use crate::{ident, Ident}; /// Identifies a particular [`Biome`]. /// /// Biome IDs are always valid and are cheap to copy and store. #[derive(Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash, Debug)] pub struct BiomeId(pub(crate) u16); impl BiomeId { pub fn to_index(self) -> usize { self.0 as usize } } /// Contains the configuration for a biome. #[derive(Clone, Debug)] pub struct Biome { /// The unique name for this biome. The name can be /// seen in the F3 debug menu. pub name: Ident, pub precipitation: BiomePrecipitation, pub sky_color: u32, pub water_fog_color: u32, pub fog_color: u32, pub water_color: u32, pub foliage_color: Option, pub grass_color: Option, pub grass_color_modifier: BiomeGrassColorModifier, pub music: Option, pub ambient_sound: Option, pub additions_sound: Option, pub mood_sound: Option, pub particle: Option, // TODO: The following fields should be added if they can affect the appearance of the biome to // clients. // * depth: f32 // * temperature: f32 // * scale: f32 // * downfall: f32 // * category // * temperature_modifier } impl Default for Biome { fn default() -> Self { Self { name: ident!("plains"), precipitation: BiomePrecipitation::Rain, sky_color: 7907327, water_fog_color: 329011, fog_color: 12638463, water_color: 4159204, foliage_color: None, grass_color: None, grass_color_modifier: BiomeGrassColorModifier::None, music: None, ambient_sound: None, additions_sound: None, mood_sound: None, particle: None, } } } #[derive(Clone, Copy, PartialEq, Eq, Default, Debug)] pub enum BiomePrecipitation { #[default] Rain, Snow, None, } /// Minecraft handles grass colors for swamps and dark oak forests in a special /// way. #[derive(Clone, Copy, PartialEq, Eq, Default, Debug)] pub enum BiomeGrassColorModifier { Swamp, DarkForest, #[default] None, } #[derive(Clone, Debug)] pub struct BiomeMusic { pub replace_current_music: bool, pub sound: Ident, pub min_delay: i32, pub max_delay: i32, } #[derive(Clone, Debug)] pub struct BiomeAdditionsSound { pub sound: Ident, pub tick_chance: f64, } #[derive(Clone, Debug)] pub struct BiomeMoodSound { pub sound: Ident, pub tick_delay: i32, pub offset: f64, pub block_search_extent: i32, } #[derive(Clone, Debug)] pub struct BiomeParticle { pub probability: f32, pub typ: Ident, }