Package org.terasology.core.world.generator.facetProviders

Source Code of org.terasology.core.world.generator.facetProviders.EnsureSpawnableChunkZeroProvider

/*
* 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));
                    }
                }
            }
        }
    }
}
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