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NukkitX standard generator #1303
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temp commit because i have to go and will need to access from home when i get there
customization will come later
generation actually works now, as does the demo superflat generator! also added a void generator for empty worlds.
…uld partially work now
…needed `NukkitRandom` allocations by using `ThreadLocalRandom`
…write # Conflicts: # src/main/java/cn/nukkit/Server.java # src/main/java/cn/nukkit/level/generator/NormalGenerator.java # src/main/java/cn/nukkit/level/generator/SimpleChunkManager.java # src/main/java/cn/nukkit/level/manager/LevelChunkManager.java
this is probably the same bug that's been causing cut off trees in nukkit and pmmp for years
…write # Conflicts: # src/main/java/cn/nukkit/Server.java # src/main/java/cn/nukkit/level/LevelBuilder.java # src/main/java/cn/nukkit/level/LevelData.java # src/main/java/cn/nukkit/level/generator/FlatGenerator.java # src/main/java/cn/nukkit/level/generator/Generator.java # src/main/java/cn/nukkit/level/generator/GeneratorFactory.java # src/main/java/cn/nukkit/level/generator/NetherGenerator.java # src/main/java/cn/nukkit/level/generator/NormalGenerator.java
…write # Conflicts: # src/main/java/cn/nukkit/level/generator/FlatGenerator.java
…write # Conflicts: # src/main/java/cn/nukkit/level/chunk/Chunk.java # src/main/java/cn/nukkit/level/generator/PopChunkManager.java # src/main/java/cn/nukkit/level/generator/function/ChunkGenerateFunction.java # src/main/java/cn/nukkit/level/generator/function/ChunkPopulateFunction.java
also add a dependency on porklib:random
…hbors have been populated
…nerator # Conflicts: # src/main/java/cn/nukkit/registry/GeneratorRegistry.java
…write # Conflicts: # src/main/java/cn/nukkit/utils/Identifier.java
…-generator # Conflicts: # src/main/java/cn/nukkit/level/generator/populator/impl/PopulatorLava.java
…vel.dat seriously, level loading is totally broken
…n the map also fix vine generation in jungles
i think this is just about ready to go, feel free to test it yourself and point out any bugs |
Bug: If setworldspawn is not setted, you are teleported to 0,64,0 (i think) and that can be on water. Maybe you can do you can be respawned upside water not in water? |
that isn't an issue with the generator, but rather nukkit's spawn point generation code.
fixed in dc8209c |
…-generator # Conflicts: # src/main/java/cn/nukkit/player/Player.java
Tested, all works ok. I think can be merged. |
the only bug i'm aware of at the moment is that lakes that generate over a population border can sometimes end up with trees floating over them when the neighbouring chunk is populated, which i plan on solving by re-implementing lakes as structures applied during initial generation later. |
a mi me tira para bajo de la roca madre como la primera vez que lo lo iniciar teletransporte abajo de esta y caía al vacío incluso el setblocks no funciona.it me saca de la roca como la primera vez que empecé me teletransporto hacia abajo y cayó en el vacío incluso los bloques de set no funcionan |
…g-bug Fix nametag being applied on adventure mode (CloudburstMC#1298)
(Continuation of #1221)
This PR intends to provide a highly extensible and customizable terrain generator. The goal is to have most aspects of generation be controlled by configuration files. A variety of basic decorators and populators will be provided by default, and plugins will have the ability to register their own. In addition, full configuration presets for simple overworld, nether and end worlds will be provided.
Structure generation will be a huge project beyond the scope of this PR and will be implemented separately. However, some boilerplate code for structures may make its way in.
Breaking changes:
cn.nukkit.level.generator.*
andcn.nukkit.level.biome.*
has completely changed or been deletedNukkitRandom
has been removedNukkitMath#randomRange
have been removed