Commit Graph

203 Commits

Author SHA1 Message Date
63ecfedf71 Added better origin highlighting to highlight command. 2020-05-15 01:55:58 -05:00
ea4ba47427 Changed island information creation to be async.
Flooder no longer uses it's own interface for flooding.
2020-05-14 15:07:46 -05:00
78f0a846da A good base for an island highlighting map. 2020-05-13 12:07:16 -05:00
93ea0d3153 Cleaned up imports and unused code. 2020-05-11 17:58:51 -05:00
bd7f591f36 Island info data structure added.
In addition: changed the world info management to use world name as key.
2020-05-11 17:46:50 -05:00
44518270e1 Deleting worlds is now a separate task. 2020-05-11 17:46:44 -05:00
19552f1a2b Made command system and DFS usage more intuitive. 2020-05-11 12:50:32 -05:00
73adefdc7f Made highlight command update quicker. 2020-05-09 22:01:30 -05:00
4f18f25c01 Island highlighting debug now works, albeit, not favorable.
Reworked DFS as well to suit a broader spectrum of needs.

Reworked other classes for easier use.
2020-05-09 21:56:27 -05:00
19f387def9 Merge branch 'feature/command-system' into develop. 2020-05-09 00:31:16 -05:00
d8c0961e2b (Re)added shorelines and fixed both deep and transitional ocean generation. 2020-05-09 00:26:50 -05:00
759a604e4e Added command system structure. 2020-05-09 00:25:43 -05:00
3ab1e05569 Reorganized and added author tag to plugin.yml. 2020-05-07 16:46:30 -05:00
dd89266b4e Preliminary new unique biome generator. 2020-05-07 11:52:23 -05:00
a5cf40913b Implemented better biome system. 2020-05-06 20:05:20 -05:00
d1cae3bf7f Island hashcode feature added. 2020-05-05 16:57:38 -05:00
778b334ceb Implemented concept of island origin coords.
Useful for hashing an island potentially.
2020-05-05 16:49:21 -05:00
46f393c30e Refactoring. 2020-05-05 12:53:38 -05:00
ce4a5899cc Added enumerators for organizing biome information.
Currently unused.
2020-05-05 11:35:18 -05:00
9d77fe3bb6 More controlled chunk existence checking. 2020-05-04 23:20:54 -05:00
10022876d5 Fixed potential biome continuity logic mistake. 2020-05-04 20:35:44 -05:00
785f7a1ea3 Added generation modes. 2020-05-04 20:27:44 -05:00
479e28c090 World info now persist through reloads. 2020-05-04 16:57:57 -05:00
1167efbe4e Large package structure refactoring. 2020-05-04 16:41:46 -05:00
7fb858c7ca Refactoring. 2020-05-04 16:20:09 -05:00
832603cdd7 Value adjustements. 2020-05-04 16:01:45 -05:00
483b8b2ecb Added a world information system. 2020-05-04 15:54:41 -05:00
5ddc11258c Removed snowy biomes from the list of special layered biomes. 2020-05-04 14:08:53 -05:00
3a86bd1a12 Wrote a world information system and management for them.
Also large amounts of refactoring done.

The tests implement the new changes.

Island map test clears the cache now.
2020-05-04 12:53:09 -05:00
fc9aca3bb1 Overworld general terrain generation complete.
Added warning supression for unused as it may be used in the future.
2020-05-03 22:45:42 -05:00
a077ec6c0e Refactoring. 2020-05-03 17:49:48 -05:00
740ca812ae World generation feels more natural now.
Mountain tips after a certain height is stone.

Deep ocean biomes are now actually deeper.

Temperature map no longer calculates in groups of 4.
2020-05-03 16:44:43 -05:00
085827264b Biome selector updates.
Now uses a given seed to produce a biome.

Chooses the deep equivalent of a requested ocean given a parameter.
2020-05-03 16:41:40 -05:00
9aaaede19f Added two new utility datatypes. 2020-05-03 16:38:23 -05:00
dc3ccb6ff0 Added height modifier to height shader as well as difference between deep oceans and normal oceans. 2020-05-03 12:16:37 -05:00
1db4811d66 Height shader and snow blocks work. 2020-05-03 11:42:24 -05:00
d4c0fa259c Further toying with values.
Primitive generation working.
2020-05-02 22:40:56 -05:00
79edd9bf29 Several changes to chunk generation operation.
Multiple values adjusted.

Pipeline changed.

Changed server start script to not wait for debugger.
2020-05-02 19:22:45 -05:00
d8d0744350 Registered chunk loader into bukkit event listener. 2020-05-02 19:21:32 -05:00
486a0f837f Basic terrain shaping added.
World height shader "shades" the primitive island height giving variation to land and sea.

World layer shader "shades" the primitive islands with varying layers dependent on biomes.

Mapper values was changed to perform the more targetted task of generating island locations and masks.

Biome selector now takes a random at call to help with seed consistency (due to threading, this may still be problematic).

Chunk generator implements the new changes.

Tests implement new changes.
2020-05-02 00:06:58 -05:00
a6cebe703b Now generating primitive islands.
Favourable island mapper values.
2020-05-01 18:37:06 -05:00
e4597538b2 Chunk generation now generates sea and island.
Adjusted values for the island mapper.
Island world mapper now takes a seed instead of a random object.
Refactoring of method names.

Reduced cache sizes used by terrain generation.

Reworked height shader to not use it's own noise generator.

Updated tests implementing changes respectively.
2020-04-30 21:42:03 -05:00
d0701ce63d Changed async execution setup.
Two beta threads with lower thread priority and one alpha with normal thread priority.

Implemented use of both in chunk loading.
2020-04-30 16:26:11 -05:00
9b111cc977 Cache value now has convenience constructor.
Implemented the changes.

Also placed putting data in hashmap priority so for faster access.
2020-04-30 15:50:14 -05:00
3e80d1e67d Height shader now takes random object in constructor.
Removed old height shader code having to do with this change.

Implmemented changes to chunk generator.
2020-04-30 15:11:35 -05:00
0eb2a13d14 Adding to usage list before to hashmap for better concurrency. 2020-04-30 14:53:48 -05:00
50ee956ce7 Removed some debugging code, removed instance of double locking. 2020-04-30 14:51:14 -05:00
387393632d Cache now no longer locked from reading while writing.
Fixed another case where writing is followed by consecutive reading.
2020-04-30 14:40:28 -05:00
c60e94728e Added fix for another potential multithreaded case for cache.
Case: consecutive gets.
2020-04-30 01:03:52 -05:00
83297a1d10 Improved cache performance by removing locks.
These sync locks can be removed because of fixing the multithread cases in the previous commit.
2020-04-30 00:20:32 -05:00