Documentation
¶
Index ¶
- Constants
- Variables
- func FillLight(c *Chunk)
- func SpreadLight(c *Chunk, neighbours []*Chunk)
- type Chunk
- func (chunk *Chunk) Biome(x uint8, y int16, z uint8) uint32
- 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) SetBiome(x uint8, y int16, z uint8, biome uint32)
- 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 Encoding
- type Palette
- type PalettedStorage
- type SerialisedData
- type SubChunk
- func (sub *SubChunk) Empty() bool
- func (sub *SubChunk) Layer(layer uint8) *PalettedStorage
- func (sub *SubChunk) Layers() []*PalettedStorage
- 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 ( // SubChunkVersion is the current version of the written sub chunks, specifying the format they are // written on disk and over network. SubChunkVersion = 9 // 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
)
Variables ¶
var ( // DiskEncoding is the Encoding for writing a Chunk to disk. It writes block palettes using NBT and does not use // varints. DiskEncoding diskEncoding // NetworkEncoding is the Encoding used for sending a Chunk over network. It does not use NBT and writes varints. NetworkEncoding networkEncoding // BiomePaletteEncoding is the paletteEncoding used for encoding a palette of biomes. BiomePaletteEncoding biomePaletteEncoding // BlockPaletteEncoding is the paletteEncoding used for encoding a palette of block states encoded as NBT. BlockPaletteEncoding blockPaletteEncoding )
var BlockLight blockLight
BlockLight holds a light implementation that can be used for propagating block light through a sub chunk.
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 must hold a function to convert a runtime ID to a name and its state properties. RuntimeIDToState func(runtimeID uint32) (name string, properties map[string]interface{}, found bool) )
var SkyLight skyLight
SkyLight holds a light implementation that can be used for propagating sky light through a sub chunk.
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 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) SetBiome ¶ added in v0.4.1
SetBiome sets the biome ID at a specific column in the chunk.
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 Encoding ¶ added in v0.3.0
type Encoding interface {
// contains filtered or unexported methods
}
Encoding is an encoding type used for Chunk encoding. Implementations of this interface are DiskEncoding and NetworkEncoding, which can be used to encode a Chunk to an intermediate disk or network representation respectively.
type Palette ¶
type Palette struct {
// contains filtered or unexported fields
}
Palette is a palette of values that every PalettedStorage has. Storages hold 'pointers' to indices in this palette.
func (*Palette) Add ¶
Add adds a values to the Palette. It does not first check if the value was already set in the Palette. The index at which the value was added is returned. Another bool is returned indicating if the Palette was resized as a result of adding the value.
func (*Palette) Index ¶
Index loops through the values of the Palette and looks for the index of the given value. If the value could not be found, -1 is returned.
type PalettedStorage ¶ added in v0.4.1
type PalettedStorage struct {
// contains filtered or unexported fields
}
PalettedStorage is a storage of 4096 blocks encoded in a variable amount of uint32s, storages may have values with a bit size per block of 0, 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 PalettedStorage must not be called simultaneously from multiple goroutines.
func (*PalettedStorage) At ¶ added in v0.4.1
func (storage *PalettedStorage) At(x, y, z byte) uint32
At returns the value of the PalettedStorage at a given x, y and z.
func (*PalettedStorage) Palette ¶ added in v0.4.1
func (storage *PalettedStorage) Palette() *Palette
Palette returns the Palette of the PalettedStorage.
func (*PalettedStorage) Set ¶ added in v0.4.1
func (storage *PalettedStorage) Set(x, y, z byte, v uint32)
Set sets a value at a specific x, y and z. The Palette and PalettedStorage are expanded automatically to make space for the value, should that be needed.
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 [subChunkCount][]byte // Biomes is the biome data of the chunk, which is composed of a biome storage for each subchunk. Biomes []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 Encode ¶ added in v0.3.0
func Encode(c *Chunk, e Encoding) SerialisedData
Encode encodes Chunk to an intermediate representation SerialisedData. An Encoding may be passed to encode either for network or disk purposed, the most notable difference being that the network encoding generally uses varints and no NBT.
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) Empty ¶ added in v0.4.1
Empty checks if the SubChunk is considered empty. This is the case if the SubChunk has 0 block storages or if it has a single one that is completely filled with air.
func (*SubChunk) Layer ¶
func (sub *SubChunk) Layer(layer uint8) *PalettedStorage
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() []*PalettedStorage
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.