487f9a2aa9
Refactored all cBlockHandler and cItemHandler descendants to use Vector3.
706 lines
35 KiB
C++
706 lines
35 KiB
C++
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#pragma once
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#include "BlockEntities/BlockEntity.h"
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#include "Entities/Entity.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/RedstoneSimulator.h"
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#include "ChunkMap.h"
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class cWorld;
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class cClientHandle;
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class cPlayer;
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class cChunkMap;
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class cBeaconEntity;
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class cBedEntity;
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class cBrewingstandEntity;
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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 cHopperEntity;
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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 cBlockArea;
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class cFluidSimulatorData;
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class cMobCensus;
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class cMobSpawner;
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class cSetChunkData;
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typedef std::list<cClientHandle *> cClientHandleList;
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// A convenience macro for calling GetChunkAndRelByAbsolute.
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#define PREPARE_REL_AND_CHUNK(Position, OriginalChunk) cChunk * Chunk; Vector3i Rel; bool RelSuccess = (OriginalChunk).GetChunkAndRelByAbsolute(Position, &Chunk, Rel)
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#define PREPARE_BLOCKDATA BLOCKTYPE BlockType; NIBBLETYPE BlockMeta;
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// This class is not to be used directly
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// Instead, call actions on cChunkMap (such as cChunkMap::SetBlock() etc.)
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class cChunk :
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public cChunkDef // The inheritance is "misused" here only to inherit the functions and constants defined in cChunkDef
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{
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public:
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/** Represents the presence state of the chunk */
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enum ePresence
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{
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cpInvalid, /**< The chunk is not present at all and is not queued in the loader / generator */
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cpQueued, /**< The chunk is not present, but is queued for loading / generation */
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cpPresent, /**< The chunk is present */
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};
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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
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cAllocationPool<cChunkData::sChunkSection> & a_Pool
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);
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cChunk(cChunk & other) = delete;
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~cChunk();
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/** Returns true iff the chunk block data is valid (loaded / generated) */
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bool IsValid(void) const {return (m_Presence == cpPresent); }
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/** Returns true iff the chunk is in the queue for loading / generating */
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bool IsQueued(void) const {return (m_Presence == cpQueued); }
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/** Sets the chunk's presence.
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Wakes up any calls to cChunkMap::GetHeight() when setting to cpPresent. */
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void SetPresence(ePresence a_Presence);
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/** Called to indicate whether the chunk should be queued in the generator if it fails to load. Set by cChunkMap::GetChunk(). */
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void SetShouldGenerateIfLoadFailed(bool a_ShouldGenerateIfLoadFailed);
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/** Marks all clients attached to this chunk as wanting this chunk. Also sets presence to cpQueued. */
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void MarkRegenerating(void);
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/** Returns true iff the chunk has changed since it was last saved. */
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bool IsDirty(void) const {return m_IsDirty; }
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bool CanUnload(void);
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/** Returns true if the chunk could have been unloaded if it weren't dirty */
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bool CanUnloadAfterSaving(void);
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bool IsLightValid(void) const {return m_IsLightValid; }
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/*
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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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*/
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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()
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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.
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If m_ShouldGenerateIfLoadFailed is set, queues the chunk for generating. */
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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.
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BlockLight and BlockSkyLight are optional, if not present, chunk will be marked as unlighted.
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Modifies the BlockEntity list in a_SetChunkData - moves the block entities into the chunk. */
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void SetAllData(cSetChunkData & a_SetChunkData);
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void SetLight(
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const cChunkDef::BlockNibbles & a_BlockLight,
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const cChunkDef::BlockNibbles & a_SkyLight
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);
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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(Vector3i a_BlockPos);
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/** Sets or resets the internal flag that prevents chunk from being unloaded.
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The flag is cumulative - it can be set multiple times and then needs to be un-set that many times
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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(const Vector3i a_RelPos);
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int GetPosX(void) const { return m_PosX; }
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int GetPosZ(void) const { return m_PosZ; }
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cChunkCoords GetPos() const { return {m_PosX, m_PosZ}; }
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cWorld * GetWorld(void) const { return m_World; }
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void SetBlock(Vector3i a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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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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/** Queues block for ticking (m_ToTickQueue) */
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void QueueTickBlock(Vector3i a_RelPos);
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/** OBSOLETE, use the Vector3i-based overload instead.
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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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{
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return QueueTickBlock({a_RelX, a_RelY, a_RelZ});
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}
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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(Vector3i a_RelPos);
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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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void FastSetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta, bool a_SendToClients = true)
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{
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FastSetBlock(a_RelPos.x, a_RelPos.y, a_RelPos.z, a_BlockType, a_BlockMeta, a_SendToClients);
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}
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BLOCKTYPE GetBlock(int a_RelX, int a_RelY, int a_RelZ) const { return m_ChunkData.GetBlock({ a_RelX, a_RelY, a_RelZ }); }
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BLOCKTYPE GetBlock(Vector3i a_RelCoords) const { return m_ChunkData.GetBlock(a_RelCoords); }
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void GetBlockTypeMeta(Vector3i a_RelPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
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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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{
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GetBlockTypeMeta({ a_RelX, a_RelY, a_RelZ }, a_BlockType, a_BlockMeta);
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}
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void GetBlockInfo(Vector3i a_RelPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
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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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{
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GetBlockInfo({ a_RelX, a_RelY, a_RelZ }, a_BlockType, a_Meta, a_SkyLight, a_BlockLight);
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}
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/** Convert absolute coordinates into relative coordinates.
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Returns false on failure to obtain a valid chunk. Returns true otherwise.
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@param a_Position The position you'd like to convert, a_Position need not be in the calling chunk and can safely be out
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of its bounds, but for best performance, it should not be too far from the calling chunk.
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@param a_Chunk Returns the chunk in which a_Position is in. If a_Position is within the calling chunk's bounds,
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returns the calling chunk. For best performance, a_Position shouldn't be too far from the calling chunk.
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@param a_Rel Returns the converted relative position. Note that it is relative to the returned a_Chunk.
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The vector will not be modified if the function returns false. */
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bool GetChunkAndRelByAbsolute(const Vector3d & a_Position, cChunk ** a_Chunk, Vector3i & a_Rel);
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/** Convert absolute coordinates into relative coordinates.
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Returns false on failure to obtain a valid chunk. Returns true otherwise.
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@param a_Position The position you'd like to convert, a_Position need not be in the calling chunk and can safely be out
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of its bounds, but for best performance, it should not be too far from the calling chunk.
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@param a_Chunk Returns the chunk in which a_Position is in. If a_Position is within the calling chunk's bounds,
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returns the calling chunk. For best performance, a_Position shouldn't be too far from the calling chunk.
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@param a_Rel Returns the converted relative position. Note that it is relative to the returned a_Chunk.
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The vector will not be modified if the function returns false. */
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bool GetChunkAndRelByAbsolute(const Vector3i & a_Position, cChunk ** a_Chunk, Vector3i & a_Rel);
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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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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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cChunk * GetRelNeighborChunk(int a_RelX, int a_RelZ);
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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.
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Will try walking the neighbors first; if that fails, will query the chunkmap. */
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cChunk * GetRelNeighborChunkAdjustCoords(Vector3i & a_RelPos) 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.
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Doesn't resend the chunk to clients. */
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void SetBiomeAt(int a_RelX, int a_RelZ, EMCSBiome a_Biome);
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/** Sets the biome in the specified relative coords area. All the coords are inclusive.
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Sends the chunk to all relevant clients. */
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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. */
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void RemoveClient(cClientHandle * a_Client);
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/** Returns true if the specified client is present in this chunk. */
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bool HasClient(cClientHandle * a_Client);
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/** Returns true if theres any client in the chunk; false otherwise */
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bool HasAnyClients(void) const;
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void AddEntity(OwnedEntity a_Entity);
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/** Releases ownership of the given entity if it was found in this chunk.
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Returns an owning reference to the found entity. */
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OwnedEntity 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.
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Returns true if all entities processed, false if the callback aborted by returning true. */
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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 tyEntity; returns true if all block entities processed, false if the callback aborted by returning true
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tBlocktypes are all blocktypes convertible to tyEntity which are to be called. If no block type is given the callback is called for every block entity
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Accessible only from within Chunk.cpp */
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template <class tyEntity, BLOCKTYPE... tBlocktype>
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bool GenericForEachBlockEntity(cFunctionRef<bool(tyEntity &)> a_Callback);
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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 brewingstand; returns true if all brewingstands processed, false if the callback aborted by returning true */
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bool ForEachBrewingstand(cBrewingstandCallback 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 tyEntity at the specified coords; returns false if there's no such block entity at those coords, true if found
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tBlocktype is a list of the blocktypes to be called. If no BLOCKTYPE template arguments are given the callback is called for any block entity
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Accessible only from within Chunk.cpp */
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template <class tyEntity, BLOCKTYPE... tBlocktype>
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bool GenericDoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFunctionRef<bool(tyEntity &)> a_Callback);
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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 */
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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 bed at the specified coords; returns false if there's no bed at those coords, true if found */
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bool DoWithBedAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBedCallback 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 hopper at the specified coords; returns false if there's no hopper at those coords or callback returns true, returns true if found */
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bool DoWithHopperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperCallback 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 */
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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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/** Use block entity on coordinate.
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returns true if the use was successful, return false to use the block as a "normal" block */
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bool 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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void SendBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
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Vector3i PositionToWorldPosition(Vector3i a_RelPos)
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{
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return PositionToWorldPosition(a_RelPos.x, a_RelPos.y, a_RelPos.z);
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}
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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)
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{
|
|
m_IsDirty = true;
|
|
m_IsSaving = false;
|
|
}
|
|
|
|
/** Causes the specified block to be ticked on the next Tick() call.
|
|
Plugins can use this via the cWorld:SetNextBlockToTick() API.
|
|
Only one block coord per chunk may be set, a second call overwrites the first call */
|
|
inline void SetNextBlockToTick(const Vector3i a_RelPos)
|
|
{
|
|
m_BlockToTick = a_RelPos;
|
|
}
|
|
|
|
inline NIBBLETYPE GetMeta(int a_RelX, int a_RelY, int a_RelZ) const
|
|
{
|
|
return m_ChunkData.GetMeta({ a_RelX, a_RelY, a_RelZ });
|
|
}
|
|
|
|
NIBBLETYPE GetMeta(Vector3i a_RelPos) const { return m_ChunkData.GetMeta(a_RelPos); }
|
|
|
|
void SetMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta, bool a_ShouldMarkDirty = true, bool a_ShouldInformClients = true)
|
|
{
|
|
SetMeta({ a_RelX, a_RelY, a_RelZ }, a_Meta, a_ShouldMarkDirty, a_ShouldInformClients);
|
|
}
|
|
|
|
/** Set a meta value, with the option of not informing the client and / or not marking dirty.
|
|
Used for setting metas that are of little value for saving to disk and / or for sending to the client,
|
|
such as leaf decay flags. */
|
|
inline void SetMeta(Vector3i a_RelPos, NIBBLETYPE a_Meta, bool a_ShouldMarkDirty = true, bool a_ShouldInformClients = true)
|
|
{
|
|
bool hasChanged = m_ChunkData.SetMeta(a_RelPos, a_Meta);
|
|
if (hasChanged)
|
|
{
|
|
if (a_ShouldMarkDirty)
|
|
{
|
|
MarkDirty();
|
|
}
|
|
if (a_ShouldInformClients)
|
|
{
|
|
m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, a_RelPos.x, a_RelPos.y, a_RelPos.z, GetBlock(a_RelPos), a_Meta));
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Light alterations based on time */
|
|
NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const;
|
|
|
|
/** Get the level of artificial light illuminating the block (0 - 15) */
|
|
inline NIBBLETYPE GetBlockLight(Vector3i a_RelPos) const { return m_ChunkData.GetBlockLight(a_RelPos); }
|
|
inline NIBBLETYPE GetBlockLight(int a_RelX, int a_RelY, int a_RelZ) const { return m_ChunkData.GetBlockLight({ a_RelX, a_RelY, a_RelZ }); }
|
|
|
|
/** Get the level of sky light illuminating the block (0 - 15) independent of daytime. */
|
|
inline NIBBLETYPE GetSkyLight(Vector3i a_RelPos) const { return m_ChunkData.GetSkyLight(a_RelPos); }
|
|
inline NIBBLETYPE GetSkyLight(int a_RelX, int a_RelY, int a_RelZ) const { return m_ChunkData.GetSkyLight({ a_RelX, a_RelY, a_RelZ }); }
|
|
|
|
/** Get the level of sky light illuminating the block (0 - 15), taking daytime into a account. */
|
|
inline NIBBLETYPE GetSkyLightAltered(Vector3i a_RelPos) const { return GetTimeAlteredLight(m_ChunkData.GetSkyLight(a_RelPos)); }
|
|
inline NIBBLETYPE GetSkyLightAltered(int a_RelX, int a_RelY, int a_RelZ) const { return GetSkyLightAltered({ a_RelX, a_RelY, a_RelZ }); }
|
|
|
|
/** 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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlock(Vector3i a_RelCoords, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload.
|
|
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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const
|
|
{
|
|
return UnboundedRelGetBlock({a_RelX, a_RelY, a_RelZ}, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** 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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockType(Vector3i a_RelCoords, BLOCKTYPE & a_BlockType) const;
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload.
|
|
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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType) const
|
|
{
|
|
return UnboundedRelGetBlockType({a_RelX, a_RelY, a_RelZ}, a_BlockType);
|
|
}
|
|
|
|
/** 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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockMeta(Vector3i a_RelPos, NIBBLETYPE & a_BlockMeta) const;
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload.
|
|
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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockMeta) const
|
|
{
|
|
return UnboundedRelGetBlockMeta({a_RelX, a_RelY, a_RelZ}, a_BlockMeta);
|
|
}
|
|
|
|
/** 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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockBlockLight(Vector3i a_RelPos, NIBBLETYPE & a_BlockLight) const;
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload.
|
|
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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockBlockLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight) const
|
|
{
|
|
return UnboundedRelGetBlockBlockLight({a_RelX, a_RelY, a_RelZ}, a_BlockLight);
|
|
}
|
|
|
|
/** 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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockSkyLight(Vector3i a_RelPos, NIBBLETYPE & a_SkyLight) const;
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload.
|
|
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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_SkyLight) const
|
|
{
|
|
return UnboundedRelGetBlockSkyLight({a_RelX, a_RelY, a_RelZ}, a_SkyLight);
|
|
}
|
|
|
|
/** 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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockLights(Vector3i a_RelPos, NIBBLETYPE & a_BlockLight, NIBBLETYPE & a_SkyLight) const;
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload.
|
|
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, false if queried chunk not loaded. */
|
|
bool UnboundedRelGetBlockLights(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE & a_BlockLight, NIBBLETYPE & a_SkyLight) const
|
|
{
|
|
return UnboundedRelGetBlockLights({a_RelX, a_RelY, a_RelZ}, a_BlockLight, a_SkyLight);
|
|
}
|
|
|
|
/** 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, false if queried chunk not loaded. */
|
|
bool UnboundedRelSetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload.
|
|
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, false if queried chunk not loaded. */
|
|
bool UnboundedRelSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
|
|
{
|
|
return UnboundedRelSetBlock({a_RelX, a_RelY, a_RelZ}, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** 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, false if queried chunk not loaded. */
|
|
bool UnboundedRelFastSetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload.
|
|
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, false if queried chunk not loaded. */
|
|
bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
|
|
{
|
|
return UnboundedRelFastSetBlock({a_RelX, a_RelY, a_RelZ}, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case)
|
|
Ignores unsuccessful attempts */
|
|
void UnboundedQueueTickBlock(Vector3i a_RelPos);
|
|
|
|
|
|
|
|
// Per-chunk simulator data:
|
|
cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
|
|
cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }
|
|
cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; }
|
|
cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; }
|
|
|
|
cRedstoneSimulatorChunkData * GetRedstoneSimulatorData(void) { return m_RedstoneSimulatorData; }
|
|
void SetRedstoneSimulatorData(cRedstoneSimulatorChunkData * a_Data) { m_RedstoneSimulatorData = a_Data; }
|
|
|
|
/** Returns the block entity at the specified (absolute) coords.
|
|
Returns nullptr if no such BE or outside this chunk. */
|
|
cBlockEntity * GetBlockEntity(Vector3i a_AbsPos);
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload instead.
|
|
Returns the block entity at the specified (absolute) coords.
|
|
Returns nullptr if no such BE or outside this chunk. */
|
|
cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ) { return GetBlockEntity({a_BlockX, a_BlockY, a_BlockZ}); }
|
|
|
|
/** Returns the block entity at the specified (relative) coords.
|
|
Returns nullptr if no such BE.
|
|
Asserts that the position is a valid relative position. */
|
|
cBlockEntity * GetBlockEntityRel(Vector3i a_RelPos);
|
|
|
|
/** 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. When this is set, the chunk never unloads.
|
|
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);
|
|
|
|
cChunkClientHandles GetAllClients(void) const
|
|
{
|
|
return cChunkClientHandles(m_LoadedByClient);
|
|
}
|
|
|
|
/** Converts the coord relative to this chunk into an absolute coord.
|
|
Doesn't check relative coord validity. */
|
|
Vector3i RelativeToAbsolute(Vector3i a_RelBlockPosition) const
|
|
{
|
|
return cChunkDef::RelativeToAbsolute(a_RelBlockPosition, {m_PosX, m_PosZ});
|
|
}
|
|
|
|
|
|
private:
|
|
|
|
friend class cChunkMap;
|
|
|
|
struct sSetBlockQueueItem
|
|
{
|
|
Int64 m_Tick;
|
|
int m_RelX, m_RelY, m_RelZ;
|
|
BLOCKTYPE m_BlockType;
|
|
NIBBLETYPE m_BlockMeta;
|
|
BLOCKTYPE m_PreviousType;
|
|
|
|
sSetBlockQueueItem(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Int64 a_Tick, BLOCKTYPE a_PreviousBlockType) :
|
|
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)
|
|
{
|
|
}
|
|
} ;
|
|
|
|
typedef std::vector<sSetBlockQueueItem> sSetBlockQueueVector;
|
|
|
|
|
|
/** 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;
|
|
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
|
|
|
|
std::vector<Vector3i> m_ToTickBlocks;
|
|
sSetBlockVector m_PendingSendBlocks; ///< Blocks that have changed and need to be sent to all clients
|
|
|
|
// A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
|
|
std::vector<cClientHandle *> m_LoadedByClient;
|
|
std::vector<OwnedEntity> m_Entities;
|
|
cBlockEntities m_BlockEntities;
|
|
|
|
/** Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded */
|
|
int m_StayCount;
|
|
|
|
int m_PosX, m_PosZ;
|
|
cWorld * m_World;
|
|
cChunkMap * m_ChunkMap;
|
|
|
|
cChunkData m_ChunkData;
|
|
|
|
cChunkDef::HeightMap m_HeightMap;
|
|
cChunkDef::BiomeMap m_BiomeMap;
|
|
|
|
/** Relative coords of the block to tick first in the next Tick() call.
|
|
Plugins can use this to force a tick in a specific block, using cWorld:SetNextBlockToTick() API. */
|
|
Vector3i m_BlockToTick;
|
|
|
|
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]
|
|
|
|
// Per-chunk simulator data:
|
|
cFireSimulatorChunkData m_FireSimulatorData;
|
|
cFluidSimulatorData * m_WaterSimulatorData;
|
|
cFluidSimulatorData * m_LavaSimulatorData;
|
|
cSandSimulatorChunkData m_SandSimulatorData;
|
|
|
|
cRedstoneSimulatorChunkData * m_RedstoneSimulatorData;
|
|
|
|
/** 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;
|
|
|
|
|
|
// Pick up a random block of this chunk
|
|
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);
|
|
|
|
void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
|
|
void AddBlockEntity (OwnedBlockEntity a_BlockEntity);
|
|
|
|
/** Add a block entity to the chunk without marking the chunk dirty */
|
|
void AddBlockEntityClean(OwnedBlockEntity a_BlockEntity);
|
|
|
|
/** Creates a block entity for each block that needs a block entity and doesn't have one already */
|
|
void CreateBlockEntities(void);
|
|
|
|
/** Wakes up each simulator for its specific blocks; through all the blocks in the chunk */
|
|
void WakeUpSimulators(void);
|
|
|
|
/** Sends m_PendingSendBlocks to all clients */
|
|
void BroadcastPendingBlockChanges(void);
|
|
|
|
/** Checks the block scheduled for checking in m_ToTickBlocks[] */
|
|
void CheckBlocks();
|
|
|
|
/** Ticks several random blocks in the chunk */
|
|
void TickBlocks(void);
|
|
|
|
/** Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes */
|
|
void ApplyWeatherToTop(void);
|
|
|
|
/** Returns the pickups that would be produced, if the specified block was dug up by a_Digger using a_Tool.
|
|
Doesn't dig the block, only queries the block handlers and then plugins for the pickups. */
|
|
cItems PickupsFromBlock(Vector3i a_RelPos, const cEntity * a_Digger, const cItem * a_Tool);
|
|
|
|
/** Grows the plant at the specified position by at most a_NumStages.
|
|
The block's Grow handler is invoked.
|
|
Returns the number of stages the plant has grown, 0 if not a plant. */
|
|
int GrowPlantAt(Vector3i a_RelPos, int a_NumStages = 1);
|
|
|
|
/** Called by Tick() when an entity moves out of this chunk into a neighbor; moves the entity and sends spawn / despawn packet to clients */
|
|
void MoveEntityToNewChunk(OwnedEntity a_Entity);
|
|
|
|
/** Check m_Entities for cPlayer objects. */
|
|
bool HasPlayerEntities();
|
|
};
|
|
|
|
typedef cChunk * cChunkPtr;
|
|
|
|
typedef std::list<cChunkPtr> cChunkPtrList;
|
|
|
|
|
|
|
|
|