/*
* Copyright 2014 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.core.world.generator.facetProviders;
import org.terasology.math.TeraMath;
import org.terasology.math.Vector2i;
import org.terasology.math.Vector3i;
import org.terasology.world.chunks.ChunkConstants;
import org.terasology.world.generation.Facet;
import org.terasology.world.generation.FacetProvider;
import org.terasology.world.generation.GeneratingRegion;
import org.terasology.world.generation.Requires;
import org.terasology.world.generation.Updates;
import org.terasology.world.generation.facets.SeaLevelFacet;
import org.terasology.world.generation.facets.SurfaceHeightFacet;
/**
* makes sure that chunk zero has a piece of land above the water
*/
@Updates(@Facet(SurfaceHeightFacet.class))
@Requires(@Facet(SeaLevelFacet.class))
public class EnsureSpawnableChunkZeroProvider implements FacetProvider {
@Override
public void setSeed(long seed) {
}
@Override
public void process(GeneratingRegion region) {
// will give funny results for regions that are not exactly chunk sized, but it is better than sinking in the water on spawn
Vector3i centerChunkPos = new Vector3i(ChunkConstants.CHUNK_REGION.center());
if (region.getRegion().encompasses(centerChunkPos)) {
SurfaceHeightFacet facet = region.getRegionFacet(SurfaceHeightFacet.class);
SeaLevelFacet seaLevelFacet = region.getRegionFacet(SeaLevelFacet.class);
float seaLevel = (float) seaLevelFacet.getSeaLevel();
// update the surface height so that it spikes up to sea level
Vector2i middlePos = new Vector2i(centerChunkPos.x, centerChunkPos.z);
for (Vector2i pos : facet.getWorldRegion()) {
float originalValue = facet.getWorld(pos);
if (seaLevel > originalValue) {
// the surface is below sea level
float scaleTowardsSeaLevel = (float) pos.gridDistance(middlePos) / (float) (ChunkConstants.SIZE_X / 2);
if (scaleTowardsSeaLevel < 1f) {
facet.setWorld(pos, TeraMath.lerp(originalValue, seaLevel, 1f - scaleTowardsSeaLevel));
}
}
}
}
}
}