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package com.yungnickyoung.minecraft.yungsapi.api;

import com.yungnickyoung.minecraft.yungsapi.world.structure.jigsaw.JigsawManager;
import com.yungnickyoung.minecraft.yungsapi.world.structure.jigsaw.element.YungJigsawPoolElement;
import java.util.Optional;
import net.minecraft.class_2338;
import net.minecraft.class_2902;
import net.minecraft.class_2960;
import net.minecraft.class_3195;
import net.minecraft.class_3778;
import net.minecraft.class_3785;
import net.minecraft.class_6880;
import net.minecraft.class_9778;
import net.minecraft.class_9822;

/**
 * 

No longer required as of 1.19.2 now that structures can be done in JSON. Instead, you can simply set the * type field in your structure JSON to yungsapi:yung_jigsaw.

* An enhanced alternative to vanilla's {@link class_3778}. *

* Uses an optimized piece selection algorithm, allowing much larger pool element weights without any performance cost. * Includes additional pool element types to choose from for maximum flexibility when creating structures. *

*

* The main feature of this algorithm is the addition of the {@link YungJigsawPoolElement} element types. * These element types support additional behaviors such as limiting piece counts to a certain maximum, bounding possible y-values * on a per-piece basis, and enforcing arbitrary piece placement conditions.
* For more information, see {@link YungJigsawPoolElement} and its subclasses. *

*

* The {@link YungJigsawPoolElement} pool element subtypes should always be preferred over vanilla types.
* The MaxCount types are considered deprecated and should no longer be used. The {@link YungJigsawPoolElement} types * now natively support max count limiting, and are more flexible. */ public class YungJigsawManager { /** * Entrypoint for assembling Jigsaw structures with YUNG's Jigsaw Manager. * * @param generationContext The generation context. * @param startPool The StructureTemplatePool of the starting piece. * @param startJigsawNameOptional An optional Resource Location specifying the Name field of a jigsaw block in the starting pool. * If specified, the position of a matching jigsaw block will be used as the structure's starting position * when generating the structure. This will become the target position of the /locate command. * Ancient Cities use this to mark the city center as the starting position. * @param maxDepth The max depth, in Jigsaw pieces, the structure can generate before stopping. * @param startPos Position from which generation of this structure will start * @param useExpansionHack Whether boundary adjustments should be performed on this structure. * In vanilla, only villages and pillager outposts have this enabled. * @param projectStartToHeightmap Heightmap to use for determining y-position. If provided, the startPos * y-coordinate acts as an offset to this heightmap; otherwise, the startPos * y-coordinate is an absolute world coordinate. * @param maxDistanceFromCenter The radius of the maximum bounding box for the structure. Typical is 80. * May need to be increased if your structure is particularly large. * @param maxY Optional integer for specifying the max possible y-value of the structure. * If provided, no pieces of the structure will generate above this value. * @param minY Optional integer for specifying the min possible y-value of the structure. * If provided, no pieces of the structure will generate below this value. * @param dimensionPadding Dimension padding for the structure. * @param liquidSettings Liquid settings for the structure. */ public static Optional assembleJigsawStructure( class_3195.class_7149 generationContext, class_6880 startPool, Optional startJigsawNameOptional, int maxDepth, class_2338 startPos, boolean useExpansionHack, Optional projectStartToHeightmap, int maxDistanceFromCenter, Optional maxY, Optional minY, class_9778 dimensionPadding, class_9822 liquidSettings ) { return JigsawManager.assembleJigsawStructure(generationContext, startPool, startJigsawNameOptional, maxDepth, startPos, useExpansionHack, projectStartToHeightmap, maxDistanceFromCenter, maxY, minY, dimensionPadding, liquidSettings); } }





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