#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #ifndef _WIN32 #include #endif #include "Chunk.h" #include "BlockInfo.h" #include "World.h" #include "ClientHandle.h" #include "Server.h" #include "Defines.h" #include "Entities/Pickup.h" #include "Item.h" #include "Noise/Noise.h" #include "Root.h" #include "Entities/Player.h" #include "BlockArea.h" #include "Bindings/PluginManager.h" #include "Blocks/BlockHandler.h" #include "Simulator/FluidSimulator.h" #include "Simulator/RedstoneSimulator.h" #include "MobCensus.h" #include "MobSpawner.h" #include "BlockInServerPluginInterface.h" #include "SetChunkData.h" #include "BoundingBox.h" #include "Blocks/ChunkInterface.h" #include "json/json.h" //////////////////////////////////////////////////////////////////////////////// // cChunk: cChunk::cChunk( int a_ChunkX, int a_ChunkZ, cChunkMap * a_ChunkMap, cWorld * a_World ): m_Presence(cpInvalid), m_IsLightValid(false), m_IsDirty(false), m_IsSaving(false), m_StayCount(0), m_PosX(a_ChunkX), m_PosZ(a_ChunkZ), m_World(a_World), m_ChunkMap(a_ChunkMap), m_WaterSimulatorData(a_World->GetWaterSimulator()->CreateChunkData()), m_LavaSimulatorData (a_World->GetLavaSimulator ()->CreateChunkData()), m_RedstoneSimulatorData(a_World->GetRedstoneSimulator()->CreateChunkData()), m_AlwaysTicked(0) { m_NeighborXM = a_ChunkMap->FindChunk(a_ChunkX - 1, a_ChunkZ); m_NeighborXP = a_ChunkMap->FindChunk(a_ChunkX + 1, a_ChunkZ); m_NeighborZM = a_ChunkMap->FindChunk(a_ChunkX, a_ChunkZ - 1); m_NeighborZP = a_ChunkMap->FindChunk(a_ChunkX, a_ChunkZ + 1); if (m_NeighborXM != nullptr) { m_NeighborXM->m_NeighborXP = this; } if (m_NeighborXP != nullptr) { m_NeighborXP->m_NeighborXM = this; } if (m_NeighborZM != nullptr) { m_NeighborZM->m_NeighborZP = this; } if (m_NeighborZP != nullptr) { m_NeighborZP->m_NeighborZM = this; } } cChunk::~cChunk() { // LOGINFO("### delete cChunk() (%i, %i) from %p, thread 0x%x ###", m_PosX, m_PosZ, this, GetCurrentThreadId()); // Inform our neighbours that we're no longer valid: if (m_NeighborXM != nullptr) { m_NeighborXM->m_NeighborXP = nullptr; } if (m_NeighborXP != nullptr) { m_NeighborXP->m_NeighborXM = nullptr; } if (m_NeighborZM != nullptr) { m_NeighborZM->m_NeighborZP = nullptr; } if (m_NeighborZP != nullptr) { m_NeighborZP->m_NeighborZM = nullptr; } delete m_WaterSimulatorData; m_WaterSimulatorData = nullptr; delete m_LavaSimulatorData; m_LavaSimulatorData = nullptr; delete m_RedstoneSimulatorData; m_RedstoneSimulatorData = nullptr; } void cChunk::BroadcastPendingChanges(void) { if (const auto PendingBlocksCount = m_PendingSendBlocks.size(); PendingBlocksCount >= 10240) { // Resend the full chunk: for (const auto ClientHandle : m_LoadedByClient) { m_World->ForceSendChunkTo(m_PosX, m_PosZ, cChunkSender::Priority::Medium, ClientHandle); } } else if (PendingBlocksCount == 0) { // Only send block entity changes: for (const auto ClientHandle : m_LoadedByClient) { for (const auto BlockEntity : m_PendingSendBlockEntities) { BlockEntity->SendTo(*ClientHandle); } } } else { // Send block and block entity changes: for (const auto ClientHandle : m_LoadedByClient) { ClientHandle->SendBlockChanges(m_PosX, m_PosZ, m_PendingSendBlocks); for (const auto BlockEntity : m_PendingSendBlockEntities) { BlockEntity->SendTo(*ClientHandle); } } } m_PendingSendBlocks.clear(); m_PendingSendBlockEntities.clear(); } void cChunk::SetPresence(cChunk::ePresence a_Presence) { m_Presence = a_Presence; if (a_Presence == cpPresent) { m_World->GetChunkMap()->ChunkValidated(); } } void cChunk::MarkRegenerating(void) { // Set as queued again: SetPresence(cpQueued); // Tell all clients attached to this chunk that they want this chunk: for (auto ClientHandle : m_LoadedByClient) { ClientHandle->AddWantedChunk(m_PosX, m_PosZ); } // for itr - m_LoadedByClient[] } bool cChunk::HasPlayerEntities() const { return std::any_of( m_Entities.begin(), m_Entities.end(), [](const auto & Entity) { return Entity->IsPlayer(); } ); } bool cChunk::CanUnload(void) const { return m_LoadedByClient.empty() && // The chunk is not used by any client !HasPlayerEntities() && // Ensure not only the absence of ClientHandlers, but also of cPlayer objects !m_IsDirty && // The chunk has been saved properly or hasn't been touched since the load / gen (m_StayCount == 0) && // The chunk is not in a ChunkStay (m_Presence != cpQueued) ; // The chunk is not queued for loading / generating (otherwise multi-load / multi-gen could occur) } bool cChunk::CanUnloadAfterSaving(void) const { return m_LoadedByClient.empty() && // The chunk is not used by any client !HasPlayerEntities() && // Ensure not only the absence of ClientHandlers, but also of cPlayer objects m_IsDirty && // The chunk is dirty (m_StayCount == 0) && // The chunk is not in a ChunkStay (m_Presence != cpQueued) ; // The chunk is not queued for loading / generating (otherwise multi-load / multi-gen could occur) } void cChunk::OnUnload() { // Note: this is only called during normal operation, not during shutdown // Notify all entities of imminent unload: for (auto & Entity : m_Entities) { // Chunks cannot be unloaded when they still contain players: ASSERT(!Entity->IsPlayer()); // Notify the entity: Entity->OnRemoveFromWorld(*Entity->GetWorld()); } // Notify all block entities of imminent unload: for (auto & KeyPair : m_BlockEntities) { KeyPair.second->OnRemoveFromWorld(); } } void cChunk::MarkSaving(void) { m_IsSaving = true; } void cChunk::MarkSaved(void) { if (!m_IsSaving) { return; } m_IsDirty = false; } void cChunk::MarkLoaded(void) { m_IsDirty = false; SetPresence(cpPresent); } void cChunk::MarkLoadFailed(void) { ASSERT(m_Presence == cpQueued); // Mark dirty before generating, so that we get saved and don't have to later generate again: MarkDirty(); // The chunk is always needed, generate it: m_World->GetGenerator().QueueGenerateChunk({ m_PosX, m_PosZ }, false); } void cChunk::GetAllData(cChunkDataCallback & a_Callback) const { ASSERT(m_Presence == cpPresent); a_Callback.LightIsValid(m_IsLightValid); a_Callback.ChunkData(m_BlockData, m_LightData); a_Callback.HeightMap(m_HeightMap); a_Callback.BiomeMap(m_BiomeMap); for (const auto & Entity : m_Entities) { a_Callback.Entity(Entity.get()); } for (auto & KeyPair : m_BlockEntities) { a_Callback.BlockEntity(KeyPair.second.get()); } } void cChunk::SetAllData(SetChunkData && a_SetChunkData) { std::copy_n(a_SetChunkData.HeightMap, std::size(a_SetChunkData.HeightMap), m_HeightMap); std::copy_n(a_SetChunkData.BiomeMap, std::size(a_SetChunkData.BiomeMap), m_BiomeMap); m_BlockData = std::move(a_SetChunkData.BlockData); m_LightData = std::move(a_SetChunkData.LightData); m_IsLightValid = a_SetChunkData.IsLightValid; m_PendingSendBlocks.clear(); m_PendingSendBlockEntities.clear(); // Entities need some extra steps to destroy, so here we're keeping the old ones. // Move the entities already in the chunk, including player entities, so that we don't lose any: a_SetChunkData.Entities.insert( a_SetChunkData.Entities.end(), std::make_move_iterator(m_Entities.begin()), std::make_move_iterator(m_Entities.end()) ); // Store the augmented result: m_Entities = std::move(a_SetChunkData.Entities); // Set all the entity variables again: for (const auto & Entity : m_Entities) { Entity->SetWorld(m_World); Entity->SetParentChunk(this); Entity->SetIsTicking(true); } // Remove the block entities present - either the loader / saver has better, or we'll create empty ones: for (auto & KeyPair : m_BlockEntities) { KeyPair.second->Destroy(); KeyPair.second->OnRemoveFromWorld(); } // Clear the old ones: m_BlockEntities = std::move(a_SetChunkData.BlockEntities); // Check that all block entities have a valid blocktype at their respective coords (DEBUG-mode only): #ifndef NDEBUG for (auto & KeyPair : m_BlockEntities) { cBlockEntity * Block = KeyPair.second.get(); BLOCKTYPE EntityBlockType = Block->GetBlockType(); BLOCKTYPE WorldBlockType = GetBlock(Block->GetRelX(), Block->GetPosY(), Block->GetRelZ()); ASSERT(WorldBlockType == EntityBlockType); } #endif // Set the chunk data as valid. // This may be needed for some simulators that perform actions upon block adding (Vaporize), // as well as some block entities upon being added to the chunk (Chests). SetPresence(cpPresent); // Initialise all block entities: for (auto & KeyPair : m_BlockEntities) { KeyPair.second->OnAddToWorld(*m_World, *this); } // Wake up all simulators for their respective blocks: WakeUpSimulators(); } void cChunk::SetLight( const cChunkDef::BlockNibbles & a_BlockLight, const cChunkDef::BlockNibbles & a_SkyLight ) { // TODO: We might get cases of wrong lighting when a chunk changes in the middle of a lighting calculation. // Postponing until we see how bad it is :) m_LightData.SetAll(a_BlockLight, a_SkyLight); MarkDirty(); m_IsLightValid = true; } void cChunk::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) { if ((a_DataTypes & (cBlockArea::baTypes | cBlockArea::baMetas)) != (cBlockArea::baTypes | cBlockArea::baMetas)) { LOGWARNING("cChunk::WriteBlockArea(): unsupported datatype request, can write only types + metas together (0x%x), requested 0x%x. Ignoring.", (cBlockArea::baTypes | cBlockArea::baMetas), a_DataTypes & (cBlockArea::baTypes | cBlockArea::baMetas) ); return; } // SizeX, SizeZ are the dimensions of the block data to copy to the chunk (size of the geometric union) int BlockStartX = std::max(a_MinBlockX, m_PosX * cChunkDef::Width); int BlockEndX = std::min(a_MinBlockX + a_Area.GetSizeX(), (m_PosX + 1) * cChunkDef::Width); int BlockStartZ = std::max(a_MinBlockZ, m_PosZ * cChunkDef::Width); int BlockEndZ = std::min(a_MinBlockZ + a_Area.GetSizeZ(), (m_PosZ + 1) * cChunkDef::Width); int SizeX = BlockEndX - BlockStartX; // Size of the union int SizeZ = BlockEndZ - BlockStartZ; int SizeY = std::min(a_Area.GetSizeY(), cChunkDef::Height - a_MinBlockY); int OffX = BlockStartX - m_PosX * cChunkDef::Width; // Offset within the chunk where the union starts int OffZ = BlockStartZ - m_PosZ * cChunkDef::Width; int BaseX = BlockStartX - a_MinBlockX; // Offset within the area where the union starts int BaseZ = BlockStartZ - a_MinBlockZ; // Copy blocktype and blockmeta: BLOCKTYPE * AreaBlockTypes = a_Area.GetBlockTypes(); NIBBLETYPE * AreaBlockMetas = a_Area.GetBlockMetas(); for (int y = 0; y < SizeY; y++) { int ChunkY = a_MinBlockY + y; int AreaY = y; for (int z = 0; z < SizeZ; z++) { int ChunkZ = OffZ + z; int AreaZ = BaseZ + z; for (int x = 0; x < SizeX; x++) { int ChunkX = OffX + x; int AreaX = BaseX + x; auto idx = a_Area.MakeIndex(AreaX, AreaY, AreaZ); BLOCKTYPE BlockType = AreaBlockTypes[idx]; NIBBLETYPE BlockMeta = AreaBlockMetas[idx]; FastSetBlock(ChunkX, ChunkY, ChunkZ, BlockType, BlockMeta); } // for x } // for z } // for y // Erase all affected block entities: { // The affected area, in world coordinates. cCuboid affectedArea( { BlockStartX, a_MinBlockY, BlockStartZ }, { BlockEndX, a_MinBlockY + SizeY - 1, BlockEndZ } ); // Where in the pending block entity send list to start removing the invalidated elements from. auto PendingRemove = m_PendingSendBlockEntities.end(); for (auto itr = m_BlockEntities.begin(); itr != m_BlockEntities.end();) { if (affectedArea.IsInside(itr->second->GetPos())) { itr->second->Destroy(); itr->second->OnRemoveFromWorld(); PendingRemove = std::remove(m_PendingSendBlockEntities.begin(), PendingRemove, itr->second.get()); // Search the remaining valid pending sends. itr = m_BlockEntities.erase(itr); } else { ++itr; } } // Remove all the deleted block entities from the pending send list: m_PendingSendBlockEntities.erase(PendingRemove, m_PendingSendBlockEntities.end()); } // Clone block entities from a_Area into this chunk: if ((a_DataTypes & cBlockArea::baBlockEntities) != 0) { for (const auto & keyPair: a_Area.GetBlockEntities()) { auto & be = keyPair.second; auto posX = be->GetPosX() + a_MinBlockX; auto posY = be->GetPosY() + a_MinBlockY; auto posZ = be->GetPosZ() + a_MinBlockZ; if ( (posX < m_PosX * cChunkDef::Width) || (posX >= m_PosX * cChunkDef::Width + cChunkDef::Width) || (posZ < m_PosZ * cChunkDef::Width) || (posZ >= m_PosZ * cChunkDef::Width + cChunkDef::Width) ) { continue; } // This block entity is inside the chunk. // The code above should have removed any that were here before: ASSERT(GetBlockEntityRel(cChunkDef::AbsoluteToRelative({ posX, posY, posZ })) == nullptr); // Clone, and add the new one: AddBlockEntity(be->Clone({posX, posY, posZ})); } } } void cChunk::Stay(bool a_Stay) { if (a_Stay) { m_StayCount++; } else { ASSERT(m_StayCount != 0); m_StayCount--; } } void cChunk::CollectMobCensus(cMobCensus & toFill) { toFill.CollectSpawnableChunk(*this); std::vector PlayerPositions; PlayerPositions.reserve(m_LoadedByClient.size()); for (auto ClientHandle : m_LoadedByClient) { const cPlayer * currentPlayer = ClientHandle->GetPlayer(); PlayerPositions.push_back(currentPlayer->GetPosition()); } Vector3d currentPosition; for (auto & entity : m_Entities) { // LOGD("Counting entity #%i (%s)", (*itr)->GetUniqueID(), (*itr)->GetClass()); if (entity->IsMob()) { auto & Monster = static_cast(*entity); currentPosition = Monster.GetPosition(); for (const auto & PlayerPos : PlayerPositions) { toFill.CollectMob(Monster, *this, (currentPosition - PlayerPos).SqrLength()); } } } // for itr - m_Entitites[] } void cChunk::GetThreeRandomNumbers(int & a_X, int & a_Y, int & a_Z, int a_MaxX, int a_MaxY, int a_MaxZ) { ASSERT( (a_MaxX > 0) && (a_MaxY > 0) && (a_MaxZ > 0) && (a_MaxX <= std::numeric_limits::max() / a_MaxY) && // a_MaxX * a_MaxY doesn't overflow (a_MaxX * a_MaxY <= std::numeric_limits::max() / a_MaxZ) // a_MaxX * a_MaxY * a_MaxZ doesn't overflow ); // MTRand gives an inclusive range [0, Max] but this gives the exclusive range [0, Max) int OverallMax = (a_MaxX * a_MaxY * a_MaxZ) - 1; int Random = m_World->GetTickRandomNumber(OverallMax); a_X = Random % a_MaxX; a_Y = (Random / a_MaxX) % a_MaxY; a_Z = ((Random / a_MaxX) / a_MaxY) % a_MaxZ; } void cChunk::GetRandomBlockCoords(int & a_X, int & a_Y, int & a_Z) { // MG TODO : check if this kind of optimization (only one random call) is still needed // MG TODO : if so propagate it GetThreeRandomNumbers(a_X, a_Y, a_Z, cChunkDef::Width, cChunkDef::Height - 2, cChunkDef::Width); a_Y++; } void cChunk::SpawnMobs(cMobSpawner & a_MobSpawner) { int CenterX, CenterY, CenterZ; GetRandomBlockCoords(CenterX, CenterY, CenterZ); BLOCKTYPE PackCenterBlock = GetBlock(CenterX, CenterY, CenterZ); if (!a_MobSpawner.CheckPackCenter(PackCenterBlock)) { return; } a_MobSpawner.NewPack(); int NumberOfTries = 0; int NumberOfSuccess = 0; int MaxNbOfSuccess = 4; // This can be changed during the process for Wolves and Ghasts while ((NumberOfTries < 12) && (NumberOfSuccess < MaxNbOfSuccess)) { const int HorizontalRange = 20; // MG TODO : relocate const int VerticalRange = 0; // MG TODO : relocate int TryX, TryY, TryZ; GetThreeRandomNumbers(TryX, TryY, TryZ, 2 * HorizontalRange + 1, 2 * VerticalRange + 1, 2 * HorizontalRange + 1); TryX -= HorizontalRange; TryY -= VerticalRange; TryZ -= HorizontalRange; TryX += CenterX; TryY += CenterY; TryZ += CenterZ; ASSERT(TryY > 0); ASSERT(TryY < cChunkDef::Height - 1); int WorldX, WorldY, WorldZ; PositionToWorldPosition(TryX, TryY, TryZ, WorldX, WorldY, WorldZ); // MG TODO : // Moon cycle (for slime) // check player and playerspawn presence < 24 blocks // check mobs presence on the block // MG TODO : check that "Level" really means Y /* NIBBLETYPE SkyLight = 0; NIBBLETYPE BlockLight = 0; */ NumberOfTries++; Vector3i Try(TryX, TryY, TryZ); const auto Chunk = GetRelNeighborChunkAdjustCoords(Try); if ((Chunk == nullptr) || !Chunk->IsValid() || !Chunk->IsLightValid()) { continue; } auto newMob = a_MobSpawner.TryToSpawnHere(this, Try, GetBiomeAt(Try.x, Try.z), MaxNbOfSuccess); if (newMob == nullptr) { continue; } double ActualX = WorldX + 0.5; double ActualZ = WorldZ + 0.5; newMob->SetPosition(ActualX, WorldY, ActualZ); FLOGD("Spawning {0} #{1} at {2}", newMob->GetClass(), newMob->GetUniqueID(), Vector3i{WorldX, WorldY, WorldZ}); NumberOfSuccess++; } // while (retry) } void cChunk::Tick(std::chrono::milliseconds a_Dt) { const auto ShouldTick = ShouldBeTicked(); // If we are not valid, tick players and bailout if (!ShouldTick) { for (const auto & Entity : m_Entities) { if (Entity->IsPlayer()) { Entity->Tick(a_Dt, *this); } } return; } TickBlocks(); // Tick all block entities in this chunk: for (auto & KeyPair : m_BlockEntities) { m_IsDirty = KeyPair.second->Tick(a_Dt, *this) | m_IsDirty; } for (auto itr = m_Entities.begin(); itr != m_Entities.end();) { // Do not tick mobs that are detached from the world. They're either scheduled for teleportation or for removal. if (!(*itr)->IsTicking()) { ++itr; continue; } if (!((*itr)->IsMob())) // Mobs are ticked inside cWorld::TickMobs() (as we don't have to tick them if they are far away from players) { // Tick all entities in this chunk (except mobs): ASSERT((*itr)->GetParentChunk() == this); (*itr)->Tick(a_Dt, *this); ASSERT((*itr)->GetParentChunk() == this); } // Do not move mobs that are detached from the world to neighbors. They're either scheduled for teleportation or for removal. // Because the schedulded destruction is going to look for them in this chunk. See cEntity::destroy. if (!(*itr)->IsTicking()) { ++itr; continue; } if ( ((*itr)->GetChunkX() != m_PosX) || ((*itr)->GetChunkZ() != m_PosZ) ) { // Mark as dirty if it was a server-generated entity: if (!(*itr)->IsPlayer()) { MarkDirty(); } // This block is very similar to RemoveEntity, except it uses an iterator to avoid scanning the whole m_Entities // The entity moved out of the chunk, move it to the neighbor (*itr)->SetParentChunk(nullptr); MoveEntityToNewChunk(std::move(*itr)); itr = m_Entities.erase(itr); } else { ++itr; } } // for itr - m_Entitites[] ApplyWeatherToTop(); // Tick simulators: m_World->GetSimulatorManager()->SimulateChunk(a_Dt, m_PosX, m_PosZ, this); // Check blocks after everything else to apply at least one round of queued ticks (i.e. cBlockHandler::Check) this tick: CheckBlocks(); } void cChunk::TickBlock(const Vector3i a_RelPos) { cChunkInterface ChunkInterface(this->GetWorld()->GetChunkMap()); cBlockInServerPluginInterface PluginInterface(*this->GetWorld()); cBlockHandler::For(GetBlock(a_RelPos)).OnUpdate(ChunkInterface, *this->GetWorld(), PluginInterface, *this, a_RelPos); } void cChunk::MoveEntityToNewChunk(OwnedEntity a_Entity) { cChunk * Neighbor = GetNeighborChunk(a_Entity->GetChunkX() * cChunkDef::Width, a_Entity->GetChunkZ() * cChunkDef::Width); if (Neighbor == nullptr) { LOGWARNING("%s: Entity at %p (%s, ID %d) moving to a non-existent chunk.", __FUNCTION__, static_cast(a_Entity.get()), a_Entity->GetClass(), a_Entity->GetUniqueID() ); Neighbor = &m_ChunkMap->ConstructChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); } ASSERT(Neighbor != this); // Moving into the same chunk? wtf? auto & Entity = *a_Entity; Neighbor->AddEntity(std::move(a_Entity)); class cMover : public cClientDiffCallback { virtual void Removed(cClientHandle * a_Client) override { a_Client->SendDestroyEntity(m_Entity); } virtual void Added(cClientHandle * a_Client) override { m_Entity.SpawnOn(*a_Client); } cEntity & m_Entity; public: cMover(cEntity & a_CallbackEntity) : m_Entity(a_CallbackEntity) {} } Mover(Entity); m_ChunkMap->CompareChunkClients(this, Neighbor, Mover); } void cChunk::CheckBlocks() { cChunkInterface ChunkInterface(m_World->GetChunkMap()); cBlockInServerPluginInterface PluginInterface(*m_World); // Process a limited number of blocks since cBlockHandler::Check may queue more to tick auto Count = m_BlocksToCheck.size(); while (Count != 0) { const auto Pos = m_BlocksToCheck.front(); m_BlocksToCheck.pop(); Count--; cBlockHandler::For(GetBlock(Pos)).Check(ChunkInterface, PluginInterface, Pos, *this); } } void cChunk::TickBlocks(void) { cChunkInterface ChunkInterface(m_World->GetChunkMap()); cBlockInServerPluginInterface PluginInterface(*m_World); // Tick random blocks, but the first one should be m_BlockToTick (so that SetNextBlockToTick() works): cBlockHandler::For(GetBlock(m_BlockToTick)).OnUpdate(ChunkInterface, *m_World, PluginInterface, *this, m_BlockToTick); auto & Random = GetRandomProvider(); // Set a new random coord for the next tick: m_BlockToTick = cChunkDef::IndexToCoordinate(Random.RandInt(cChunkDef::NumBlocks - 1)); // Choose a number of blocks for each section to randomly tick. // http://minecraft.fandom.com/wiki/Tick#Random_tick for (size_t Y = 0; Y < cChunkDef::NumSections; ++Y) { const auto Section = m_BlockData.GetSection(Y); if (Section == nullptr) { continue; } for (int Tick = 0; Tick != 3; Tick++) // TODO: configurability via gamerule randomTickSpeed { const auto Index = Random.RandInt(ChunkBlockData::SectionBlockCount - 1); const auto Position = cChunkDef::IndexToCoordinate(Y * ChunkBlockData::SectionBlockCount + Index); cBlockHandler::For((*Section)[Index]).OnUpdate(ChunkInterface, *m_World, PluginInterface, *this, Position); } } } void cChunk::ApplyWeatherToTop() { if ( (GetRandomProvider().RandBool(0.99)) || ( (m_World->GetWeather() != eWeather_Rain) && (m_World->GetWeather() != eWeather_ThunderStorm) ) ) { // Not the right weather, or not at this tick; bail out return; } int X = m_World->GetTickRandomNumber(15); int Z = m_World->GetTickRandomNumber(15); int Height = GetHeight(X, Z); if (GetSnowStartHeight(GetBiomeAt(X, Z)) > Height) { return; } if (GetBlockLight(X, Height, Z) > 10) { // Snow only generates on blocks with a block light level of 10 or less. // Ref: https://minecraft.gamepedia.com/Snow_(layer)#Snowfall return; } BLOCKTYPE TopBlock = GetBlock(X, Height, Z); NIBBLETYPE TopMeta = GetMeta (X, Height, Z); if (m_World->IsDeepSnowEnabled() && (TopBlock == E_BLOCK_SNOW)) { int MaxSize = 7; BLOCKTYPE BlockType[4]; NIBBLETYPE BlockMeta[4]; UnboundedRelGetBlock(X - 1, Height, Z, BlockType[0], BlockMeta[0]); UnboundedRelGetBlock(X + 1, Height, Z, BlockType[1], BlockMeta[1]); UnboundedRelGetBlock(X, Height, Z - 1, BlockType[2], BlockMeta[2]); UnboundedRelGetBlock(X, Height, Z + 1, BlockType[3], BlockMeta[3]); for (int i = 0; i < 4; i++) { switch (BlockType[i]) { case E_BLOCK_AIR: { MaxSize = 0; break; } case E_BLOCK_SNOW: { MaxSize = std::min(BlockMeta[i] + 1, MaxSize); break; } } } if (TopMeta < MaxSize) { FastSetBlock(X, Height, Z, E_BLOCK_SNOW, TopMeta + 1); } else if (TopMeta > MaxSize) { FastSetBlock(X, Height, Z, E_BLOCK_SNOW, TopMeta - 1); } } else if (cBlockInfo::IsSnowable(TopBlock) && (Height < cChunkDef::Height - 1)) { SetBlock({X, Height + 1, Z}, E_BLOCK_SNOW, 0); } else if (IsBlockWater(TopBlock) && (TopMeta == 0)) { SetBlock({X, Height, Z}, E_BLOCK_ICE, 0); } else if ( (m_World->IsDeepSnowEnabled()) && ( (TopBlock == E_BLOCK_RED_ROSE) || (TopBlock == E_BLOCK_YELLOW_FLOWER) || (TopBlock == E_BLOCK_RED_MUSHROOM) || (TopBlock == E_BLOCK_BROWN_MUSHROOM) ) ) { SetBlock({X, Height, Z}, E_BLOCK_SNOW, 0); } } cItems cChunk::PickupsFromBlock(Vector3i a_RelPos, const cEntity * a_Digger, const cItem * a_Tool) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; GetBlockTypeMeta(a_RelPos, BlockType, BlockMeta); cItems Pickups; const auto BlockEntity = GetBlockEntityRel(a_RelPos); if ((a_Tool == nullptr) || a_Tool->GetHandler().CanHarvestBlock(BlockType)) { Pickups = cBlockHandler::For(BlockType).ConvertToPickups(BlockMeta, a_Tool); if (BlockEntity != nullptr) { auto BlockEntityPickups = BlockEntity->ConvertToPickups(); Pickups.insert(Pickups.end(), std::make_move_iterator(BlockEntityPickups.begin()), std::make_move_iterator(BlockEntityPickups.end())); } } // TODO: this should be in cWorld::DropBlockAsPickups. When it's here we can't check the return value and cancel spawning: cRoot::Get()->GetPluginManager()->CallHookBlockToPickups( *m_World, cChunkDef::RelativeToAbsolute(a_RelPos, GetPos()), BlockType, BlockMeta, BlockEntity, a_Digger, a_Tool, Pickups ); return Pickups; } int cChunk::GrowPlantAt(Vector3i a_RelPos, int a_NumStages) { return cBlockHandler::For(GetBlock(a_RelPos)).Grow(*this, a_RelPos, a_NumStages); } bool cChunk::UnboundedRelGetBlock(Vector3i a_RelPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const { if (!cChunkDef::IsValidHeight(a_RelPos.y)) { LOGWARNING("%s: requesting a block with a_RelY out of range: %d", __FUNCTION__, a_RelPos.y); return false; } auto chunk = GetRelNeighborChunkAdjustCoords(a_RelPos); if ((chunk == nullptr) || !chunk->IsValid()) { // The chunk is not available, bail out return false; } chunk->GetBlockTypeMeta(a_RelPos, a_BlockType, a_BlockMeta); return true; } bool cChunk::UnboundedRelGetBlockType(Vector3i a_RelPos, BLOCKTYPE & a_BlockType) const { if (!cChunkDef::IsValidHeight(a_RelPos.y)) { LOGWARNING("%s: requesting a block with a_RelY out of range: %d", __FUNCTION__, a_RelPos.y); return false; } auto chunk = GetRelNeighborChunkAdjustCoords(a_RelPos); if ((chunk == nullptr) || !chunk->IsValid()) { // The chunk is not available, bail out return false; } a_BlockType = chunk->GetBlock(a_RelPos); return true; } bool cChunk::UnboundedRelGetBlockMeta(Vector3i a_RelPos, NIBBLETYPE & a_BlockMeta) const { if (!cChunkDef::IsValidHeight(a_RelPos.y)) { LOGWARNING("%s: requesting a block with a_RelY out of range: %d", __FUNCTION__, a_RelPos.y); return false; } auto chunk = GetRelNeighborChunkAdjustCoords(a_RelPos); if ((chunk == nullptr) || !chunk->IsValid()) { // The chunk is not available, bail out return false; } a_BlockMeta = chunk->GetMeta(a_RelPos); return true; } bool cChunk::UnboundedRelGetBlockBlockLight(Vector3i a_RelPos, NIBBLETYPE & a_BlockBlockLight) const { if (!cChunkDef::IsValidHeight(a_RelPos.y)) { LOGWARNING("%s: requesting a block with a_RelY out of range: %d", __FUNCTION__, a_RelPos.y); return false; } auto chunk = GetRelNeighborChunkAdjustCoords(a_RelPos); if ((chunk == nullptr) || !chunk->IsValid()) { // The chunk is not available, bail out return false; } a_BlockBlockLight = chunk->GetBlockLight(a_RelPos); return true; } bool cChunk::UnboundedRelGetBlockSkyLight(Vector3i a_RelPos, NIBBLETYPE & a_BlockSkyLight) const { if (!cChunkDef::IsValidHeight(a_RelPos.y)) { LOGWARNING("%s: requesting a block with a_RelY out of range: %d", __FUNCTION__, a_RelPos.y); return false; } auto chunk = GetRelNeighborChunkAdjustCoords(a_RelPos); if ((chunk == nullptr) || !chunk->IsValid()) { // The chunk is not available, bail out return false; } a_BlockSkyLight = chunk->GetSkyLight(a_RelPos); return true; } bool cChunk::UnboundedRelGetBlockLights(Vector3i a_RelPos, NIBBLETYPE & a_BlockLight, NIBBLETYPE & a_SkyLight) const { if (!cChunkDef::IsValidHeight(a_RelPos.y)) { LOGWARNING("%s: requesting a block with a_RelY out of range: %d", __FUNCTION__, a_RelPos.y); return false; } auto chunk = GetRelNeighborChunkAdjustCoords(a_RelPos); if ((chunk == nullptr) || !chunk->IsValid()) { // The chunk is not available, bail out return false; } a_BlockLight = chunk->GetBlockLight(a_RelPos); a_SkyLight = chunk->GetSkyLight (a_RelPos); return true; } bool cChunk::UnboundedRelSetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { if (!cChunkDef::IsValidHeight(a_RelPos.y)) { LOGWARNING("%s: requesting a block with a_RelY out of range: %d", __FUNCTION__, a_RelPos.y); return false; } auto chunk = GetRelNeighborChunkAdjustCoords(a_RelPos); if ((chunk == nullptr) || !chunk->IsValid()) { // The chunk is not available, bail out return false; } chunk->SetBlock(a_RelPos, a_BlockType, a_BlockMeta); return true; } bool cChunk::UnboundedRelFastSetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { if (!cChunkDef::IsValidHeight(a_RelPos.y)) { LOGWARNING("%s: requesting a block with a_RelY out of range: %d", __FUNCTION__, a_RelPos.y); return false; } auto chunk = GetRelNeighborChunkAdjustCoords(a_RelPos); if ((chunk == nullptr) || !chunk->IsValid()) { // The chunk is not available, bail out return false; } chunk->FastSetBlock(a_RelPos, a_BlockType, a_BlockMeta); return true; } int cChunk::GetHeight(int a_X, int a_Z) const { ASSERT((a_X >= 0) && (a_X < cChunkDef::Width) && (a_Z >= 0) && (a_Z < cChunkDef::Width)); return m_HeightMap[a_X + a_Z * cChunkDef::Width]; } bool cChunk::IsWeatherSunnyAt(int a_RelX, int a_RelZ) const { return m_World->IsWeatherSunny() || IsBiomeNoDownfall(GetBiomeAt(a_RelX, a_RelZ)); } bool cChunk::IsWeatherWetAt(const int a_RelX, const int a_RelZ) const { const auto Biome = GetBiomeAt(a_RelX, a_RelZ); return m_World->IsWeatherWet() && !IsBiomeNoDownfall(Biome) && !IsBiomeCold(Biome); } bool cChunk::IsWeatherWetAt(const Vector3i a_Position) const { if ((a_Position.y < 0) || !IsWeatherWetAt(a_Position.x, a_Position.z)) { return false; } if (a_Position.y >= cChunkDef::Height) { return true; } for (int y = GetHeight(a_Position.x, a_Position.z); y >= a_Position.y; y--) { if (cBlockInfo::IsRainBlocker(GetBlock({ a_Position.x, y, a_Position.z }))) { return false; } } return true; } void cChunk::WakeUpSimulators(void) { auto * WaterSimulator = m_World->GetWaterSimulator(); auto * LavaSimulator = m_World->GetLavaSimulator(); auto * RedstoneSimulator = m_World->GetRedstoneSimulator(); for (size_t SectionIdx = 0; SectionIdx != cChunkDef::NumSections; ++SectionIdx) { const auto * Section = m_BlockData.GetSection(SectionIdx); if (Section == nullptr) { continue; } for (size_t BlockIdx = 0; BlockIdx != ChunkBlockData::SectionBlockCount; ++BlockIdx) { const auto BlockType = (*Section)[BlockIdx]; const auto Position = cChunkDef::IndexToCoordinate(BlockIdx + SectionIdx * ChunkBlockData::SectionBlockCount); RedstoneSimulator->AddBlock(*this, Position, BlockType); WaterSimulator->AddBlock(*this, Position, BlockType); LavaSimulator->AddBlock(*this, Position, BlockType); } } } void cChunk::SetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { FastSetBlock(a_RelPos, a_BlockType, a_BlockMeta); // Queue a check of this block's neighbors: m_BlocksToCheck.push(a_RelPos); // Wake up the simulators for this block: GetWorld()->GetSimulatorManager()->WakeUp(*this, a_RelPos); // If there was a block entity, remove it: if (const auto FindResult = m_BlockEntities.find(cChunkDef::MakeIndex(a_RelPos)); FindResult != m_BlockEntities.end()) { auto & BlockEntity = *FindResult->second; BlockEntity.Destroy(); BlockEntity.OnRemoveFromWorld(); m_BlockEntities.erase(FindResult); m_PendingSendBlockEntities.erase(std::remove(m_PendingSendBlockEntities.begin(), m_PendingSendBlockEntities.end(), &BlockEntity), m_PendingSendBlockEntities.end()); } // If the new block is a block entity, create the entity object: if (cBlockEntity::IsBlockEntityBlockType(a_BlockType)) { AddBlockEntity(cBlockEntity::CreateByBlockType(a_BlockType, a_BlockMeta, RelativeToAbsolute(a_RelPos), m_World)); } } void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta) { ASSERT(cChunkDef::IsValidRelPos({ a_RelX, a_RelY, a_RelZ })); ASSERT(IsValid()); const BLOCKTYPE OldBlockType = GetBlock(a_RelX, a_RelY, a_RelZ); const BLOCKTYPE OldBlockMeta = m_BlockData.GetMeta({ a_RelX, a_RelY, a_RelZ }); if ((OldBlockType == a_BlockType) && (OldBlockMeta == a_BlockMeta)) { return; } bool ReplacingLiquids = ( ((OldBlockType == E_BLOCK_STATIONARY_WATER) && (a_BlockType == E_BLOCK_WATER)) || // Replacing stationary water with water ((OldBlockType == E_BLOCK_WATER) && (a_BlockType == E_BLOCK_STATIONARY_WATER)) || // Replacing water with stationary water ((OldBlockType == E_BLOCK_STATIONARY_LAVA) && (a_BlockType == E_BLOCK_LAVA)) || // Replacing stationary lava with lava ((OldBlockType == E_BLOCK_LAVA) && (a_BlockType == E_BLOCK_STATIONARY_LAVA)) // Replacing lava with stationary lava ); if (!ReplacingLiquids) { MarkDirty(); } m_BlockData.SetBlock({ a_RelX, a_RelY, a_RelZ }, a_BlockType); // Queue block to be sent only if ... if ( !( // ... the old and new blocktypes AREN'T leaves (because the client doesn't need meta updates) ((OldBlockType == E_BLOCK_LEAVES) && (a_BlockType == E_BLOCK_LEAVES)) || ((OldBlockType == E_BLOCK_NEW_LEAVES) && (a_BlockType == E_BLOCK_NEW_LEAVES)) ) && // ... AND ... ( (OldBlockMeta != a_BlockMeta) || (!ReplacingLiquids) ) ) { m_PendingSendBlocks.emplace_back(m_PosX, m_PosZ, a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta); } m_BlockData.SetMeta({ a_RelX, a_RelY, a_RelZ }, a_BlockMeta); // ONLY recalculate lighting if it's necessary! if ( (cBlockInfo::GetLightValue (OldBlockType) != cBlockInfo::GetLightValue (a_BlockType)) || (cBlockInfo::GetSpreadLightFalloff(OldBlockType) != cBlockInfo::GetSpreadLightFalloff(a_BlockType)) || (cBlockInfo::IsTransparent (OldBlockType) != cBlockInfo::IsTransparent (a_BlockType)) ) { m_IsLightValid = false; } // Update heightmap, if needed: if (a_RelY >= m_HeightMap[a_RelX + a_RelZ * cChunkDef::Width]) { if (a_BlockType != E_BLOCK_AIR) { m_HeightMap[a_RelX + a_RelZ * cChunkDef::Width] = static_cast(a_RelY); } else { for (int y = a_RelY - 1; y > 0; --y) { if (GetBlock(a_RelX, y, a_RelZ) != E_BLOCK_AIR) { m_HeightMap[a_RelX + a_RelZ * cChunkDef::Width] = static_cast(y); break; } } // for y - column in m_BlockData } } } void cChunk::SendBlockTo(int a_RelX, int a_RelY, int a_RelZ, cClientHandle * a_Client) { const auto BlockEntity = GetBlockEntityRel({ a_RelX, a_RelY, a_RelZ }); if (a_Client == nullptr) { // Queue the block (entity) for all clients in the chunk (will be sent in BroadcastPendingBlockChanges()): m_PendingSendBlocks.emplace_back(m_PosX, m_PosZ, a_RelX, a_RelY, a_RelZ, GetBlock(a_RelX, a_RelY, a_RelZ), GetMeta(a_RelX, a_RelY, a_RelZ)); if (BlockEntity != nullptr) { m_PendingSendBlockEntities.push_back(BlockEntity); } return; } const auto Position = PositionToWorldPosition(a_RelX, a_RelY, a_RelZ); a_Client->SendBlockChange(Position.x, Position.y, Position.z, GetBlock(a_RelX, a_RelY, a_RelZ), GetMeta(a_RelX, a_RelY, a_RelZ)); // FS #268 - if a BlockEntity digging is cancelled by a plugin, the entire block entity must be re-sent to the client: if (BlockEntity != nullptr) { BlockEntity->SendTo(*a_Client); } } void cChunk::AddBlockEntity(OwnedBlockEntity a_BlockEntity) { const auto BlockEntityPtr = a_BlockEntity.get(); [[maybe_unused]] const auto Result = m_BlockEntities.emplace( cChunkDef::MakeIndex(a_BlockEntity->GetRelX(), a_BlockEntity->GetPosY(), a_BlockEntity->GetRelZ()), std::move(a_BlockEntity) ); ASSERT(Result.second); // No block entity already at this position. BlockEntityPtr->OnAddToWorld(*m_World, *this); } cBlockEntity * cChunk::GetBlockEntity(Vector3i a_AbsPos) { const auto relPos = cChunkDef::AbsoluteToRelative(a_AbsPos); if (!cChunkDef::IsValidRelPos(relPos)) { // Coordinates are outside outside this chunk, no block entities here return nullptr; } auto itr = m_BlockEntities.find(cChunkDef::MakeIndex(relPos)); return (itr == m_BlockEntities.end()) ? nullptr : itr->second.get(); } cBlockEntity * cChunk::GetBlockEntityRel(Vector3i a_RelPos) { ASSERT(cChunkDef::IsValidRelPos(a_RelPos)); auto itr = m_BlockEntities.find(cChunkDef::MakeIndex(a_RelPos)); return (itr == m_BlockEntities.end()) ? nullptr : itr->second.get(); } bool cChunk::ShouldBeTicked(void) const { return IsValid() && (HasAnyClients() || (m_AlwaysTicked > 0)); } void cChunk::SetAlwaysTicked(bool a_AlwaysTicked) { if (a_AlwaysTicked) { m_AlwaysTicked += 1; Stay(a_AlwaysTicked); } else { m_AlwaysTicked -= 1; Stay(a_AlwaysTicked); } } bool cChunk::UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z) { cBlockEntity * be = GetBlockEntity(a_X, a_Y, a_Z); if (be != nullptr) { return be->UsedBy(a_Player); } return false; } void cChunk::SetBiomeAt(int a_RelX, int a_RelZ, EMCSBiome a_Biome) { cChunkDef::SetBiome(m_BiomeMap, a_RelX, a_RelZ, a_Biome); MarkDirty(); } void cChunk::SetAreaBiome(int a_MinRelX, int a_MaxRelX, int a_MinRelZ, int a_MaxRelZ, EMCSBiome a_Biome) { for (int z = a_MinRelZ; z <= a_MaxRelZ; z++) { for (int x = a_MinRelX; x <= a_MaxRelX; x++) { cChunkDef::SetBiome(m_BiomeMap, x, z, a_Biome); } } MarkDirty(); // Re-send the chunk to all clients: for (auto ClientHandle : m_LoadedByClient) { m_World->ForceSendChunkTo(m_PosX, m_PosZ, cChunkSender::Priority::Medium, ClientHandle); } // for itr - m_LoadedByClient[] } bool cChunk::AddClient(cClientHandle * a_Client) { if (std::find(m_LoadedByClient.begin(), m_LoadedByClient.end(), a_Client) != m_LoadedByClient.end()) { // Already there, nothing needed return false; } m_LoadedByClient.push_back(a_Client); return true; } void cChunk::RemoveClient(cClientHandle * a_Client) { auto itr = std::remove(m_LoadedByClient.begin(), m_LoadedByClient.end(), a_Client); // We should always remove at most one client. ASSERT(std::distance(itr, m_LoadedByClient.end()) <= 1); // Note: itr can equal m_LoadedByClient.end() m_LoadedByClient.erase(itr, m_LoadedByClient.end()); if (!a_Client->IsDestroyed()) { for (auto & Entity : m_Entities) { /* // DEBUG: LOGD("chunk [%i, %i] destroying entity #%i for player \"%s\"", m_PosX, m_PosZ, (*itr)->GetUniqueID(), a_Client->GetUsername().c_str() ); */ a_Client->SendDestroyEntity(*Entity); } } } bool cChunk::HasClient(cClientHandle * a_Client) { return std::find(m_LoadedByClient.begin(), m_LoadedByClient.end(), a_Client) != m_LoadedByClient.end(); } bool cChunk::HasAnyClients(void) const { return !m_LoadedByClient.empty(); } void cChunk::AddEntity(OwnedEntity a_Entity) { if (!a_Entity->IsPlayer()) { MarkDirty(); } auto EntityPtr = a_Entity.get(); ASSERT(std::find(m_Entities.begin(), m_Entities.end(), a_Entity) == m_Entities.end()); // Not there already m_Entities.emplace_back(std::move(a_Entity)); ASSERT(EntityPtr->GetParentChunk() == nullptr); EntityPtr->SetParentChunk(this); } OwnedEntity cChunk::RemoveEntity(cEntity & a_Entity) { ASSERT(a_Entity.GetParentChunk() == this); ASSERT(!a_Entity.IsTicking()); a_Entity.SetParentChunk(nullptr); // Mark as dirty if it was a server-generated entity: if (!a_Entity.IsPlayer()) { MarkDirty(); } OwnedEntity Removed; m_Entities.erase( std::remove_if( m_Entities.begin(), m_Entities.end(), [&a_Entity, &Removed](decltype(m_Entities)::value_type & a_Value) { if (a_Value.get() == &a_Entity) { ASSERT(!Removed); Removed = std::move(a_Value); return true; } return false; } ), m_Entities.end() ); return Removed; } bool cChunk::HasEntity(UInt32 a_EntityID) const { for (const auto & Entity : m_Entities) { if (Entity->GetUniqueID() == a_EntityID) { return true; } } return false; } bool cChunk::ForEachEntity(cEntityCallback a_Callback) const { // The entity list is locked by the parent chunkmap's CS for (const auto & Entity : m_Entities) { if (Entity->IsTicking() && a_Callback(*Entity)) { return false; } } // for itr - m_Entitites[] return true; } bool cChunk::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Callback) const { // The entity list is locked by the parent chunkmap's CS for (const auto & Entity : m_Entities) { if (!Entity->IsTicking()) { continue; } if (!Entity->GetBoundingBox().DoesIntersect(a_Box)) { // The entity is not in the specified box continue; } if (a_Callback(*Entity)) { return false; } } // for itr - m_Entitites[] return true; } bool cChunk::DoWithEntityByID(UInt32 a_EntityID, cEntityCallback a_Callback, bool & a_CallbackResult) const { // The entity list is locked by the parent chunkmap's CS for (const auto & Entity : m_Entities) { if ((Entity->GetUniqueID() == a_EntityID) && (Entity->IsTicking())) { a_CallbackResult = a_Callback(*Entity); return true; } } // for itr - m_Entitites[] return false; } bool cChunk::ForEachBlockEntity(cBlockEntityCallback a_Callback) { // The blockentity list is locked by the parent chunkmap's CS for (auto & KeyPair : m_BlockEntities) { if (a_Callback(*KeyPair.second)) { return false; } } return true; } bool cChunk::DoWithBlockEntityAt(Vector3i a_Position, cBlockEntityCallback a_Callback) { // The blockentity list is locked by the parent chunkmap's CS const auto BlockEntity = GetBlockEntityRel(a_Position); if (BlockEntity == nullptr) { return false; // No block entity here } const bool Result = a_Callback(*BlockEntity); m_PendingSendBlockEntities.push_back(BlockEntity); MarkDirty(); return Result; } void cChunk::GetBlockTypeMeta(Vector3i a_RelPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const { a_BlockType = GetBlock(a_RelPos); a_BlockMeta = GetMeta(a_RelPos); } void cChunk::GetBlockInfo(Vector3i a_RelPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight) const { a_BlockType = GetBlock(a_RelPos); a_Meta = m_BlockData.GetMeta(a_RelPos); a_SkyLight = m_LightData.GetSkyLight(a_RelPos); a_BlockLight = m_LightData.GetBlockLight(a_RelPos); } bool cChunk::GetChunkAndRelByAbsolute(const Vector3d & a_Position, cChunk ** a_Chunk, Vector3i & a_Rel) { return GetChunkAndRelByAbsolute(Vector3i(FloorC(a_Position.x), FloorC(a_Position.y), FloorC(a_Position.z)), a_Chunk, a_Rel); } bool cChunk::GetChunkAndRelByAbsolute(const Vector3i & a_Position, cChunk ** a_Chunk, Vector3i & a_Rel) { *a_Chunk = this->GetNeighborChunk(a_Position.x, a_Position.z); if ((*a_Chunk == nullptr) || !(*a_Chunk)->IsValid()) { return false; } a_Rel.x = a_Position.x - (*a_Chunk)->GetPosX() * cChunkDef::Width; a_Rel.y = a_Position.y; a_Rel.z = a_Position.z - (*a_Chunk)->GetPosZ() * cChunkDef::Width; return true; } cChunk * cChunk::GetNeighborChunk(int a_BlockX, int a_BlockZ) { // Convert coords to relative, then call the relative version: a_BlockX -= m_PosX * cChunkDef::Width; a_BlockZ -= m_PosZ * cChunkDef::Width; return GetRelNeighborChunk(a_BlockX, a_BlockZ); } cChunk * cChunk::GetRelNeighborChunk(int a_RelX, int a_RelZ) { // If the relative coords are too far away, use the parent's chunk lookup instead: if ((a_RelX < -128) || (a_RelX > 128) || (a_RelZ < -128) || (a_RelZ > 128)) { int BlockX = m_PosX * cChunkDef::Width + a_RelX; int BlockZ = m_PosZ * cChunkDef::Width + a_RelZ; int ChunkX, ChunkZ; cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ); return m_ChunkMap->FindChunk(ChunkX, ChunkZ); } // Walk the neighbors: bool ReturnThis = true; if (a_RelX < 0) { if (m_NeighborXM != nullptr) { cChunk * Candidate = m_NeighborXM->GetRelNeighborChunk(a_RelX + cChunkDef::Width, a_RelZ); if (Candidate != nullptr) { return Candidate; } } // Going X first failed, but if the request is crossing Z as well, let's try the Z first later on. ReturnThis = false; } else if (a_RelX >= cChunkDef::Width) { if (m_NeighborXP != nullptr) { cChunk * Candidate = m_NeighborXP->GetRelNeighborChunk(a_RelX - cChunkDef::Width, a_RelZ); if (Candidate != nullptr) { return Candidate; } } // Going X first failed, but if the request is crossing Z as well, let's try the Z first later on. ReturnThis = false; } if (a_RelZ < 0) { if (m_NeighborZM != nullptr) { return m_NeighborZM->GetRelNeighborChunk(a_RelX, a_RelZ + cChunkDef::Width); // For requests crossing both X and Z, the X-first way has been already tried } return nullptr; } else if (a_RelZ >= cChunkDef::Width) { if (m_NeighborZP != nullptr) { return m_NeighborZP->GetRelNeighborChunk(a_RelX, a_RelZ - cChunkDef::Width); // For requests crossing both X and Z, the X-first way has been already tried } return nullptr; } return (ReturnThis ? this : nullptr); } cChunk * cChunk::GetRelNeighborChunkAdjustCoords(Vector3i & a_RelPos) const { cChunk * ToReturn = const_cast(this); // The most common case: inside this chunk: if ( (a_RelPos.x >= 0) && (a_RelPos.x < cChunkDef::Width) && (a_RelPos.z >= 0) && (a_RelPos.z < cChunkDef::Width) ) { return ToReturn; } // Request for a different chunk, calculate chunk offset: int RelX = a_RelPos.x; // Make a local copy of the coords (faster access) int RelZ = a_RelPos.z; while ((RelX >= cChunkDef::Width) && (ToReturn != nullptr)) { RelX -= cChunkDef::Width; ToReturn = ToReturn->m_NeighborXP; } while ((RelX < 0) && (ToReturn != nullptr)) { RelX += cChunkDef::Width; ToReturn = ToReturn->m_NeighborXM; } while ((RelZ >= cChunkDef::Width) && (ToReturn != nullptr)) { RelZ -= cChunkDef::Width; ToReturn = ToReturn->m_NeighborZP; } while ((RelZ < 0) && (ToReturn != nullptr)) { RelZ += cChunkDef::Width; ToReturn = ToReturn->m_NeighborZM; } if (ToReturn != nullptr) { a_RelPos.x = RelX; a_RelPos.z = RelZ; return ToReturn; } // The chunk cannot be walked through neighbors, find it through the chunkmap: int AbsX = a_RelPos.x + m_PosX * cChunkDef::Width; int AbsZ = a_RelPos.z + m_PosZ * cChunkDef::Width; int DstChunkX, DstChunkZ; cChunkDef::BlockToChunk(AbsX, AbsZ, DstChunkX, DstChunkZ); ToReturn = m_ChunkMap->FindChunk(DstChunkX, DstChunkZ); a_RelPos.x = AbsX - DstChunkX * cChunkDef::Width; a_RelPos.z = AbsZ - DstChunkZ * cChunkDef::Width; return ToReturn; } void cChunk::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client) { cBlockEntity * Entity = GetBlockEntity(a_BlockX, a_BlockY, a_BlockZ); if (Entity == nullptr) { return; } Entity->SendTo(a_Client); } void cChunk::PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ, int & a_BlockX, int & a_BlockY, int & a_BlockZ) { a_BlockY = a_RelY; a_BlockX = m_PosX * cChunkDef::Width + a_RelX; a_BlockZ = m_PosZ * cChunkDef::Width + a_RelZ; } Vector3i cChunk::PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ) { return Vector3i(m_PosX * cChunkDef::Width + a_RelX, a_RelY, m_PosZ * cChunkDef::Width + a_RelZ); } NIBBLETYPE cChunk::GetTimeAlteredLight(NIBBLETYPE a_Skylight) const { a_Skylight -= m_World->GetSkyDarkness(); // Because NIBBLETYPE is unsigned, we clamp it to 0 .. 15 by checking for values above 15 return (a_Skylight < 16)? a_Skylight : 0; }