slight refactoring

This commit is contained in:
James Seibel
2021-10-15 20:25:33 -05:00
parent 30e796f5bf
commit f5437f00a2
@@ -18,6 +18,15 @@
package com.seibel.lod.builders.worldGeneration;
import java.util.ConcurrentModificationException;
import java.util.HashSet;
import java.util.LinkedList;
import java.util.List;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.function.Supplier;
import com.google.common.util.concurrent.ThreadFactoryBuilder;
import com.seibel.lod.builders.lodBuilding.LodBuilder;
import com.seibel.lod.builders.lodBuilding.LodBuilderConfig;
@@ -26,6 +35,7 @@ import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.util.LodUtil;
import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.util.math.ChunkPos;
@@ -38,7 +48,14 @@ import net.minecraft.world.chunk.IChunk;
import net.minecraft.world.gen.ChunkGenerator;
import net.minecraft.world.gen.Heightmap;
import net.minecraft.world.gen.blockstateprovider.WeightedBlockStateProvider;
import net.minecraft.world.gen.feature.*;
import net.minecraft.world.gen.feature.BlockClusterFeatureConfig;
import net.minecraft.world.gen.feature.ConfiguredFeature;
import net.minecraft.world.gen.feature.DecoratedFeatureConfig;
import net.minecraft.world.gen.feature.FeatureSpread;
import net.minecraft.world.gen.feature.FeatureSpreadConfig;
import net.minecraft.world.gen.feature.IceAndSnowFeature;
import net.minecraft.world.gen.feature.NoFeatureConfig;
import net.minecraft.world.gen.feature.template.TemplateManager;
import net.minecraft.world.gen.placement.ConfiguredPlacement;
import net.minecraft.world.gen.placement.DecoratedPlacementConfig;
import net.minecraft.world.gen.placement.IPlacementConfig;
@@ -48,19 +65,10 @@ import net.minecraft.world.server.ServerWorld;
import net.minecraft.world.server.ServerWorldLightManager;
import net.minecraftforge.common.WorldWorkerManager.IWorker;
import java.util.ConcurrentModificationException;
import java.util.HashSet;
import java.util.LinkedList;
import java.util.List;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.function.Supplier;
/**
* This is used to generate a LodChunk at a given ChunkPos.
* @author James Seibel
* @version 9-7-2021
* @version 10-15-2021
*/
public class LodNodeGenWorker implements IWorker
{
@@ -360,22 +368,25 @@ public class LodNodeGenWorker implements IWorker
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ServerWorldLightManager lightEngine = (ServerWorldLightManager) serverWorld.getLightEngine();
TemplateManager templateManager = serverWorld.getStructureManager();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
// override the chunk status, so we can run the next generator stage
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
// this feature has been proven to be thread safe,
// so we will add it
IceAndSnowFeature snowFeature = new IceAndSnowFeature(NoFeatureConfig.CODEC);
snowFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition(), null);
lodBuilder.generateLodNodeFromChunk(lodDim, chunk, new LodBuilderConfig(DistanceGenerationMode.SURFACE));
/*TODO if we want to use Biome utils and terrain utils for overworld
@@ -397,16 +408,18 @@ public class LodNodeGenWorker implements IWorker
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
ServerWorldLightManager lightEngine = (ServerWorldLightManager) serverWorld.getLightEngine();
TemplateManager templateManager = serverWorld.getStructureManager();
ChunkGenerator chunkGen = chunkSource.generator;
// generate the terrain (this is thread safe)
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
// override the chunk status, so we can run the next generator stage
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
ChunkStatus.NOISE.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, templateManager, lightEngine, null, chunkList);
// get all the biomes in the chunk