mirror of
https://github.com/italicsjenga/valence.git
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3ac711ca74
The Rust stdlib uses "Kind" instead of "Type".
110 lines
2.7 KiB
Rust
110 lines
2.7 KiB
Rust
use crate::{ident, Ident};
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/// Identifies a particular [`Biome`].
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///
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/// Biome IDs are always valid and are cheap to copy and store.
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#[derive(Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash, Debug)]
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pub struct BiomeId(pub(crate) u16);
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impl BiomeId {
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pub fn to_index(self) -> usize {
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self.0 as usize
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}
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}
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/// Contains the configuration for a biome.
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#[derive(Clone, Debug)]
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pub struct Biome {
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/// The unique name for this biome. The name can be
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/// seen in the F3 debug menu.
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pub name: Ident,
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pub precipitation: BiomePrecipitation,
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pub sky_color: u32,
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pub water_fog_color: u32,
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pub fog_color: u32,
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pub water_color: u32,
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pub foliage_color: Option<u32>,
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pub grass_color: Option<u32>,
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pub grass_color_modifier: BiomeGrassColorModifier,
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pub music: Option<BiomeMusic>,
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pub ambient_sound: Option<Ident>,
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pub additions_sound: Option<BiomeAdditionsSound>,
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pub mood_sound: Option<BiomeMoodSound>,
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pub particle: Option<BiomeParticle>,
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// TODO: The following fields should be added if they can affect the appearance of the biome to
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// clients.
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// * depth: f32
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// * temperature: f32
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// * scale: f32
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// * downfall: f32
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// * category
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// * temperature_modifier
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}
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impl Default for Biome {
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fn default() -> Self {
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Self {
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name: ident!("plains"),
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precipitation: BiomePrecipitation::Rain,
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sky_color: 7907327,
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water_fog_color: 329011,
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fog_color: 12638463,
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water_color: 4159204,
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foliage_color: None,
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grass_color: None,
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grass_color_modifier: BiomeGrassColorModifier::None,
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music: None,
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ambient_sound: None,
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additions_sound: None,
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mood_sound: None,
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particle: None,
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}
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}
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}
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#[derive(Clone, Copy, PartialEq, Eq, Default, Debug)]
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pub enum BiomePrecipitation {
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#[default]
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Rain,
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Snow,
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None,
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}
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/// Minecraft handles grass colors for swamps and dark oak forests in a special
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/// way.
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#[derive(Clone, Copy, PartialEq, Eq, Default, Debug)]
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pub enum BiomeGrassColorModifier {
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Swamp,
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DarkForest,
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#[default]
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None,
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}
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#[derive(Clone, Debug)]
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pub struct BiomeMusic {
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pub replace_current_music: bool,
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pub sound: Ident,
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pub min_delay: i32,
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pub max_delay: i32,
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}
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#[derive(Clone, Debug)]
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pub struct BiomeAdditionsSound {
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pub sound: Ident,
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pub tick_chance: f64,
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}
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#[derive(Clone, Debug)]
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pub struct BiomeMoodSound {
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pub sound: Ident,
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pub tick_delay: i32,
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pub offset: f64,
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pub block_search_extent: i32,
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}
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#[derive(Clone, Debug)]
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pub struct BiomeParticle {
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pub probability: f32,
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pub kind: Ident,
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}
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