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import java .util .Objects ;
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import java .util .Random ;
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- public class WaterRegionController {
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- private FastNoise waterRegionController ;
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+ public class LiquidRegionController {
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+ private FastNoise liquidRegionSampler ;
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private ISeedReader world ;
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private String dimensionName ;
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private Random rand ;
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// Vars determined from config
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private BlockState lavaBlock ;
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private BlockState waterBlock ;
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- private float waterRegionThreshold ;
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+ private float liquidRegionThreshold ;
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// Constants
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private static final float SMOOTH_RANGE = .04f ;
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private static final float SMOOTH_DELTA = .01f ;
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- public WaterRegionController (ISeedReader worldIn , ConfigHolder config ) {
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+ public LiquidRegionController (ISeedReader worldIn , ConfigHolder config ) {
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this .world = worldIn ;
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this .dimensionName = Objects .requireNonNull (world .getWorld ().getDimensionKey ().getLocation ()).toString ();
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this .rand = new Random ();
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// Vars from config
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lavaBlock = getLavaBlockFromString (config .lavaBlock .get ());
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waterBlock = getWaterBlockFromString (config .waterBlock .get ());
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- waterRegionThreshold = NoiseUtils .simplexNoiseOffsetByPercent (-1f , config .waterRegionSpawnChance .get ().floatValue () / 100f );
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+ liquidRegionThreshold = NoiseUtils .simplexNoiseOffsetByPercent (-1f , config .waterRegionSpawnChance .get ().floatValue () / 100f );
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- // Water region controller
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+ // Liquid region sampler
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float waterRegionSize = config .cavernRegionSize .get ().equals ("ExtraLarge" ) ? .001f : .004f ;
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- waterRegionController = new FastNoise ();
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- waterRegionController .SetSeed ((int ) world .getSeed () + 444 );
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- waterRegionController .SetFrequency (waterRegionSize );
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+ liquidRegionSampler = new FastNoise ();
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+ liquidRegionSampler .SetSeed ((int ) world .getSeed () + 444 );
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+ liquidRegionSampler .SetFrequency (waterRegionSize );
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}
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public BlockState [][] getLiquidBlocksForChunk (int chunkX , int chunkZ ) {
@@ -61,14 +61,14 @@ public BlockState[][] getLiquidBlocksForChunk(int chunkX, int chunkZ) {
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private BlockState getLiquidBlockAtPos (Random rand , ColPos colPos ) {
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BlockState liquidBlock = lavaBlock ;
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- if (waterRegionThreshold > -1f ) { // Don't bother calculating noise if water regions are disabled
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- float waterRegionNoise = waterRegionController .GetNoise (colPos .getX (), colPos .getZ ());
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+ if (liquidRegionThreshold > -1f ) { // Don't bother calculating noise if water regions are disabled
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+ float liquidRegionNoise = liquidRegionSampler .GetNoise (colPos .getX (), colPos .getZ ());
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// If water region threshold check is passed, change liquid block to water
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float randOffset = rand .nextFloat () * SMOOTH_DELTA + SMOOTH_RANGE ;
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- if (waterRegionNoise < waterRegionThreshold - randOffset )
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+ if (liquidRegionNoise < liquidRegionThreshold - randOffset )
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liquidBlock = waterBlock ;
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- else if (waterRegionNoise < waterRegionThreshold + randOffset )
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+ else if (liquidRegionNoise < liquidRegionThreshold + randOffset )
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liquidBlock = null ;
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}
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return liquidBlock ;
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