThreadPool.execute(thread);
return;
}
*/
public void generateLodNodeAsync(IChunk chunk, LodQuadTreeWorld lodWorld, IWorld world)
{
@@ -267,7 +241,8 @@ public class LodNodeBuilder {
/**
* Find the highest point from the Top
*/
private short determineHeightPoint(Heightmap heightmap,
@SuppressWarnings("unused")
private short determineHeightPoint(Heightmap heightmap,
int startX, int startZ, int endX, int endZ)
{
short highest = 0;