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🏡 Pasture Enrichment & Overgrazing Terrain Wear

NOTE

📌 リポジトリソースコード免責事項: このWikiのドキュメントは、リポジトリ内の現在のソースコード状態v1.3.4+26.2)を反映しています。CurseForgeやModrinthの公式公開ビルドに先行する開発中の最新コミットや機能が含まれる場合があります。


📋 System Infobox

PropertyValue
Feature NamePasture Enrichment & Terrain Wear
Enrichment Togglenatural-reproduction:pasture_enrichment (Default: true)
Overgrazing Togglenatural-reproduction:overgrazing (Default: true)
Well-Nourished Speed Buff+25% Faster Breeding Evaluation Frequency
Well-Nourished Scale Buff+10% Offspring Scale Bonus
Visual ParticlesGolden WAX_ON Sparkles
Terrain Wear StepsGRASS_BLOCKDIRTCOARSE_DIRT
Primary HelperAnimalPastureHelper.java

🎮 Player & Survival Workflow

  1. Building an Enriched Pasture:
    • Establish a fenced perimeter around an $8\times 8$ or larger grass pasture.
    • Install Pasture Enrichment Structures:
      • Water Cauldrons: Hydration source for grazing mobs.
      • Hay Bales: Supplemental foraging supply.
      • Composters: Soil enrichment and pasture health.
      • Barn Roof Shelters: Overhead solid block coverage protecting from rain/sun.
  2. The Well-Nourished State:
    • Animals living in pastures containing at least 3 enrichment structures enter the Well-Nourished state.
    • Shimmering golden WAX_ON sparkles appear around animals.
    • Breeding evaluations occur 25% faster, and offspring receive +10% bonus physical scale!
  3. Managing Overgrazing:
    • If more than 5 animals graze in a concentrated area for extended periods, grass blocks slowly convert into plain Dirt.
    • If overgrazing continues ($\ge 8$ entities), dirt degrades into Coarse Dirt, preventing grass spread until rotated.

🧮 Enrichment Scoring & Terrain Wear Formulas

1. Pasture Enrichment Score Calculation

Every 200 ticks, animals evaluate a 6-block radius:

$$\text{Score} = (\text{HayBales} \ge 1 ? 1 : 0) + (\text{WaterCauldron} \ge 1 ? 1 : 0) + (\text{Composter} \ge 1 ? 1 : 0) + (\text{RoofShelter} ? 1 : 0)$$

$$\text{isWellNourished} \iff \text{Score} \ge 3$$

2. Overgrazing Degradation Logic

On animal grazing tick:

$$\text{WearChance} = \begin{cases} 0% & \text{if } N_{\text{local}} < 5 \ 10% & \text{if } 5 \le N_{\text{local}} < 8 \implies \text{Grass Block} \to \text{Dirt} \ 25% & \text{if } N_{\text{local}} \ge 8 \implies \text{Dirt} \to \text{Coarse Dirt} \end{cases}$$

[Pasture Environment Scan (6-Block Radius)]

         ┌───────────┴───────────┐
         ▼                       ▼
[Count Enrichment Blocks]  [Count Local Herd Density]
 Hay, Water, Composter,      Density >= 5: Grass -> Dirt
 Barn Roof Shelter           Density >= 8: Dirt -> Coarse Dirt


Score >= 3? ──Yes──► [Well-Nourished (+25% Speed, +10% Scale, Golden Sparkles)]

💻 Developer & Pasture API

java
// Query enrichment score for a location
int score = AnimalPastureHelper.calculatePastureScore(level, entity.blockPosition());

// Check if an entity qualifies as well-nourished
boolean wellNourished = AnimalPastureHelper.isWellNourished(entity, level);

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