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# pragma once
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# include "Entities/Entity.h"
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# include "ChunkDef.h"
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# include "ChunkData.h"
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# include "Simulator/FireSimulator.h"
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# include "Simulator/SandSimulator.h"
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# include "Simulator/IncrementalRedstoneSimulator.h"
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# include "Blocks/GetHandlerCompileTimeTemplate.h"
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# include "ChunkMap.h"
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namespace Json
{
class Value ;
} ;
class cWorld ;
class cClientHandle ;
class cServer ;
class MTRand ;
class cPlayer ;
class cChunkMap ;
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class cBeaconEntity ;
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class cBoundingBox ;
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class cChestEntity ;
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class cChunkDataCallback ;
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class cCommandBlockEntity ;
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class cDispenserEntity ;
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class cFurnaceEntity ;
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class cNoteEntity ;
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class cMobHeadEntity ;
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class cFlowerPotEntity ;
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class cBlockArea ;
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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 cFluidSimulatorData ;
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class cMobCensus ;
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class cMobSpawner ;
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class cRedstonePoweredEntity ;
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class cSetChunkData ;
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typedef std : : list < cClientHandle * > cClientHandleList ;
typedef cItemCallback < cEntity > cEntityCallback ;
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typedef cItemCallback < cBeaconEntity > cBeaconCallback ;
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typedef cItemCallback < cChestEntity > cChestCallback ;
typedef cItemCallback < cDispenserEntity > cDispenserCallback ;
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 < cFlowerPotEntity > cFlowerPotCallback ;
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typedef cItemCallback < cRedstonePoweredEntity > cRedstonePoweredCallback ;
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// This class is not to be used directly
// Instead, call actions on cChunkMap (such as cChunkMap::SetBlock() etc.)
class cChunk :
public cChunkDef // The inheritance is "misused" here only to inherit the functions and constants defined in cChunkDef
{
public :
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/** Represents the presence state of the chunk */
enum ePresence
{
cpInvalid , /**< The chunk is not present at all and is not queued in the loader / generator */
cpQueued , /**< The chunk is not present, but is queued for loading / generation */
cpPresent , /**< The chunk is present */
} ;
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cChunk (
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int a_ChunkX , int a_ChunkZ , // Chunk coords
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cChunkMap * a_ChunkMap , cWorld * a_World , // Parent objects
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cChunk * a_NeighborXM , cChunk * a_NeighborXP , cChunk * a_NeighborZM , cChunk * a_NeighborZP , // Neighbor chunks
cAllocationPool < cChunkData : : sChunkSection > & a_Pool
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) ;
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cChunk ( cChunk & other ) ;
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~ cChunk ( ) ;
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/** Returns true iff the chunk block data is valid (loaded / generated) */
bool IsValid ( void ) const { return ( m_Presence = = cpPresent ) ; }
/** Returns true iff the chunk is in the queue for loading / generating */
bool IsQueued ( void ) const { return ( m_Presence = = cpQueued ) ; }
/** Sets the chunk's presence.
Wakes up any calls to cChunkMap : : GetHeight ( ) when setting to cpPresent . */
void SetPresence ( ePresence a_Presence ) ;
/** Called to indicate whether the chunk should be queued in the generator if it fails to load. Set by cChunkMap::GetChunk(). */
void SetShouldGenerateIfLoadFailed ( bool a_ShouldGenerateIfLoadFailed ) ;
/** Marks all clients attached to this chunk as wanting this chunk. Also sets presence to cpQueued. */
void MarkRegenerating ( void ) ;
/** Returns true iff the chunk has changed since it was last saved. */
bool IsDirty ( void ) const { return m_IsDirty ; }
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bool CanUnload ( void ) ;
bool IsLightValid ( void ) const { return m_IsLightValid ; }
/*
To save a chunk , the WSSchema must :
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1. Mark the chunk as being saved ( MarkSaving ( ) )
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2. Get the chunk ' s data using GetAllData ( )
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3. Mark the chunk as saved ( MarkSaved ( ) )
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If anywhere inside this sequence another thread mmodifies the chunk , the chunk will not get marked as saved in MarkSaved ( )
*/
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void MarkSaving ( void ) ; // Marks the chunk as being saved.
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void MarkSaved ( void ) ; // Marks the chunk as saved, if it didn't change from the last call to MarkSaving()
void MarkLoaded ( void ) ; // Marks the chunk as freshly loaded. Fails if the chunk is already valid
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/** Marks the chunk as failed to load.
If m_ShouldGenerateIfLoadFailed is set , queues the chunk for generating . */
void MarkLoadFailed ( void ) ;
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/** Gets all chunk data, calls the a_Callback's methods for each data type */
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void GetAllData ( cChunkDataCallback & a_Callback ) ;
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/** Sets all chunk data as either loaded from the storage or generated.
BlockLight and BlockSkyLight are optional , if not present , chunk will be marked as unlighted .
Modifies the BlockEntity list in a_SetChunkData - moves the block entities into the chunk . */
void SetAllData ( cSetChunkData & a_SetChunkData ) ;
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void SetLight (
const cChunkDef : : BlockNibbles & a_BlockLight ,
const cChunkDef : : BlockNibbles & a_SkyLight
) ;
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/** Copies m_BlockData into a_BlockTypes, only the block types */
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void GetBlockTypes ( BLOCKTYPE * a_BlockTypes ) ;
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/** Writes the specified cBlockArea at the coords specified. Note that the coords may extend beyond the chunk! */
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void WriteBlockArea ( cBlockArea & a_Area , int a_MinBlockX , int a_MinBlockY , int a_MinBlockZ , int a_DataTypes ) ;
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/** Returns true if there is a block entity at the coords specified */
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bool HasBlockEntityAt ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
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/** Sets or resets the internal flag that prevents chunk from being unloaded.
The flag is cumulative - it can be set multiple times and then needs to be un - set that many times
before the chunk is unloadable again . */
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void Stay ( bool a_Stay = true ) ;
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/** Recence all mobs proximities to players in order to know what to do with them */
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void CollectMobCensus ( cMobCensus & toFill ) ;
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/** Try to Spawn Monsters inside chunk */
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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_RelX , int a_RelY , int a_RelZ ) ;
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int GetPosX ( void ) const { return m_PosX ; }
int GetPosZ ( void ) const { return m_PosZ ; }
cWorld * GetWorld ( void ) const { return m_World ; }
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void SetBlock ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta , bool a_SendToClients = true ) ;
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// SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
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void SetBlock ( const Vector3i & a_RelBlockPos , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) { SetBlock ( a_RelBlockPos . x , a_RelBlockPos . y , a_RelBlockPos . z , a_BlockType , a_BlockMeta ) ; }
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/** Queues a block change till the specified world tick */
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void QueueSetBlock ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta , Int64 a_Tick , BLOCKTYPE a_PreviousBlockType = E_BLOCK_AIR ) ;
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/** Queues block for ticking (m_ToTickQueue) */
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void QueueTickBlock ( int a_RelX , int a_RelY , int a_RelZ ) ;
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/** Queues all 6 neighbors of the specified block for ticking (m_ToTickQueue). If any are outside the chunk, relays the checking to the proper neighboring chunk */
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void QueueTickBlockNeighbors ( int a_RelX , int a_RelY , int a_RelZ ) ;
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void FastSetBlock ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType , BLOCKTYPE a_BlockMeta , bool a_SendToClients = true ) ; // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
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BLOCKTYPE GetBlock ( int a_RelX , int a_RelY , int a_RelZ ) const ;
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BLOCKTYPE GetBlock ( const Vector3i & a_RelCoords ) const { return GetBlock ( a_RelCoords . x , a_RelCoords . y , a_RelCoords . z ) ; }
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void GetBlockTypeMeta ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) const ;
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void GetBlockInfo ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_Meta , NIBBLETYPE & a_SkyLight , NIBBLETYPE & a_BlockLight ) ;
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/** Returns the chunk into which the specified block belongs, by walking the neighbors.
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Will return self if appropriate . Returns nullptr if not reachable through neighbors .
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*/
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cChunk * GetNeighborChunk ( int a_BlockX , int a_BlockZ ) ;
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/**
Returns the chunk into which the relatively - specified block belongs , by walking the neighbors .
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Will return self if appropriate . Returns nullptr if not reachable through neighbors .
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*/
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cChunk * GetRelNeighborChunk ( int a_RelX , int a_RelZ ) ;
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/**
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Returns the chunk into which the relatively - specified block belongs .
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Also modifies the relative coords from this - relative to return - relative .
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Will return self if appropriate .
Will try walking the neighbors first ; if that fails , will query the chunkmap
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*/
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cChunk * GetRelNeighborChunkAdjustCoords ( int & a_RelX , int & a_RelZ ) const ;
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EMCSBiome GetBiomeAt ( int a_RelX , int a_RelZ ) const { return cChunkDef : : GetBiome ( m_BiomeMap , a_RelX , a_RelZ ) ; }
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/** Sets the biome at the specified relative coords.
Doesn ' t resend the chunk to clients . */
void SetBiomeAt ( int a_RelX , int a_RelZ , EMCSBiome a_Biome ) ;
/** Sets the biome in the specified relative coords area. All the coords are inclusive.
Sends the chunk to all relevant clients . */
void SetAreaBiome ( int a_MinRelX , int a_MaxRelX , int a_MinRelZ , int a_MaxRelZ , EMCSBiome a_Biome ) ;
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void CollectPickupsByPlayer ( cPlayer & a_Player ) ;
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/** Sets the sign text. Returns true if successful. Also sends update packets to all clients in the chunk */
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bool SetSignLines ( int a_RelX , int a_RelY , int a_RelZ , const AString & a_Line1 , const AString & a_Line2 , const AString & a_Line3 , const AString & a_Line4 ) ;
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int GetHeight ( int a_X , int a_Z ) ;
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void SendBlockTo ( int a_RelX , int a_RelY , int a_RelZ , cClientHandle * a_Client ) ;
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/** Adds a client to the chunk; returns true if added, false if already there */
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bool AddClient ( cClientHandle * a_Client ) ;
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/** Removes the specified client from the chunk; ignored if client not in chunk. */
void RemoveClient ( cClientHandle * a_Client ) ;
/** Returns true if the specified client is present in this chunk. */
bool HasClient ( cClientHandle * a_Client ) ;
/** Returns true if theres any client in the chunk; false otherwise */
bool HasAnyClients ( void ) const ;
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void AddEntity ( cEntity * a_Entity ) ;
void RemoveEntity ( cEntity * a_Entity ) ;
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bool HasEntity ( UInt32 a_EntityID ) ;
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/** Calls the callback for each entity; 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 that has a nonempty intersection with the specified boundingbox.
Returns true if all entities processed , false if the callback aborted by returning true . */
bool ForEachEntityInBox ( const cBoundingBox & a_Box , 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_CallbackResult ) ; // Lua-accessible
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/** Calls the callback for each block entity; returns true if all block entities processed, false if the callback aborted by returning true */
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bool ForEachBlockEntity ( cBlockEntityCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for each chest; returns true if all chests processed, false if the callback aborted by returning true */
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bool ForEachChest ( cChestCallback & a_Callback ) ; // Lua-accessible
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/** Calls the callback for each dispenser; returns true if all dispensers processed, false if the callback aborted by returning true */
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bool ForEachDispenser ( cDispenserCallback & a_Callback ) ;
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/** Calls the callback for each dropper; returns true if all droppers processed, false if the callback aborted by returning true */
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bool ForEachDropper ( cDropperCallback & a_Callback ) ;
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/** Calls the callback for each dropspenser; returns true if all dropspensers processed, false if the callback aborted by returning true */
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bool ForEachDropSpenser ( cDropSpenserCallback & a_Callback ) ;
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/** Calls the callback for each furnace; returns true if all furnaces processed, false if the callback aborted by returning true */
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bool ForEachFurnace ( 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 redstone powered entity at the specified coords; returns false if there's no redstone powered entity at those coords, true if found */
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bool DoWithRedstonePoweredEntityAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cRedstonePoweredCallback & a_Callback ) ;
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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 */
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 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 ) ;
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/** Calls the callback for the dispenser 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 ) ;
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/** Calls the callback for the dispenser 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 ) ;
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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 ) ;
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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 ) ;
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/** Calls the callback for the mob head block at the specified coords; 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 ) ;
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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 */
bool DoWithFlowerPotAt ( int a_BlockX , int a_BlockY , int a_BlockZ , cFlowerPotCallback & a_Callback ) ;
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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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void UseBlockEntity ( cPlayer * a_Player , int a_X , int a_Y , int a_Z ) ; // [x, y, z] in world block coords
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void CalculateHeightmap ( const BLOCKTYPE * a_BlockTypes ) ;
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// Broadcast various packets to all clients of this chunk:
// (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 = nullptr ) ;
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void BroadcastChunkData ( cChunkDataSerializer & a_Serializer , const cClientHandle * a_Exclude = nullptr ) ;
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void BroadcastCollectEntity ( const cEntity & a_Entity , 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 ) ;
void BroadcastSoundParticleEffect ( int a_EffectID , int a_SrcX , int a_SrcY , int a_SrcZ , int a_Data , const cClientHandle * a_Exclude = nullptr ) ;
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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void SendBlockEntity ( int a_BlockX , int a_BlockY , int a_BlockZ , cClientHandle & a_Client ) ;
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Vector3i PositionToWorldPosition ( const Vector3i & a_RelPos )
{
return PositionToWorldPosition ( a_RelPos . x , a_RelPos . y , a_RelPos . z ) ;
}
void PositionToWorldPosition ( int a_RelX , int a_RelY , int a_RelZ , int & a_BlockX , int & a_BlockY , int & a_BlockZ ) ;
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Vector3i PositionToWorldPosition ( int a_RelX , int a_RelY , int a_RelZ ) ;
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inline void MarkDirty ( void )
{
m_IsDirty = true ;
m_IsSaving = false ;
}
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/** Sets the blockticking to start at the specified block. Only one blocktick may be set, second call overwrites the first call */
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inline void SetNextBlockTick ( int a_RelX , int a_RelY , int a_RelZ )
{
m_BlockTickX = a_RelX ;
m_BlockTickY = a_RelY ;
m_BlockTickZ = a_RelZ ;
}
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inline NIBBLETYPE GetMeta ( int a_RelX , int a_RelY , int a_RelZ ) const
{
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return m_ChunkData . GetMeta ( a_RelX , a_RelY , a_RelZ ) ;
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}
inline void SetMeta ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE a_Meta )
{
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bool hasChanged = m_ChunkData . SetMeta ( a_RelX , a_RelY , a_RelZ , a_Meta ) ;
if ( hasChanged )
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{
MarkDirty ( ) ;
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m_IsRedstoneDirty = true ;
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m_PendingSendBlocks . push_back ( sSetBlock ( m_PosX , m_PosZ , a_RelX , a_RelY , a_RelZ , GetBlock ( a_RelX , a_RelY , a_RelZ ) , a_Meta ) ) ;
}
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}
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inline NIBBLETYPE GetBlockLight ( int a_RelX , int a_RelY , int a_RelZ ) const { return m_ChunkData . GetBlockLight ( a_RelX , a_RelY , a_RelZ ) ; }
inline NIBBLETYPE GetSkyLight ( int a_RelX , int a_RelY , int a_RelZ ) const { return m_ChunkData . GetSkyLight ( a_RelX , a_RelY , a_RelZ ) ; }
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/** Same as GetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
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bool UnboundedRelGetBlock ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE & a_BlockType , NIBBLETYPE & a_BlockMeta ) const ;
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/** Same as GetBlockType(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
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bool UnboundedRelGetBlockType ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE & a_BlockType ) const ;
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/** Same as GetBlockMeta(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
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bool UnboundedRelGetBlockMeta ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE & a_BlockMeta ) const ;
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/** Same as GetBlockBlockLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
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bool UnboundedRelGetBlockBlockLight ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE & a_BlockLight ) const ;
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/** Same as GetBlockSkyLight(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
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bool UnboundedRelGetBlockSkyLight ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE & a_SkyLight ) const ;
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/** Queries both BlockLight and SkyLight, relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
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bool UnboundedRelGetBlockLights ( int a_RelX , int a_RelY , int a_RelZ , NIBBLETYPE & a_BlockLight , NIBBLETYPE & a_SkyLight ) const ;
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/** Same as SetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
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bool UnboundedRelSetBlock ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) ;
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/** Same as FastSetBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s or m_ChunkMap in such a case); returns true on success */
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bool UnboundedRelFastSetBlock ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta ) ;
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/** Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts */
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void UnboundedQueueTickBlock ( int a_RelX , int a_RelY , int a_RelZ ) ;
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/** Light alterations based on time */
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NIBBLETYPE GetTimeAlteredLight ( NIBBLETYPE a_Skylight ) const ;
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// Per-chunk simulator data:
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cFireSimulatorChunkData & GetFireSimulatorData ( void ) { return m_FireSimulatorData ; }
cFluidSimulatorData * GetWaterSimulatorData ( void ) { return m_WaterSimulatorData ; }
cFluidSimulatorData * GetLavaSimulatorData ( void ) { return m_LavaSimulatorData ; }
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cSandSimulatorChunkData & GetSandSimulatorData ( void ) { return m_SandSimulatorData ; }
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cRedstoneSimulatorChunkData * GetRedstoneSimulatorData ( void ) { return m_RedstoneSimulatorData ; }
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void SetRedstoneSimulatorData ( cRedstoneSimulatorChunkData * a_Data ) { m_RedstoneSimulatorData = a_Data ; }
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bool IsRedstoneDirty ( void ) const { return m_IsRedstoneDirty ; }
void SetIsRedstoneDirty ( bool a_Flag ) { m_IsRedstoneDirty = a_Flag ; }
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cBlockEntity * GetBlockEntity ( int a_BlockX , int a_BlockY , int a_BlockZ ) ;
cBlockEntity * GetBlockEntity ( const Vector3i & a_BlockPos ) { return GetBlockEntity ( a_BlockPos . x , a_BlockPos . y , a_BlockPos . z ) ; }
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/** Returns true if the chunk should be ticked in the tick-thread.
Checks if there are any clients and if the always - tick flag is set */
bool ShouldBeTicked ( void ) const ;
/** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter.
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 SetAlwaysTicked ( bool a_AlwaysTicked ) ;
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// Makes a copy of the list
cClientHandleList GetAllClients ( void ) const { return m_LoadedByClient ; }
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private :
friend class cChunkMap ;
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struct sSetBlockQueueItem
{
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Int64 m_Tick ;
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int m_RelX , m_RelY , m_RelZ ;
BLOCKTYPE m_BlockType ;
NIBBLETYPE m_BlockMeta ;
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BLOCKTYPE m_PreviousType ;
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sSetBlockQueueItem ( int a_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType , NIBBLETYPE a_BlockMeta , Int64 a_Tick , BLOCKTYPE a_PreviousBlockType ) :
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m_Tick ( a_Tick ) , m_RelX ( a_RelX ) , m_RelY ( a_RelY ) , m_RelZ ( a_RelZ ) , m_BlockType ( a_BlockType ) , m_BlockMeta ( a_BlockMeta ) , m_PreviousType ( a_PreviousBlockType )
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{
}
} ;
typedef std : : vector < sSetBlockQueueItem > sSetBlockQueueVector ;
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/** Holds the presence status of the chunk - if it is present, or in the loader / generator queue, or unloaded */
ePresence m_Presence ;
/** If the chunk fails to load, should it be queued in the generator or reset back to invalid? */
bool m_ShouldGenerateIfLoadFailed ;
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bool m_IsLightValid ; // True if the blocklight and skylight are calculated
bool m_IsDirty ; // True if the chunk has changed since it was last saved
bool m_IsSaving ; // True if the chunk is being saved
bool m_HasLoadFailed ; // True if chunk failed to load and hasn't been generated yet since then
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std : : vector < Vector3i > m_ToTickBlocks ;
sSetBlockVector m_PendingSendBlocks ; ///< Blocks that have changed and need to be sent to all clients
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sSetBlockQueueVector m_SetBlockQueue ; ///< Block changes that are queued to a specific tick
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// A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
cClientHandleList m_LoadedByClient ;
cEntityList m_Entities ;
cBlockEntityList m_BlockEntities ;
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/** Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded */
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int m_StayCount ;
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int m_PosX , m_PosZ ;
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cWorld * m_World ;
cChunkMap * m_ChunkMap ;
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cChunkData m_ChunkData ;
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cChunkDef : : HeightMap m_HeightMap ;
cChunkDef : : BiomeMap m_BiomeMap ;
int m_BlockTickX , m_BlockTickY , m_BlockTickZ ;
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cChunk * m_NeighborXM ; // Neighbor at [X - 1, Z]
cChunk * m_NeighborXP ; // Neighbor at [X + 1, Z]
cChunk * m_NeighborZM ; // Neighbor at [X, Z - 1]
cChunk * m_NeighborZP ; // Neighbor at [X, Z + 1]
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// Per-chunk simulator data:
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cFireSimulatorChunkData m_FireSimulatorData ;
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cFluidSimulatorData * m_WaterSimulatorData ;
cFluidSimulatorData * m_LavaSimulatorData ;
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cSandSimulatorChunkData m_SandSimulatorData ;
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cRedstoneSimulatorChunkData * m_RedstoneSimulatorData ;
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/** Indicates if simulate-once blocks should be updated by the redstone simulator */
bool m_IsRedstoneDirty ;
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/** If greater than zero, the chunk is ticked even if it has no clients.
Manipulated by the SetAlwaysTicked ( ) function , allows for nested calls of the function .
This is the support for plugin - accessible chunk tick forcing . */
int m_AlwaysTicked ;
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// Pick up a random block of this chunk
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void GetRandomBlockCoords ( int & a_X , int & a_Y , int & a_Z ) ;
void GetThreeRandomNumbers ( int & a_X , int & a_Y , int & a_Z , int a_MaxX , int a_MaxY , int a_MaxZ ) ;
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void RemoveBlockEntity ( cBlockEntity * a_BlockEntity ) ;
void AddBlockEntity ( cBlockEntity * a_BlockEntity ) ;
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/** Creates a block entity for each block that needs a block entity and doesn't have one in the list */
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void CreateBlockEntities ( void ) ;
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/** Wakes up each simulator for its specific blocks; through all the blocks in the chunk */
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void WakeUpSimulators ( void ) ;
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/** Sends m_PendingSendBlocks to all clients */
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void BroadcastPendingBlockChanges ( void ) ;
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/** Checks the block scheduled for checking in m_ToTickBlocks[] */
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void CheckBlocks ( ) ;
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/** Ticks several random blocks in the chunk */
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void TickBlocks ( void ) ;
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/** Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes */
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void ApplyWeatherToTop ( void ) ;
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/** Grows sugarcane by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking) */
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void GrowSugarcane ( int a_RelX , int a_RelY , int a_RelZ , int a_NumBlocks ) ;
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/** Grows cactus by the specified number of blocks, but no more than 3 blocks high (used by both bonemeal and ticking) */
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void GrowCactus ( int a_RelX , int a_RelY , int a_RelZ , int a_NumBlocks ) ;
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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_RelX , int a_RelY , int a_RelZ , BLOCKTYPE a_BlockType , MTRand & a_Random ) ;
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/** Called by Tick() when an entity moves out of this chunk into a neighbor; moves the entity and sends spawn / despawn packet to clients */
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void MoveEntityToNewChunk ( cEntity * a_Entity ) ;
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/** Processes all blocks that have been scheduled for replacement by the QueueSetBlock() function */
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void ProcessQueuedSetBlocks ( void ) ;
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} ;
typedef cChunk * cChunkPtr ;
typedef std : : list < cChunkPtr > cChunkPtrList ;