forked from RepoMirrors/baritone
Add water shading
This commit is contained in:
parent
9bbb89f616
commit
0132dd4a20
@ -17,10 +17,14 @@ public class Map extends Behavior {
|
||||
|
||||
public static final Map INSTANCE = new Map();
|
||||
|
||||
private Map() {}
|
||||
|
||||
private BufferedImage fullImage = new BufferedImage(4080, 4080, BufferedImage.TYPE_INT_RGB);
|
||||
|
||||
private Map() {
|
||||
try {
|
||||
fullImage = ImageIO.read(getImagePath().toFile());
|
||||
} catch(IOException ignored) { }
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onChunkEvent(ChunkEvent event) {
|
||||
if(event.getType() != ChunkEvent.Type.POPULATE)
|
||||
|
@ -3,7 +3,12 @@ package baritone.map;
|
||||
import baritone.bot.Baritone;
|
||||
import baritone.bot.utils.BlockStateInterface;
|
||||
import baritone.bot.utils.pathing.BetterBlockPos;
|
||||
import net.minecraft.block.BlockDynamicLiquid;
|
||||
import net.minecraft.block.BlockLiquid;
|
||||
import net.minecraft.block.BlockStaticLiquid;
|
||||
import net.minecraft.block.material.MapColor;
|
||||
import net.minecraft.block.state.IBlockState;
|
||||
import net.minecraft.init.Blocks;
|
||||
import net.minecraft.util.EnumFacing;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.world.chunk.Chunk;
|
||||
@ -76,14 +81,19 @@ public class MapChunk {
|
||||
private int getColor(int x, int z) {
|
||||
int chunkX = chunk.getPos().getXStart() + x;
|
||||
int chunkZ = chunk.getPos().getZStart() + z;
|
||||
BetterBlockPos blockPos = new BetterBlockPos(chunkX, chunk.getHeight(new BetterBlockPos(chunkX, 0, chunkZ)), chunkZ);
|
||||
MapColor mapColor = BlockStateInterface.get(blockPos).getMapColor(chunk.getWorld(), blockPos);
|
||||
BlockPos blockPos = new BetterBlockPos(chunkX, chunk.getHeight(new BetterBlockPos(chunkX, 0, chunkZ)), chunkZ);
|
||||
IBlockState blockState = BlockStateInterface.get(blockPos);
|
||||
MapColor mapColor = blockState.getMapColor(chunk.getWorld(), blockPos);
|
||||
|
||||
// The chunk heightMap returns the first non-full block above the surface, including bushes.
|
||||
// We have to check this and shift our block down by one if the color is "air" (as in, there's no real block there)
|
||||
Color color = new Color(mapColor != MapColor.AIR ?
|
||||
mapColor.colorValue :
|
||||
BlockStateInterface.get(blockPos.down()).getMapColor(chunk.getWorld(), blockPos).colorValue);
|
||||
if(mapColor == MapColor.AIR) {
|
||||
blockPos = blockPos.down();
|
||||
blockState = BlockStateInterface.get(blockPos);
|
||||
mapColor = blockState.getMapColor(chunk.getWorld(), blockPos);
|
||||
}
|
||||
|
||||
Color color = new Color(mapColor.colorValue);
|
||||
int red = color.getRed();
|
||||
int green = color.getGreen();
|
||||
int blue = color.getBlue();
|
||||
@ -100,8 +110,26 @@ public class MapChunk {
|
||||
if(BlockStateInterface.get(offset).getMapColor(chunk.getWorld(), offset) == MapColor.AIR)
|
||||
offset = offset.down();
|
||||
|
||||
// We start the heightCoef at 0.8 to darken the colors similar to vanilla Minecraft's.
|
||||
float heightCoef = 0.8f + (Math.signum(blockPos.getY() - offset.getY()) * 0.2f);
|
||||
float heightCoef;
|
||||
// Check if we need to handle water depth shading
|
||||
if(blockState.getMaterial().isLiquid()) {
|
||||
heightCoef = 1.0f;
|
||||
int i = 1;
|
||||
// Iterate over the 4 layers of water shading and color proportional to the depth
|
||||
for(; i < 5; i++) {
|
||||
if(BlockStateInterface.get(blockPos.down(i * 2)).getMaterial().isLiquid()) {
|
||||
heightCoef -= 0.075f;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Add checkerboard shading to the odd layers to give texture
|
||||
if(i % 2 == 0)
|
||||
heightCoef += 0.075f * (((x + z) % 2 == 0) ? -1 : 1);
|
||||
} else {
|
||||
// We start the heightCoef at 0.8 to darken the colors similar to vanilla Minecraft's.
|
||||
heightCoef = 0.8f + (Math.signum(blockPos.getY() - offset.getY()) * 0.2f);
|
||||
}
|
||||
red = Math.min(255, (int) (red * heightCoef));
|
||||
green = Math.min(255, (int) (green * heightCoef));
|
||||
blue = Math.min(255, (int) (blue * heightCoef));
|
||||
|
Loading…
Reference in New Issue
Block a user