Documentation ¶
Index ¶
- Constants
- Variables
- func FillLight(c *Chunk)
- func SpreadLight(c *Chunk, neighbours []*Chunk)
- type BlockStorage
- type Chunk
- func (chunk *Chunk) BiomeID(x, z uint8) uint8
- func (chunk *Chunk) BlockNBT() map[cube.Pos]map[string]interface{}
- func (chunk *Chunk) Compact()
- func (chunk *Chunk) HighestBlock(x, z uint8) int16
- func (chunk *Chunk) HighestLightBlocker(x, z uint8) int16
- func (chunk *Chunk) Light(x uint8, y int16, z uint8) uint8
- func (chunk *Chunk) RuntimeID(x uint8, y int16, z uint8, layer uint8) uint32
- func (chunk *Chunk) SetBiomeID(x, z, biomeID uint8)
- func (chunk *Chunk) SetBlockNBT(pos cube.Pos, data map[string]interface{})
- func (chunk *Chunk) SetRuntimeID(x uint8, y int16, z uint8, layer uint8, runtimeID uint32)
- func (chunk *Chunk) SkyLight(x uint8, y int16, z uint8) uint8
- func (chunk *Chunk) Sub() []*SubChunk
- type Palette
- type SerialisedData
- type SubChunk
- func (sub *SubChunk) ClearLight()
- func (sub *SubChunk) Layer(layer uint8) *BlockStorage
- func (sub *SubChunk) Layers() []*BlockStorage
- func (sub *SubChunk) Light(x, y, z byte) uint8
- func (sub *SubChunk) RuntimeID(x, y, z byte, layer uint8) uint32
- func (sub *SubChunk) SetRuntimeID(x, y, z byte, layer uint8, runtimeID uint32)
- func (sub *SubChunk) SkyLightAt(x, y, z byte) uint8
Constants ¶
const ( // CurrentBlockVersion is the current version of blocks (states) of the game. This version is composed // of 4 bytes indicating a version, interpreted as a big endian int. The current version represents // 1.16.0.14 {1, 16, 0, 14}. CurrentBlockVersion int32 = 17825806 )
const (
MaxSubChunkIndex = (cube.MaxY >> 4) - minSubChunkY
)
const ( // SubChunkVersion is the current version of the written sub chunks, specifying the format they are // written on disk and over network. SubChunkVersion = 8 )
Variables ¶
var FilteringBlocks = make([]uint8, 0, 7000)
FilteringBlocks is a map for checking if a block runtime ID filters light, and if so, how many levels. Light is able to propagate through these blocks, but will have its level reduced.
var LightBlocks = make([]uint8, 0, 7000)
LightBlocks is a list of block light levels (0-15) indexed by block runtime IDs. The map is used to do a fast lookup of block light.
var RuntimeIDToState func(runtimeID uint32) (name string, properties map[string]interface{}, found bool)
RuntimeIDToState must hold a function to convert a runtime ID to a name and its state properties.
var StateToRuntimeID func(name string, properties map[string]interface{}) (runtimeID uint32, found bool)
StateToRuntimeID must hold a function to convert a name and its state properties to a runtime ID.
Functions ¶
func FillLight ¶
func FillLight(c *Chunk)
FillLight executes the light 'filling' stage, where the chunk is filled with light coming only from the chunk itself, without light crossing chunk borders.
func SpreadLight ¶
SpreadLight executes the light 'spreading' stage, where the chunk has its light spread into the neighbouring chunks. The neighbouring chunks must have passed the light 'filling' stage before this function is called for a chunk.
Types ¶
type BlockStorage ¶
type BlockStorage struct {
// contains filtered or unexported fields
}
BlockStorage is a storage of 4096 blocks encoded in a variable amount of uint32s, storages may have blocks with a bit size per block of 1, 2, 3, 4, 5, 6, 8 or 16 bits. 3 of these formats have additional padding in every uint32 and an additional uint32 at the end, to cater for the blocks that don't fit. This padding is present when the storage has a block size of 3, 5 or 6 bytes. Methods on BlockStorage must not be called simultaneously from multiple goroutines.
func (*BlockStorage) Palette ¶
func (storage *BlockStorage) Palette() *Palette
Palette returns the Palette of the block storage.
func (*BlockStorage) RuntimeID ¶
func (storage *BlockStorage) RuntimeID(x, y, z byte) uint32
RuntimeID returns the runtime ID of the block located at the given x, y and z.
func (*BlockStorage) SetRuntimeID ¶
func (storage *BlockStorage) SetRuntimeID(x, y, z byte, runtimeID uint32)
SetRuntimeID sets the given runtime ID at the given x, y and z. The palette and block storage are expanded automatically to make space for the runtime ID, should that be needed.
type Chunk ¶
Chunk is a segment in the world with a size of 16x16x256 blocks. A chunk contains multiple sub chunks and stores other information such as biomes. It is not safe to call methods on Chunk simultaneously from multiple goroutines.
func DiskDecode ¶
func DiskDecode(data SerialisedData) (*Chunk, error)
DiskDecode decodes the data from a SerialisedData object into a chunk and returns it. If the data was invalid, an error is returned.
func NetworkDecode ¶
NetworkDecode decodes the network serialised data passed into a Chunk if successful. If not, the chunk returned is nil and the error non-nil. The sub chunk count passed must be that found in the LevelChunk packet. noinspection GoUnusedExportedFunction
func (*Chunk) Compact ¶
func (chunk *Chunk) Compact()
Compact compacts the chunk as much as possible, getting rid of any sub chunks that are empty, and compacts all storages in the sub chunks to occupy as little space as possible. Compact should be called right before the chunk is saved in order to optimise the storage space.
func (*Chunk) HighestBlock ¶
HighestBlock iterates from the highest non-empty sub chunk downwards to find the Y value of the highest non-air block at an x and z. If no blocks are present in the column, 0 is returned.
func (*Chunk) HighestLightBlocker ¶
HighestLightBlocker iterates from the highest non-empty sub chunk downwards to find the Y value of the highest block that completely blocks any light from going through. If none is found, the value returned is 0.
func (*Chunk) RuntimeID ¶
RuntimeID returns the runtime ID of the block at a given x, y and z in a chunk at the given layer. If no sub chunk exists at the given y, the block is assumed to be air.
func (*Chunk) SetBiomeID ¶
SetBiomeID sets the biome ID at a specific column in the chunk.
func (*Chunk) SetBlockNBT ¶
SetBlockNBT sets block NBT data to a given position in the chunk. If the data passed is nil, the block NBT currently present will be cleared.
func (*Chunk) SetRuntimeID ¶
SetRuntimeID sets the runtime ID of a block at a given x, y and z in a chunk at the given layer. If no SubChunk exists at the given y, a new SubChunk is created and the block is set.
type Palette ¶
type Palette struct {
// contains filtered or unexported fields
}
Palette is a palette of runtime IDs that every block storage has. Block storages hold 'pointers' to indexes in this palette.
func (*Palette) Add ¶
Add adds a runtime ID to the palette. It does not first if the runtime ID was already set in the palette. The index at which the runtime ID was added is returned. Another bool is returned indicating if the palette was resized as a result of the adding of the runtime ID.
func (*Palette) Index ¶
Index loops through the runtime IDs of the palette and looks for the index of the given runtime ID. If the runtime ID can not be found, -1 is returned.
type SerialisedData ¶
type SerialisedData struct { // sub holds the data of the serialised sub chunks in a chunk. Sub chunks that are empty or that otherwise // don't exist are represented as an empty slice (or technically, nil). SubChunks [16][]byte // Data2D is the 2D data of the chunk, which is composed of the biome IDs (256 bytes) and optionally the // height map of the chunk. Data2D []byte // BlockNBT is an encoded NBT array of all blocks that carry additional NBT, such as chests, with all // their contents. BlockNBT []byte }
SerialisedData holds the serialised data of a chunk. It consists of the chunk's block data itself, a height map, the biomes and entities and block entities.
func DiskEncode ¶
func DiskEncode(c *Chunk, blob bool) (d SerialisedData)
DiskEncode encodes a chunk to its disk representation, so that it may be stored in a database, giving other servers the ability to read the chunk.
func NetworkEncode ¶
func NetworkEncode(c *Chunk) (d SerialisedData)
NetworkEncode encodes a chunk passed to its network representation and returns it as a SerialisedData, which may be sent over network.
type SubChunk ¶
type SubChunk struct {
// contains filtered or unexported fields
}
SubChunk is a cube of blocks located in a chunk. It has a size of 16x16x16 blocks and forms part of a stack that forms a Chunk.
func NewSubChunk ¶
NewSubChunk creates a new sub chunk. All sub chunks should be created through this function
func (*SubChunk) ClearLight ¶
func (sub *SubChunk) ClearLight()
ClearLight clears all light of the sub chunk.
func (*SubChunk) Layer ¶
func (sub *SubChunk) Layer(layer uint8) *BlockStorage
Layer returns a certain block storage/layer from a sub chunk. If no storage at the layer exists, the layer is created, as well as all layers between the current highest layer and the new highest layer.
func (*SubChunk) Layers ¶
func (sub *SubChunk) Layers() []*BlockStorage
Layers returns all layers in the sub chunk. This method may also return an empty slice.
func (*SubChunk) Light ¶
Light returns the light level at a specific position in the sub chunk. It is max(block light, sky light).
func (*SubChunk) RuntimeID ¶
RuntimeID returns the runtime ID of the block located at the given X, Y and Z. X, Y and Z must be in a range of 0-15.
func (*SubChunk) SetRuntimeID ¶
SetRuntimeID sets the given runtime ID at the given X, Y and Z. X, Y and Z must be in a range of 0-15.
func (*SubChunk) SkyLightAt ¶
SkyLightAt returns the sky light value at a specific value at a specific position in the sub chunk.