const Shape *shape;
float texture;
- glm::vec3 color;
+ glm::vec3 hsl_mod;
+ glm::vec3 rgb_mod;
glm::vec3 outline_color;
- // a string to display to the user
+ /// a string to display to the user
std::string label;
Block::Type id;
- // light level that blocks of this type emit
+ /// light level that blocks of this type emit
int luminosity;
- // whether to draw
+ /// whether to draw
bool visible;
- // if true, stops light from propagating and fixes level to luminosity
+ /// if true, stops light from propagating and fixes level to luminosity
bool block_light;
- // whether to check for collisions at all
+ /// whether to check for collisions at all
bool collision;
- // if the block should be impenetrable
+ /// if the block should be impenetrable
bool collide_block;
+ // generation properties
+ /// whether to use this block in generation at all
+ bool generate;
+ // min/mid/max points for the respective properties
+ // should all be in the (-1,1) range
+ float min_solidity;
+ float mid_solidity;
+ float max_solidity;
+ float min_humidity;
+ float mid_humidity;
+ float max_humidity;
+ float min_temperature;
+ float mid_temperature;
+ float max_temperature;
+ float min_richness;
+ float mid_richness;
+ float max_richness;
+ /// commonness factor, random chance is multiplied by this
+ float commonness;
+
struct Faces {
bool face[Block::FACE_COUNT];
Faces &operator =(const Faces &other) noexcept {
}
} fill;
- explicit BlockType(
- bool v = false,
- const glm::vec3 &color = { 1, 1, 1 },
- const Shape *shape = &DEFAULT_SHAPE
- ) noexcept;
+ BlockType() noexcept;
static const NullShape DEFAULT_SHAPE;