The combined stage-6 pass in placeScheduledUndergroundOresStage already replays ores, underwater magma, and disks in datapack order; the separate placeScheduledDisks and placeScheduledUnderwaterMagma passes have no callers left. Keep the per-position helpers the combined pass and tests use.
70 lines
2.2 KiB
Go
70 lines
2.2 KiB
Go
package world
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import "regionio/internal/worldgen"
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// placeUnderwaterMagma places one magma feature attempt at origin. The feature
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// is replayed by the combined stage-6 pass in region_ores.go, ordered between
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// the ore entries and the disk features as the 26.1.2 datapack schedules them;
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// this helper holds only the per-position placement.
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func (r *decorationRegion) placeUnderwaterMagma(random worldgen.RandomSource, origin worldgen.FeaturePosition, config worldgen.UnderwaterMagmaFeatureConfig, magma uint16) bool {
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floorY, ok := r.underwaterFloor(origin.X, origin.Y, origin.Z, config.FloorSearchRange)
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if !ok {
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return false
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}
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placed := false
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radius := config.PlacementRadiusAroundFloor
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for x := origin.X - radius; x <= origin.X+radius; x++ {
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for y := floorY - radius; y <= floorY+radius; y++ {
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for z := origin.Z - radius; z <= origin.Z+radius; z++ {
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if random.NextFloat() >= config.PlacementProbability || !r.validUnderwaterMagmaPosition(x, y, z) {
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continue
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}
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if r.setBlock(x, y, z, magma) {
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placed = true
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}
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}
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}
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}
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return placed
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}
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func (r *decorationRegion) underwaterFloor(x, y, z, search int) (int, bool) {
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if y < MinY || y >= MinY+WorldHeight {
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return 0, false
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}
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isWater := func(value uint16) bool { return isWaterState(value) }
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if !isWater(r.getBlock(x, y, z)) {
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return 0, false
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}
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// Column.scan checks the starting water block, then moves at most
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// search-1 blocks in each direction before testing the terminating state.
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for step := 1; step < search; step++ {
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y--
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if y < MinY {
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return 0, false
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}
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if !isWater(r.getBlock(x, y, z)) {
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return y, true
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}
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}
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if !isWater(r.getBlock(x, y, z)) {
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return y, true
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}
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return 0, false
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}
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func (r *decorationRegion) validUnderwaterMagmaPosition(x, y, z int) bool {
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if !fullSolidState(r.getBlock(x, y, z)) {
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return false
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}
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for _, offset := range [][3]int{{0, -1, 0}, {-1, 0, 0}, {1, 0, 0}, {0, 0, -1}, {0, 0, 1}} {
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if !fullSolidState(r.getBlock(x+offset[0], y+offset[1], z+offset[2])) {
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return false
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}
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}
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return true
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}
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func fullSolidState(state uint16) bool {
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return state != StateAir && !isWaterState(state) && !isLavaState(state) && stateFlags(state)&flagBlocksMotion != 0
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}
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