slime chunks to renderers
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@@ -0,0 +1,142 @@
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import('math', '_euclidean_sq', '_euclidean');
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global_renderers = m(
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l('structures', m(
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l('active', false),
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l('handler', '__structure_renderer'),
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l('tasks', m()),
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l('range', 3),
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l('max_pieces', 4)
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)),
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l('chunks', m(
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l('active', false),
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l('handler', '__chunk_renderer'),
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l('tasks', m()),
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l('range', 4)
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)),
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l('shapes', m(
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l('active', false),
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l('handler', '__shape_renderer'),
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l('tasks', m()),
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l('range', 8)
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))
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);
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__command() -> '';
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monument() -> __toggle('monument', 'structures');
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fortress() -> __toggle('fortress', 'structures');
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mansion() -> __toggle('mansion', 'structures');
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jungle_temple() -> __toggle('jungle_temple', 'structures');
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desert_temple() -> __toggle('desert_temple', 'structures');
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end_city() -> __toggle('end_city', 'structures');
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igloo() -> __toggle('igloo', 'structures');
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shipwreck() -> __toggle('shipwreck', 'structures');
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witch_hut() -> __toggle('witch_hut', 'structures');
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stronghold() -> __toggle('stronghold', 'structures');
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ocean_ruin() -> __toggle('ocean_ruin', 'structures');
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treasure() -> __toggle('treasure', 'structures');
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pillager_outpost() -> __toggle('pillager_outpost', 'structures');
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mineshaft() -> __toggle('mineshaft', 'structures');
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village() -> __toggle('village', 'structures');
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slime_chunks() -> __toggle('slime_chunks', 'chunks');
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clear() -> for(global_renderers, global_renderers:_:'tasks' = m() );
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__toggle(feature, renderer) ->
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(
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p = player();
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config = global_renderers:renderer;
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if( has(config:'tasks':feature),
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delete(config:'tasks':feature);
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'disabled '+feature+' overlays';
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,
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config:'tasks' += feature;
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if (!config:'active', call(config:'handler', p~'name'));
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'enabled '+feature+' overlays';
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)
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);
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__should_run(renderer, player_name) ->
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(
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config = global_renderers:renderer;
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if (length(config:'tasks')==0, config:'active' = false; return(l(null, null)));
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p = player(player_name);
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if (!p, config:'active' = false; clear(); return(l(null, null)));
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config:'active' = true;
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l(p, config);
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);
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__structure_renderer(player_name) ->
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(
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l(p, config) = __should_run('structures', player_name);
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if (!p, return());
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in_dimension(p,
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ppos = pos(p);
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starts = m();
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r = config:'range';
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for(range(-r,r), cx =_;
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for (range(-r,r), cz = _;
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ref_pos = ppos + l(16*cx,0,16*cz);
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for(filter(structure_references(ref_pos), has(config:'tasks':_)),
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name = _;
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for(structure_references(ref_pos, name),
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starts += l(_, name);
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)
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)
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)
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);
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for (starts, l(position, name) = _;
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structure_data = structures(position):name;
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if (!structure_data, continue()); // messed up references - shouldn't happen
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structure_pieces = structures(position, name);
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if (!structure_pieces, continue()); // messed up references - shouldn't happen
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l(from, to) = structure_data;
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total_size = _euclidean(from, to);
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density = max(10, total_size/10);
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particle_rect('dust 0 1 1 2', from, to+1, density);
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structure_pieces = slice(sort_key(structure_pieces, _euclidean_sq((_:2+_:3)/2,ppos)), 0, config:'max_pieces');
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for (structure_pieces, l(piece, direction, from, to) = _;
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factor = 1- _i / config:'max_pieces' / 2;
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total_size = _euclidean(from, to);
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density = max(_i+1, total_size/10);
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particle_rect(str('dust %.2f %.2f 1 1',factor, factor), from, to+1, density);
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)
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)
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);
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schedule(3, '__structure_renderer', player_name);
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);
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__chunk_renderer(player_name) ->
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(
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l(p, config) = __should_run('chunks', player_name);
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if (!p, return());
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in_dimension( p,
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// get lower corner of the chunk
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ppos = map(pos(p)/16, floor(_))*16;
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ppos:1 = 0;
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r = config:'range';
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for(range(-r,r), cx =_;
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for (range(-r,r), cz = _;
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ref_pos = ppos + l(16*cx,0,16*cz);
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if(has(config:'tasks':'slime_chunks') && in_slime_chunk(ref_pos),
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player_distance = _euclidean(ppos, ref_pos+8);
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top_00 = ref_pos + l(0, top('terrain', ref_pos)+10, 0);
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top_11 = ref_pos + l(16, top('terrain', ref_pos+l(15,0,15))+10, 16);
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top_10 = ref_pos + l(16, top('terrain', ref_pos+l(15, 0, 0))+10, 0);
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top_01 = ref_pos + l(0, top('terrain', ref_pos+l(0, 0, 15))+10, 16);
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part = 'dust 0.2 0.8 0.2 2';
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density = 2+player_distance/2;
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particle_line(part, top_00, top_10, density);
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particle_line(part, top_10, top_11, density);
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particle_line(part, top_11, top_01, density);
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particle_line(part, top_01, top_00, density);
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particle_line(part, top_00, top_11, density);
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particle_line(part, top_01, top_10, density);
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)
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)
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)
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);
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schedule(3, '__chunk_renderer', player_name);
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)
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