package com.hypixel.hytale.builtin.hytalegenerator.assets.props;
import com.hypixel.hytale.builtin.hytalegenerator.MaterialSet;
import com.hypixel.hytale.builtin.hytalegenerator.assets.blockset.MaterialSetAsset;
import com.hypixel.hytale.builtin.hytalegenerator.assets.materialproviders.ConstantMaterialProviderAsset;
import com.hypixel.hytale.builtin.hytalegenerator.assets.materialproviders.MaterialProviderAsset;
import com.hypixel.hytale.builtin.hytalegenerator.assets.patterns.ConstantPatternAsset;
import com.hypixel.hytale.builtin.hytalegenerator.assets.patterns.PatternAsset;
import com.hypixel.hytale.builtin.hytalegenerator.assets.scanners.OriginScannerAsset;
import com.hypixel.hytale.builtin.hytalegenerator.assets.scanners.ScannerAsset;
import com.hypixel.hytale.builtin.hytalegenerator.material.Material;
import com.hypixel.hytale.builtin.hytalegenerator.materialproviders.MaterialProvider;
import com.hypixel.hytale.builtin.hytalegenerator.patterns.Pattern;
import com.hypixel.hytale.builtin.hytalegenerator.props.Prop;
import com.hypixel.hytale.builtin.hytalegenerator.props.filler.PondFillerProp;
import com.hypixel.hytale.builtin.hytalegenerator.scanners.Scanner;
import com.hypixel.hytale.codec.KeyedCodec;
import com.hypixel.hytale.codec.builder.BuilderCodec;
import com.hypixel.hytale.math.vector.Vector3i;
import javax.annotation.Nonnull;
public class PondFillerPropAsset extends PropAsset {
public static final BuilderCodec<PondFillerPropAsset> CODEC;
private Vector3i boundingMin = new Vector3i(-10, -10, -10);
private Vector3i boundingMax = new Vector3i(10, 10, 10);
private MaterialProviderAsset fluidMaterialProviderAsset = new ConstantMaterialProviderAsset();
private MaterialSetAsset solidSetAsset = new MaterialSetAsset();
private PatternAsset patternAsset = new ConstantPatternAsset();
private ScannerAsset scannerAsset = new OriginScannerAsset();
public PondFillerPropAsset() {
}
@Nonnull
public Prop build(@Nonnull PropAsset.Argument argument) {
if (super.skip()) {
return Prop.noProp();
} else if (this.scannerAsset != null && this.patternAsset != null && this.fluidMaterialProviderAsset != null && this.solidSetAsset != null) {
MaterialProvider<Material> materialProvider = this.fluidMaterialProviderAsset.build(MaterialProviderAsset.argumentFrom(argument));
MaterialSet solidSet = this.solidSetAsset.build(argument.materialCache);
Pattern pattern = this.patternAsset.build(PatternAsset.argumentFrom(argument));
Scanner scanner = this.scannerAsset.build(ScannerAsset.argumentFrom(argument));
PondFillerProp prop = new PondFillerProp(this.boundingMin, this.boundingMax, solidSet, materialProvider, scanner, pattern);
return prop;
} else {
return Prop.noProp();
}
}
public void cleanUp() {
this.fluidMaterialProviderAsset.cleanUp();
this.solidSetAsset.cleanUp();
this.patternAsset.cleanUp();
this.scannerAsset.cleanUp();
}
static {
CODEC = ((BuilderCodec.Builder)((BuilderCodec.Builder)((BuilderCodec.Builder)((BuilderCodec.Builder)((BuilderCodec.Builder)((BuilderCodec.Builder)BuilderCodec.builder(PondFillerPropAsset.class, PondFillerPropAsset::new, PropAsset.ABSTRACT_CODEC).append(new KeyedCodec("BoundingMin", Vector3i.CODEC, true), (asset, v) -> asset.boundingMin = v, (asset) -> asset.boundingMin).add()).append(new KeyedCodec("BoundingMax", Vector3i.CODEC, true), (asset, v) -> asset.boundingMax = v, (asset) -> asset.boundingMax).add()).append(new KeyedCodec("FillMaterial", MaterialProviderAsset.CODEC, true), (asset, v) -> asset.fluidMaterialProviderAsset = v, (asset) -> asset.fluidMaterialProviderAsset).add()).append(new KeyedCodec("BarrierBlockSet", MaterialSetAsset.CODEC, true), (asset, v) -> asset.solidSetAsset = v, (asset) -> asset.solidSetAsset).add()).append(new KeyedCodec("Pattern", PatternAsset.CODEC, true), (asset, v) -> asset.patternAsset = v, (asset) -> asset.patternAsset).add()).append(new KeyedCodec("Scanner", ScannerAsset.CODEC, true), (asset, v) -> asset.scannerAsset = v, (asset) -> asset.scannerAsset).add()).build();
}
}