NoiseBlockEntry class

Пакет: com.hypixel.hytale.builtin.worldgen.modifier.content.layer

Файл: com/hypixel/hytale/builtin/worldgen/modifier/content/layer/NoiseBlockEntry.java

Поля (3)

МодификаторыТипИмя
final BuilderCodec<NoiseBlockEntry> CODEC
int var2
NoiseBlockArray.Entry[] var2

Методы (3)

МодификаторыВозвратСигнатура
abstract return new NoiseBlockArrayreturn new NoiseBlockArray(var2)
static NoiseBlockArray buildArrayNoiseBlockArray buildArray(@Nonnull SeedString<SeedStringResource> var0, NoiseBlockEntry[] var1)
for for(int var3 = 0; var3 < var1.length; var3++)

Исходный код

Показать/скрыть
class="kw">package com.hypixel.hytale.builtin.worldgen.modifier.content.layer;

class="kw">import com.hypixel.hytale.builtin.worldgen.modifier.content.Codecs;
class="kw">import com.hypixel.hytale.builtin.worldgen.modifier.content.common.NoiseMask;
class="kw">import com.hypixel.hytale.codec.KeyedCodec;
class="kw">import com.hypixel.hytale.codec.builder.BuilderCodec;
class="kw">import com.hypixel.hytale.codec.codecs.array.ArrayCodec;
class="kw">import com.hypixel.hytale.math.range.IntRange;
class="kw">import com.hypixel.hytale.procedurallib.json.SeedString;
class="kw">import com.hypixel.hytale.procedurallib.supplier.DoubleRange;
class="kw">import com.hypixel.hytale.server.core.asset.type.blocktype.config.BlockType;
class="kw">import com.hypixel.hytale.server.worldgen.SeedStringResource;
class="kw">import com.hypixel.hytale.server.worldgen.util.BlockFluidEntry;
class="kw">import com.hypixel.hytale.server.worldgen.util.ConstantNoiseProperty;
class="kw">import com.hypixel.hytale.server.worldgen.util.NoiseBlockArray;
class="kw">import javax.annotation.Nonnull;

class="kw">public class NoiseBlockEntry {
   class="kw">public class="kw">static class="kw">final BuilderCodec<NoiseBlockEntry> CODEC = BuilderCodec.builder(NoiseBlockEntry.class, NoiseBlockEntry::new)
      .documentation("Defines a block entry that is repeated based on a noise mask")
      .<String>append(new KeyedCodec<>("Block", Codecs.BLOCK_TYPE), (var0, var1) -> var0.block = var1, var0 -> var0.block)
      .documentation("The block type of the entry")
      .add()
      .<NoiseMask>append(new KeyedCodec<>("Noise", NoiseMask.CODEC), (var0, var1) -> var0.noise = var1, var0 -> var0.noise)
      .documentation("The noise mask used to determine where the block should be placed")
      .add()
      .<IntRange>append(new KeyedCodec<>("Repetitions", Codecs.INT_RANGE), (var0, var1) -> var0.repetitions = var1, var0 -> var0.repetitions)
      .documentation("The number of times the block should be repeated")
      .add()
      .build();
   class="kw">public class="kw">static class="kw">final ArrayCodec<NoiseBlockEntry> ARRAY_CODEC = new ArrayCodec<>(CODEC, NoiseBlockEntry[]::new);
   class="kw">public class="kw">static class="kw">final NoiseBlockEntry[] EMPTY_ARRAY = new NoiseBlockEntry[0];
   class="kw">protected class="kw">static class="kw">final IntRange DEFAULT_REPETITIONS = new IntRange(1, 1);
   class="kw">protected class="kw">static class="kw">final NoiseBlockArray.Entry NOOP_ENTRY = new NoiseBlockArray.Entry(
      "Empty", BlockFluidEntry.EMPTY, DoubleRange.ZERO, ConstantNoiseProperty.DEFAULT_ZERO
   );
   class="kw">protected String block = "Unknown";
   class="kw">protected NoiseMask noise = NoiseMask.DEFAULT;
   class="kw">protected IntRange repetitions = DEFAULT_REPETITIONS;

   class="kw">public NoiseBlockEntry() {
   }

   @Nonnull
   class="kw">public NoiseBlockArray.Entry buildEntry(@Nonnull SeedString<SeedStringResource> var1) {
      int var2 = BlockType.getAssetMap().getIndex(this.block);
      class="kw">return var2 == 1
         ? NOOP_ENTRY
         : new NoiseBlockArray.Entry(
            this.block,
            new BlockFluidEntry(var2, 0, 0),
            new DoubleRange.Normal(this.repetitions.getInclusiveMin(), this.repetitions.getInclusiveMax()),
            this.noise.buildNoise(var1)
         );
   }

   class="kw">public class="kw">static NoiseBlockArray buildArray(@Nonnull SeedString<SeedStringResource> var0, NoiseBlockEntry[] var1) {
      NoiseBlockArray.Entry[] var2 = new NoiseBlockArray.Entry[var1.length];

      for (int var3 = 0; var3 < var1.length; var3++) {
         var2[var3] = var1[var3].buildEntry(var0);
      }

      class="kw">return new NoiseBlockArray(var2);
   }
}