127 lines
3.2 KiB
Go
127 lines
3.2 KiB
Go
package world
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import (
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"github.com/Tnze/go-mc/save"
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)
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const (
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// The number of sections per chunk. This determines the total height of the
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// chunk
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ChunkSectionCount = 16
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// The number of blocks in a horizontal slice of a chunk
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chunkSliceSize = 16 * 16
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)
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// `ChunkData` represents the contents of a "chunk", which is a column of voxels
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// in world space
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type ChunkData struct {
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// The position of the chunk, in world space
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Pos ChunkPos `json:"pos"`
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// The column of sections
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Sections [ChunkSectionCount]ChunkSection `json:"sections"`
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}
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// `ChunkSection' is a fixed-size cube that stores the data in a chunk
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type ChunkSection struct {
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// A look-up-table of each section index to its value
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Palette SectionPalette `json:"palette"`
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BlockStates [16 * 16 * 16]PaletteIndex `json:"block_states"`
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}
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func rem_euclid(a, b int) int {
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return (a%b + b) % b
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}
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func IndexOfBlock(pos BlockPos) int {
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baseX := rem_euclid(pos.X, 16)
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baseY := rem_euclid(int(pos.Y), 16)
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baseZ := rem_euclid(pos.Z, 16)
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return (baseY * chunkSliceSize) + (baseZ * 16) + baseX
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}
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func (cs *ChunkSection) UpdateBlock(pos BlockPos, targetState BlockID) {
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cs.BlockStates[IndexOfBlock(pos)] = cs.Palette.IndexFor(targetState)
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}
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func (cs *ChunkSection) FetchBlock(pos BlockPos) BlockID {
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return cs.Palette.State(cs.BlockStates[IndexOfBlock(pos)])
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}
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func (cd *ChunkData) SectionFor(pos BlockPos) *ChunkSection {
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return &cd.Sections[pos.Y%ChunkSectionCount]
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}
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func (cd *ChunkData) IndexToBlockPos(index int) BlockPos {
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posX := index % 16
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posZ := ((index - posX) % 256) / 16
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posY := ((index - posZ) % 4096) / 256
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return BlockPos{
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X: posX + (cd.Pos.X * 16),
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Y: uint(posY),
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Z: posZ + (cd.Pos.Z * 16),
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}
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}
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// Conversion from Minecraft chunks
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func extractPaletteIndexes(compressed int64) [16]byte {
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var outputs [16]byte
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var outputIndex int
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for index := 0; index < 64; index += 4 {
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shifted := compressed >> index
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// Mask off the lowest four bits
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shifted &= 0xf
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outputs[outputIndex] = byte(shifted)
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outputIndex += 1
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}
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return outputs
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}
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func (cd *ChunkData) FromMCAChunk(other save.Chunk) {
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// Load the chunk's position
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cd.Pos = ChunkPos{X: int(other.XPos), Z: int(other.ZPos)}
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// Load the data from the chunk
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for sectionIndex, section := range other.Sections {
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// TODO: Enable chunks to have more than 16 sections
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if sectionIndex >= ChunkSectionCount {
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break
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}
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var currentSection ChunkSection
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currentSection.Palette = NewSectionPalette()
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paletteIndexes := []int{}
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for _, compress := range section.BlockStates.Data {
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indexes := extractPaletteIndexes(int64(compress))
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converted := make([]int, 16)
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for i := 0; i < 16; i++ {
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converted[i] = int(indexes[i])
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}
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paletteIndexes = append(paletteIndexes, converted...)
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}
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for blockIndex, paletteIndex := range paletteIndexes {
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var state BlockID
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if section.BlockStates.Palette[paletteIndex].Name == "minecraft:air" {
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state = Empty
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} else {
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state = Generic
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}
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// TODO: Remove this workaround for larger bit sizes in palettes
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if blockIndex < 4096 {
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currentSection.BlockStates[blockIndex] = currentSection.Palette.IndexFor(state)
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}
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}
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cd.Sections[sectionIndex] = currentSection
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}
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}
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