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// cChunkMap.h
// Interfaces to the cChunkMap class representing the chunk storage for a single world
# pragma once
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# include "ChunkDataCallback.h"
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# include "EffectID.h"
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class cWorld ;
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class cWorldInterface ;
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class cItem ;
class MTRand ;
class cChunkStay ;
class cChunk ;
class cPlayer ;
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class cBeaconEntity ;
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class cBrewingstandEntity ;
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class cChestEntity ;
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class cDispenserEntity ;
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class cDropperEntity ;
class cDropSpenserEntity ;
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class cFurnaceEntity ;
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class cNoteEntity ;
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class cCommandBlockEntity ;
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class cMobHeadEntity ;
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class cFlowerPotEntity ;
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class cPawn ;
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class cPickup ;
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class cChunkDataSerializer ;
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class cBlockArea ;
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class cMobCensus ;
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class cMobSpawner ;
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class cSetChunkData ;
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class cBoundingBox ;
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typedef std : : list < cClientHandle * > cClientHandleList ;
typedef cChunk * cChunkPtr ;
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typedef cItemCallback < cEntity > cEntityCallback ;
typedef cItemCallback < cBlockEntity > cBlockEntityCallback ;
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typedef cItemCallback < cBeaconEntity > cBeaconCallback ;
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typedef cItemCallback < cBrewingstandEntity > cBrewingstandCallback ;
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typedef cItemCallback < cChestEntity > cChestCallback ;
typedef cItemCallback < cDispenserEntity > cDispenserCallback ;
typedef cItemCallback < cDropperEntity > cDropperCallback ;
typedef cItemCallback < cDropSpenserEntity > cDropSpenserCallback ;
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typedef cItemCallback < cFlowerPotEntity > cFlowerPotCallback ;
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typedef cItemCallback < cFurnaceEntity > cFurnaceCallback ;
typedef cItemCallback < cNoteEntity > cNoteBlockCallback ;
typedef cItemCallback < cCommandBlockEntity > cCommandBlockCallback ;
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typedef cItemCallback < cMobHeadEntity > cMobHeadCallback ;
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typedef cItemCallback < cChunk > cChunkCallback ;
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class cChunkMap
{
public :
static const int LAYER_SIZE = 32 ;
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cChunkMap ( cWorld * a_World ) ;
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~ cChunkMap ( ) ;
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// Broadcast respective packets to all clients of the chunk where the event is taking place
// (Please keep these alpha-sorted)
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void BroadcastAttachEntity ( const cEntity & a_Entity , const cEntity * a_Vehicle ) ;
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void BroadcastBlockAction ( int a_BlockX , int a_BlockY , int a_BlockZ , char a_Byte1 , char a_Byte2 , BLOCKTYPE a_BlockType , const cClientHandle * a_Exclude = nullptr ) ;
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void BroadcastBlockBreakAnimation ( UInt32 a_EntityID , int a_BlockX , int a_BlockY , int a_BlockZ , char a_Stage , const cClientHandle * a_Exclude = nullptr ) ;
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void BroadcastBlockEntity ( int a_BlockX , int a_BlockY , int a_BlockZ , const cClientHandle * a_Exclude ) ;
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void BroadcastCollectEntity ( const cEntity & a_Entity , const cPlayer & a_Player , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastCollectPickup ( const cPickup & a_Pickup , const cPlayer & a_Player , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastDestroyEntity ( const cEntity & a_Entity , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityEffect ( const cEntity & a_Entity , int a_EffectID , int a_Amplifier , short a_Duration , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityEquipment ( const cEntity & a_Entity , short a_SlotNum , const cItem & a_Item , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityHeadLook ( const cEntity & a_Entity , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityLook ( const cEntity & a_Entity , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityMetadata ( const cEntity & a_Entity , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityRelMove ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityRelMoveLook ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityStatus ( const cEntity & a_Entity , char a_Status , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityVelocity ( const cEntity & a_Entity , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastEntityAnimation ( const cEntity & a_Entity , char a_Animation , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastParticleEffect ( const AString & a_ParticleName , float a_SrcX , float a_SrcY , float a_SrcZ , float a_OffsetX , float a_OffsetY , float a_OffsetZ , float a_ParticleData , int a_ParticleAmount , cClientHandle * a_Exclude = nullptr ) ;
void BroadcastRemoveEntityEffect ( const cEntity & a_Entity , int a_EffectID , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastSoundEffect ( const AString & a_SoundName , double a_X , double a_Y , double a_Z , float a_Volume , float a_Pitch , const cClientHandle * a_Exclude = nullptr ) ;
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void BroadcastSoundParticleEffect ( const EffectID a_EffectID , int a_SrcX , int a_SrcY , int a_SrcZ , int a_Data , const cClientHandle * a_Exclude = nullptr ) ;
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void BroadcastSpawnEntity ( cEntity & a_Entity , const cClientHandle * a_Exclude = nullptr ) ;
void BroadcastThunderbolt ( int a_BlockX , int a_BlockY , int a_BlockZ , const cClientHandle * a_Exclude = nullptr ) ;
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void BroadcastUseBed ( const cEntity & a_Entity , int a_BlockX , int a_BlockY , int a_BlockZ ) ;
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/** Sends the block entity, if it is at the coords specified, to a_Client */
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void SendBlockEntity ( int a_BlockX , int a_BlockY , int a_BlockZ , cClientHandle & a_Client ) ;
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/** a_Player rclked block entity at the coords specified, handle it
returns true if the use was successful , return false to use the block as a " normal " block */
bool UseBlockEntity ( cPlayer * a_Player , int a_X , int a_Y , int a_Z ) ;
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/** Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback */
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bool DoWithChunk ( int a_ChunkX , int a_ChunkZ , cChunkCallback & a_Callback ) ;
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/** Calls the callback for the chunk at the block position specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback */
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bool DoWithChunkAt ( Vector3i a_BlockPos , std : : function < bool ( cChunk & ) > a_Callback ) ;
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/** Wakes up simulators for the specified block */
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void WakeUpSimulators ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
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/** Wakes up the simulators for the specified area of blocks */
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void WakeUpSimulatorsInArea ( int a_MinBlockX , int a_MaxBlockX , int a_MinBlockY , int a_MaxBlockY , int a_MinBlockZ , int a_MaxBlockZ ) ;
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void MarkChunkDirty ( int a_ChunkX , int a_ChunkZ ) ;
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void MarkChunkSaving ( int a_ChunkX , int a_ChunkZ ) ;
void MarkChunkSaved ( int a_ChunkX , int a_ChunkZ ) ;
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/** Sets the chunk data as either loaded from the storage or generated.
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BlockLight and BlockSkyLight are optional , if not present , chunk will be marked as unlighted .
If MarkDirty is set , the chunk is set as dirty ( used after generating )
Modifies the BlockEntity list in a_SetChunkData - moves the block entities into the chunk .
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*/
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void SetChunkData ( cSetChunkData & a_SetChunkData ) ;
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void ChunkLighted (
int a_ChunkX , int a_ChunkZ ,
const cChunkDef : : BlockNibbles & a_BlockLight ,
const cChunkDef : : BlockNibbles & a_SkyLight
) ;
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bool GetChunkData ( int a_ChunkX , int a_ChunkZ , cChunkDataCallback & a_Callback ) ;
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/** Copies the chunk's blocktypes into a_Blocks; returns true if successful */
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bool GetChunkBlockTypes ( int a_ChunkX , int a_ChunkZ , BLOCKTYPE * a_Blocks ) ;
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/** Returns true iff the chunk is in the loader / generator queue. */
bool IsChunkQueued ( int a_ChunkX , int a_ChunkZ ) ;
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bool IsChunkValid ( int a_ChunkX , int a_ChunkZ ) ;
bool HasChunkAnyClients ( int a_ChunkX , int a_ChunkZ ) ;
int GetHeight ( int a_BlockX , int a_BlockZ ) ; // Waits for the chunk to get loaded / generated
bool TryGetHeight ( int a_BlockX , int a_BlockZ , int & a_Height ) ; // Returns false if chunk not loaded / generated
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void FastSetBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) ;
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/** Performs the specified single-block set operations simultaneously, as if SetBlock() was called for each item.
Is more efficient than calling SetBlock ( ) multiple times .
If the chunk for any of the blocks is not loaded , the set operation is ignored silently . */
void SetBlocks ( const sSetBlockVector & a_Blocks ) ;
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void CollectPickupsByPlayer ( cPlayer & a_Player ) ;
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BLOCKTYPE GetBlock ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
NIBBLETYPE GetBlockMeta ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
NIBBLETYPE GetBlockSkyLight ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
NIBBLETYPE GetBlockBlockLight ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
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void SetBlockMeta ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE a_BlockMeta , bool a_ShouldMarkDirty , bool a_ShouldInformClient ) ;
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void SetBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta , bool a_SendToClients = true ) ;
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bool GetBlockTypeMeta ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) ;
bool GetBlockInfo ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_Meta , NIBBLETYPE & a_SkyLight , NIBBLETYPE & a_BlockLight ) ;
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/** Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType */
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void ReplaceBlocks ( const sSetBlockVector & a_Blocks , BLOCKTYPE a_FilterBlockType ) ;
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/** Special function used for growing trees, replaces only blocks that tree may overwrite */
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void ReplaceTreeBlocks ( const sSetBlockVector & a_Blocks ) ;
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/** Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value */
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EMCSBiome GetBiomeAt ( int a_BlockX , int a_BlockZ ) ;
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/** Sets the biome at the specified coords. Returns true if successful, false if not (chunk not loaded).
Doesn ' t resend the chunk to clients . */
bool SetBiomeAt ( int a_BlockX , int a_BlockZ , EMCSBiome a_Biome ) ;
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/** Sets the biome at the area. Returns true if successful, false if any subarea failed (chunk not loaded).
( Re ) sends the chunks to their relevant clients if successful . */
bool SetAreaBiome ( int a_MinX , int a_MaxX , int a_MinZ , int a_MaxZ , EMCSBiome a_Biome ) ;
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/** Retrieves block types and metas of the specified blocks.
If a chunk is not loaded , doesn ' t modify the block and consults a_ContinueOnFailure whether to process the rest of the array .
Returns true if all blocks were read , false if any one failed . */
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bool GetBlocks ( sSetBlockVector & a_Blocks , bool a_ContinueOnFailure ) ;
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/** Removes the block at the specified coords and wakes up simulators.
Returns false if the chunk is not loaded ( and the block is not dug ) .
Returns true if successful . */
bool DigBlock ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
/** Sends the block at the specified coords to the specified player.
Uses a blockchange packet to send the block .
If the relevant chunk isn ' t loaded , doesn ' t do anything . */
void SendBlockTo ( int a_BlockX , int a_BlockY , int a_BlockZ , cPlayer * a_Player ) ;
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/** Compares clients of two chunks, calls the callback accordingly */
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void CompareChunkClients ( int a_ChunkX1 , int a_ChunkZ1 , int a_ChunkX2 , int a_ChunkZ2 , cClientDiffCallback & a_Callback ) ;
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/** Compares clients of two chunks, calls the callback accordingly */
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void CompareChunkClients ( cChunk * a_Chunk1 , cChunk * a_Chunk2 , cClientDiffCallback & a_Callback ) ;
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/** Adds client to a chunk, if not already present; returns true if added, false if present */
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bool AddChunkClient ( int a_ChunkX , int a_ChunkZ , cClientHandle * a_Client ) ;
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/** Removes the client from the chunk */
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void RemoveChunkClient ( int a_ChunkX , int a_ChunkZ , cClientHandle * a_Client ) ;
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/** Removes the client from all chunks it is present in */
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void RemoveClientFromChunks ( cClientHandle * a_Client ) ;
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/** Adds the entity to its appropriate chunk, takes ownership of the entity pointer */
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void AddEntity ( cEntity * a_Entity ) ;
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/** Adds the entity to its appropriate chunk, if the entity is not already added.
Takes ownership of the entity pointer */
void AddEntityIfNotPresent ( cEntity * a_Entity ) ;
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/** Returns true if the entity with specified ID is present in the chunks */
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bool HasEntity ( UInt32 a_EntityID ) ;
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/** Removes the entity from its appropriate chunk */
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void RemoveEntity ( cEntity * a_Entity ) ;
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/** Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true */
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bool ForEachEntity ( cEntityCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true */
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bool ForEachEntityInChunk ( int a_ChunkX , int a_ChunkZ , cEntityCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for each entity that has a nonempty intersection with the specified boundingbox.
Returns true if all entities processed , false if the callback aborted by returning true .
If any chunk in the box is missing , ignores the entities in that chunk silently . */
bool ForEachEntityInBox ( const cBoundingBox & a_Box , cEntityCallback & a_Callback ) ; // Lua-accessible
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/** Destroys and returns a list of blocks destroyed in the explosion at the specified coordinates */
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void DoExplosionAt ( double a_ExplosionSize , double a_BlockX , double a_BlockY , double a_BlockZ , cVector3iArray & a_BlockAffected ) ;
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/** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param.
Returns true if entity found and callback returned false . */
bool DoWithEntityByID ( UInt32 a_EntityID , cEntityCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for each block entity in the specified chunk.
Returns true if all block entities processed , false if the callback aborted by returning true . */
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bool ForEachBlockEntityInChunk ( int a_ChunkX , int a_ChunkZ , cBlockEntityCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for brewingstand in the specified chunk.
Returns true if all brewingstands processed , false if the callback aborted by returning true . */
bool ForEachBrewingstandInChunk ( int a_ChunkX , int a_ChunkZ , cBrewingstandCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for each chest in the specified chunk.
Returns true if all chests processed , false if the callback aborted by returning true . */
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bool ForEachChestInChunk ( int a_ChunkX , int a_ChunkZ , cChestCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for each dispenser in the specified chunk.
Returns true if all dispensers processed , false if the callback aborted by returning true . */
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bool ForEachDispenserInChunk ( int a_ChunkX , int a_ChunkZ , cDispenserCallback & a_Callback ) ;
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/** Calls the callback for each dropper in the specified chunk.
Returns true if all droppers processed , false if the callback aborted by returning true . */
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bool ForEachDropperInChunk ( int a_ChunkX , int a_ChunkZ , cDropperCallback & a_Callback ) ;
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/** Calls the callback for each dropspenser in the specified chunk.
Returns true if all dropspensers processed , false if the callback aborted by returning true . */
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bool ForEachDropSpenserInChunk ( int a_ChunkX , int a_ChunkZ , cDropSpenserCallback & a_Callback ) ;
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/** Calls the callback for each furnace in the specified chunk.
Returns true if all furnaces processed , false if the callback aborted by returning true . */
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bool ForEachFurnaceInChunk ( int a_ChunkX , int a_ChunkZ , cFurnaceCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for the block entity at the specified coords.
Returns false if there ' s no block entity at those coords , true if found . */
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bool DoWithBlockEntityAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cBlockEntityCallback & a_Callback ) ; // Lua-acessible
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/** Calls the callback for the beacon at the specified coords.
Returns false if there ' s no beacon at those coords , true if found . */
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bool DoWithBeaconAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cBeaconCallback & a_Callback ) ; // Lua-acessible
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/** Calls the callback for the brewingstand at the specified coords; returns false if there's no brewingstand at those coords, true if found */
bool DoWithBrewingstandAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cBrewingstandCallback & a_Callback ) ; // Lua-acessible
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/** Calls the callback for the chest at the specified coords.
Returns false if there ' s no chest at those coords , true if found . */
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bool DoWithChestAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cChestCallback & a_Callback ) ; // Lua-acessible
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/** Calls the callback for the dispenser at the specified coords.
Returns false if there ' s no dispenser at those coords or callback returns true , returns true if found . */
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bool DoWithDispenserAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cDispenserCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for the dropper at the specified coords.
Returns false if there ' s no dropper at those coords or callback returns true , returns true if found . */
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bool DoWithDropperAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cDropperCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for the dropspenser at the specified coords.
Returns false if there ' s no dropspenser at those coords or callback returns true , returns true if found . */
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bool DoWithDropSpenserAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cDropSpenserCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for the furnace at the specified coords.
Returns false if there ' s no furnace at those coords or callback returns true , returns true if found . */
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bool DoWithFurnaceAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cFurnaceCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for the noteblock at the specified coords.
Returns false if there ' s no noteblock at those coords or callback returns true , returns true if found . */
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bool DoWithNoteBlockAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cNoteBlockCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for the command block at the specified coords.
Returns false if there ' s no command block at those coords or callback returns true , returns true if found . */
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bool DoWithCommandBlockAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cCommandBlockCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for the mob head block at the specified coords.
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Returns false if there ' s no mob head block at those coords or callback returns true , returns true if found . */
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bool DoWithMobHeadAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cMobHeadCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for the flower pot at the specified coords.
Returns false if there ' s no flower pot at those coords or callback returns true , returns true if found . */
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bool DoWithFlowerPotAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cFlowerPotCallback & a_Callback ) ; // Lua-accessible
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/** Retrieves the test on the sign at the specified coords.
Returns false if there ' s no sign at those coords , true if found . */
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bool GetSignLines ( int a_BlockX , int a_BlockY , int a_BlockZ , AString & a_Line1 , AString & a_Line2 , AString & a_Line3 , AString & a_Line4 ) ; // Lua-accessible
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/** Touches the chunk, causing it to be loaded or generated */
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void TouchChunk ( int a_ChunkX , int a_ChunkZ ) ;
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/** Queues the chunk for preparing - making sure that it's generated and lit.
The specified chunk is queued to be loaded or generated , and lit if needed .
The specified callback is called after the chunk has been prepared . If there ' s no preparation to do , only the callback is called .
It is legal to call without the callback . */
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void PrepareChunk ( int a_ChunkX , int a_ChunkZ , std : : unique_ptr < cChunkCoordCallback > a_CallAfter = { } ) ; // Lua-accessible
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/** Queues the chunk for generating.
First attempts to load the chunk from the storage . If that fails , queues the chunk for generating .
The specified callback is called after the chunk has been loaded / generated .
It is legal to call without the callback .
Returns true if successful , false if not ( possibly an out - of - memory error ) .
If the return value is true , the callback was / will be called . */
bool GenerateChunk ( int a_ChunkX , int a_ChunkZ , cChunkCoordCallback * a_CallAfter = nullptr ) ; // Lua-accessible
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/** Marks the chunk as failed-to-load */
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void ChunkLoadFailed ( int a_ChunkX , int a_ChunkZ ) ;
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/** Sets the sign text. Returns true if sign text changed. */
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bool SetSignLines ( int a_BlockX , int a_BlockY , int a_BlockZ , const AString & a_Line1 , const AString & a_Line2 , const AString & a_Line3 , const AString & a_Line4 ) ;
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/** Marks the chunk as being regenerated - all its clients want that chunk again (used by cWorld::RegenerateChunk()) */
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void MarkChunkRegenerating ( int a_ChunkX , int a_ChunkZ ) ;
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bool IsChunkLighted ( int a_ChunkX , int a_ChunkZ ) ;
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/** Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully */
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bool ForEachChunkInRect ( int a_MinChunkX , int a_MaxChunkX , int a_MinChunkZ , int a_MaxChunkZ , cChunkDataCallback & a_Callback ) ;
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/** Calls the callback for each loaded chunk. Returns true if all chunks have been processed successfully */
bool ForEachLoadedChunk ( std : : function < bool ( int , int ) > a_Callback ) ;
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/** Writes the block area into the specified coords. Returns true if all chunks have been processed. Prefer cBlockArea::Write() instead. */
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bool WriteBlockArea ( cBlockArea & a_Area , int a_MinBlockX , int a_MinBlockY , int a_MinBlockZ , int a_DataTypes ) ;
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/** Returns the number of valid chunks and the number of dirty chunks */
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void GetChunkStats ( int & a_NumChunksValid , int & a_NumChunksDirty ) ;
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/** Grows a melon or a pumpkin next to the block specified (assumed to be the stem) */
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void GrowMelonPumpkin ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType , MTRand & a_Rand ) ;
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/** Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config */
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void GrowSugarcane ( int a_BlockX , int a_BlockY , int a_BlockZ , int a_NumBlocksToGrow ) ;
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/** Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config */
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void GrowCactus ( int a_BlockX , int a_BlockY , int a_BlockZ , int a_NumBlocksToGrow ) ;
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/** Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call */
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void SetNextBlockTick ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
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/** Make a Mob census, of all mobs, their family, their chunk and their distance to closest player */
void CollectMobCensus ( cMobCensus & a_ToFill ) ;
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/** Try to Spawn Monsters inside all Chunks */
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void SpawnMobs ( cMobSpawner & a_MobSpawner ) ;
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void Tick ( std : : chrono : : milliseconds a_Dt ) ;
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/** Ticks a single block. Used by cWorld::TickQueuedBlocks() to tick the queued blocks */
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void TickBlock ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
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void UnloadUnusedChunks ( void ) ;
void SaveAllChunks ( void ) ;
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cWorld * GetWorld ( void ) { return m_World ; }
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int GetNumChunks ( void ) ;
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void ChunkValidated ( void ) ; // Called by chunks that have become valid
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/** Queues the specified block for ticking (block update) */
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void QueueTickBlock ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
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/** Returns the CS for locking the chunkmap; only cWorld::cLock may use this function! */
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cCriticalSection & GetCS ( void ) { return m_CSLayers ; }
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/** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter for the specified chunk.
If the m_AlwaysTicked counter is greater than zero , the chunk is ticked in the tick - thread regardless of
whether it has any clients or not .
This function allows nesting and task - concurrency ( multiple separate tasks can request ticking and as long
as at least one requests is active the chunk will be ticked ) . */
void SetChunkAlwaysTicked ( int a_ChunkX , int a_ChunkZ , bool a_AlwaysTicked ) ;
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private :
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// The chunks can manipulate neighbors while in their Tick() method, using LockedGetBlock() and LockedSetBlock()
friend class cChunk ;
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// The chunkstay can (de-)register itself using AddChunkStay() and DelChunkStay()
friend class cChunkStay ;
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class cChunkLayer
{
public :
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cChunkLayer (
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int a_LayerX , int a_LayerZ ,
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cChunkMap * a_Parent ,
cAllocationPool < cChunkData : : sChunkSection > & a_Pool
) ;
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~ cChunkLayer ( ) ;
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/** Always returns an assigned chunkptr, but the chunk needn't be valid (loaded / generated) - callers must check */
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cChunkPtr GetChunk ( int a_ChunkX , int a_ChunkZ ) ;
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/** Returns the specified chunk, or nullptr if not created yet */
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cChunk * FindChunk ( int a_ChunkX , int a_ChunkZ ) ;
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int GetX ( void ) const { return m_LayerX ; }
int GetZ ( void ) const { return m_LayerZ ; }
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int GetNumChunksLoaded ( void ) const ;
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void GetChunkStats ( int & a_NumChunksValid , int & a_NumChunksDirty ) const ;
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void Save ( void ) ;
void UnloadUnusedChunks ( void ) ;
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/** Collect a mob census, of all mobs, their megatype, their chunk and their distance o closest player */
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void CollectMobCensus ( cMobCensus & a_ToFill ) ;
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/** Try to Spawn Monsters inside all Chunks */
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void SpawnMobs ( cMobSpawner & a_MobSpawner ) ;
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void Tick ( std : : chrono : : milliseconds a_Dt ) ;
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void RemoveClient ( cClientHandle * a_Client ) ;
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/** Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true */
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bool ForEachEntity ( cEntityCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param. Returns true if entity found. */
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bool DoWithEntityByID ( UInt32 a_EntityID , cEntityCallback & a_Callback , bool & a_CallbackReturn ) ; // Lua-accessible
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/** Returns true if there is an entity with the specified ID within this layer's chunks */
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bool HasEntity ( UInt32 a_EntityID ) ;
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protected :
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cChunkPtr m_Chunks [ LAYER_SIZE * LAYER_SIZE ] ;
int m_LayerX ;
int m_LayerZ ;
cChunkMap * m_Parent ;
int m_NumChunksLoaded ;
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cAllocationPool < cChunkData : : sChunkSection > & m_Pool ;
} ;
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class cStarvationCallbacks
: public cAllocationPool < cChunkData : : sChunkSection > : : cStarvationCallbacks
{
virtual void OnStartUsingReserve ( ) override
{
LOG ( " Using backup memory buffer " ) ;
}
virtual void OnEndUsingReserve ( ) override
{
LOG ( " Stoped using backup memory buffer " ) ;
}
virtual void OnOutOfReserve ( ) override
{
LOG ( " Out of Memory " ) ;
}
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} ;
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typedef std : : list < cChunkLayer * > cChunkLayerList ;
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typedef std : : list < cChunkStay * > cChunkStays ;
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/** Finds the cChunkLayer object responsible for the specified chunk; returns nullptr if not found. Assumes m_CSLayers is locked. */
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cChunkLayer * FindLayerForChunk ( int a_ChunkX , int a_ChunkZ ) ;
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/** Returns the specified cChunkLayer object; returns nullptr if not found. Assumes m_CSLayers is locked. */
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cChunkLayer * FindLayer ( int a_LayerX , int a_LayerZ ) ;
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/** Returns the cChunkLayer object responsible for the specified chunk; creates it if not found. */
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cChunkLayer * GetLayerForChunk ( int a_ChunkX , int a_ChunkZ ) ;
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/** Returns the specified cChunkLayer object; creates it if not found. */
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cChunkLayer * GetLayer ( int a_LayerX , int a_LayerZ ) ;
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void RemoveLayer ( cChunkLayer * a_Layer ) ;
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cCriticalSection m_CSLayers ;
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cChunkLayerList m_Layers ;
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cEvent m_evtChunkValid ; // Set whenever any chunk becomes valid, via ChunkValidated()
cWorld * m_World ;
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/** The cChunkStay descendants that are currently enabled in this chunkmap */
cChunkStays m_ChunkStays ;
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std : : unique_ptr < cAllocationPool < cChunkData : : sChunkSection > > m_Pool ;
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cChunkPtr GetChunk ( int a_ChunkX , int a_ChunkZ ) ; // Also queues the chunk for loading / generating if not valid
cChunkPtr GetChunkNoGen ( int a_ChunkX , int a_ChunkZ ) ; // Also queues the chunk for loading if not valid; doesn't generate
cChunkPtr GetChunkNoLoad ( int a_ChunkX , int a_ChunkZ ) ; // Doesn't load, doesn't generate
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/** Gets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
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bool LockedGetBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) ;
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/** Gets a block type in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
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bool LockedGetBlockType ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE & a_BlockType ) ;
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/** Gets a block meta in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
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bool LockedGetBlockMeta ( int a_BlockX , int a_BlockY , int a_BlockZ , NIBBLETYPE & a_BlockMeta ) ;
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/** Sets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
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bool LockedSetBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) ;
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/** Fast-sets a block in any chunk while in the cChunk's Tick() method; returns true if successful, false if chunk not loaded (doesn't queue load) */
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bool LockedFastSetBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) ;
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/** Locates a chunk ptr in the chunkmap; doesn't create it when not found; assumes m_CSLayers is locked. To be called only from cChunkMap. */
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cChunk * FindChunk ( int a_ChunkX , int a_ChunkZ ) ;
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/** Adds a new cChunkStay descendant to the internal list of ChunkStays; loads its chunks.
To be used only by cChunkStay ; others should use cChunkStay : : Enable ( ) instead */
void AddChunkStay ( cChunkStay & a_ChunkStay ) ;
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/** Removes the specified cChunkStay descendant from the internal list of ChunkStays.
To be used only by cChunkStay ; others should use cChunkStay : : Disable ( ) instead */
void DelChunkStay ( cChunkStay & a_ChunkStay ) ;
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} ;
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