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object priority system

Open RaydenKonig opened this issue 4 years ago • 9 comments

Is your feature request related to a problem? Please describe. It always frustrates me when I try to put objects like abandoned houses, statues etc and these are crossed by trees or bushes

Describe the solution you would like Implement a priority system between objects, that is, that you can configure the priority that an object has before others and the one with the highest priority will overwrite the other In this way, for example, the tree object could be put with priority 1, while the houses could be put a priority 2, in this way the leaves of the trees would not cross the structure of the house

In addition, this system also prioritizes the void air, so that the leaves do not enter inside a house.

Additional context An example of the priority setting

        {
            "chance": 0.7,
            "Priority 1,
            "rotation": {
                "yAxis": {
                    "min": 0,
                    "max": 0,
                    "interval": 90,
                    "enabled": true
                },
                "enabled": true
            },
            "place": [
                "light-forest / tree4",
                "light-forest / tree3",
                 "light-forest / tree2",
                 "light-forest / tree1"
            ],
            "translate": {
                "x": 0,
                "y": -4,
                "z": 0
            },
           {
            "chance": 0.010,
           "priority", 2,
            "rotation": {
                "yAxis": {
                    "min": 0,
                    "max": 0,
                    "interval": 90,
                    "enabled": true
                },
                "enabled": true
            },
            "place": [
                "abandoned-house"
            ],
            "translate": {
                "x": 0,
                "y": 0,
                "z": 0
            }
        }

RaydenKonig avatar Jan 10 '21 20:01 RaydenKonig

Sounds good :P Iris V1 had this, just never added it to V2 (spigot version) or V3 (current spigot version).

cyberpwnn avatar Jan 12 '21 11:01 cyberpwnn

Do you mean you want A to overwrite the blocks of B or A prevents B from spawning altogether?

svdgoor avatar Mar 21 '21 21:03 svdgoor

¿Quiere decir que quiere que A sobrescriba los bloques de B o que A evita que B se genere por completo?

that's how it is

if A has a higher priority than B

A will overwrite B and never reverse

RaydenKonig avatar Mar 21 '21 21:03 RaydenKonig

So if A has a block inside a location in B it will replace the block? That's fairly achievable

svdgoor avatar Mar 21 '21 21:03 svdgoor

Exact!

This so that, for example, if a house is generated within a forest, a priority is placed above that of a tree, therefore, if it is generated next to a tree, the wood or leaves will never pass through the structure of the house.

This should also be applied with the vacuum air so inside the house, it does not fill with leaves

RaydenKonig avatar Mar 21 '21 21:03 RaydenKonig

You mean bore, yes, absolutely.

svdgoor avatar Mar 21 '21 21:03 svdgoor

@cyberpwnn can this be closed? We talked about this and by filling the air with other blocks and replacing them would be a more viable solution.

ghost avatar Aug 02 '21 21:08 ghost

@ArMiN231 how would that idea (which I'm not fully understanding) solve trees inside village buildings (objects -> jigsaw)?

svdgoor avatar Aug 02 '21 21:08 svdgoor

@ArMiN231 how would that idea (which I'm not fully understanding) solve trees inside village buildings (objects -> jigsaw)?

Basically a object priority system would prevent villages inside forests. And with the current features we can prevent trees from filling houses. Maybe a object collision system would prevent trees from spawning at the same position as jigsaw structures do.

ghost avatar Aug 02 '21 21:08 ghost