slight refactoring
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@@ -18,6 +18,15 @@
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package com.seibel.lod.builders.worldGeneration;
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import java.util.ConcurrentModificationException;
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import java.util.HashSet;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.function.Supplier;
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import com.google.common.util.concurrent.ThreadFactoryBuilder;
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import com.seibel.lod.builders.lodBuilding.LodBuilder;
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import com.seibel.lod.builders.lodBuilding.LodBuilderConfig;
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@@ -26,6 +35,7 @@ import com.seibel.lod.enums.DistanceGenerationMode;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.proxy.ClientProxy;
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import com.seibel.lod.util.LodUtil;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockState;
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import net.minecraft.util.math.ChunkPos;
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@@ -38,7 +48,14 @@ import net.minecraft.world.chunk.IChunk;
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import net.minecraft.world.gen.ChunkGenerator;
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import net.minecraft.world.gen.Heightmap;
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import net.minecraft.world.gen.blockstateprovider.WeightedBlockStateProvider;
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import net.minecraft.world.gen.feature.*;
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import net.minecraft.world.gen.feature.BlockClusterFeatureConfig;
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import net.minecraft.world.gen.feature.ConfiguredFeature;
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import net.minecraft.world.gen.feature.DecoratedFeatureConfig;
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import net.minecraft.world.gen.feature.FeatureSpread;
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import net.minecraft.world.gen.feature.FeatureSpreadConfig;
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import net.minecraft.world.gen.feature.IceAndSnowFeature;
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import net.minecraft.world.gen.feature.NoFeatureConfig;
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import net.minecraft.world.gen.feature.template.TemplateManager;
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import net.minecraft.world.gen.placement.ConfiguredPlacement;
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import net.minecraft.world.gen.placement.DecoratedPlacementConfig;
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import net.minecraft.world.gen.placement.IPlacementConfig;
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@@ -48,19 +65,10 @@ import net.minecraft.world.server.ServerWorld;
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import net.minecraft.world.server.ServerWorldLightManager;
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import net.minecraftforge.common.WorldWorkerManager.IWorker;
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import java.util.ConcurrentModificationException;
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import java.util.HashSet;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.function.Supplier;
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/**
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* This is used to generate a LodChunk at a given ChunkPos.
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* @author James Seibel
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* @version 9-7-2021
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* @version 10-15-2021
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*/
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public class LodNodeGenWorker implements IWorker
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{
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@@ -360,22 +368,25 @@ public class LodNodeGenWorker implements IWorker
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LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
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ServerChunkProvider chunkSource = serverWorld.getChunkSource();
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ServerWorldLightManager lightEngine = (ServerWorldLightManager) serverWorld.getLightEngine();
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TemplateManager templateManager = serverWorld.getStructureManager();
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ChunkGenerator chunkGen = chunkSource.generator;
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// generate the terrain (this is thread safe)
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ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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ChunkStatus.EMPTY.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// override the chunk status, so we can run the next generator stage
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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ChunkStatus.NOISE.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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ChunkStatus.SURFACE.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// this feature has been proven to be thread safe,
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// so we will add it
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IceAndSnowFeature snowFeature = new IceAndSnowFeature(NoFeatureConfig.CODEC);
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snowFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition(), null);
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lodBuilder.generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(DistanceGenerationMode.SURFACE));
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/*TODO if we want to use Biome utils and terrain utils for overworld
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@@ -397,16 +408,18 @@ public class LodNodeGenWorker implements IWorker
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LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
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ServerChunkProvider chunkSource = serverWorld.getChunkSource();
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ServerWorldLightManager lightEngine = (ServerWorldLightManager) serverWorld.getLightEngine();
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TemplateManager templateManager = serverWorld.getStructureManager();
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ChunkGenerator chunkGen = chunkSource.generator;
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// generate the terrain (this is thread safe)
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ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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ChunkStatus.EMPTY.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// override the chunk status, so we can run the next generator stage
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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ChunkStatus.NOISE.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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ChunkStatus.SURFACE.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
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// get all the biomes in the chunk
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