chunk

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Published: Jul 14, 2022 License: MIT Imports: 12 Imported by: 0

Documentation

Index

Constants

View Source
const (
	// SubChunkVersion is the current version of the written sub chunks, specifying the format they are
	// written on disk and over network.
	SubChunkVersion = 9
	// CurrentBlockVersion is the current version of blocks (states) of the game. This version is composed
	// of 4 bytes indicating a version, interpreted as a big endian int. The current version represents
	// 1.16.0.14 {1, 16, 0, 14}.
	CurrentBlockVersion int32 = 17825806
)

Variables

View Source
var (
	// DiskEncoding is the Encoding for writing a Chunk to disk. It writes block palettes using NBT and does not use
	// varints.
	DiskEncoding diskEncoding
	// NetworkEncoding is the Encoding used for sending a Chunk over network. It does not use NBT and writes varints.
	NetworkEncoding networkEncoding
	// BiomePaletteEncoding is the paletteEncoding used for encoding a palette of biomes.
	BiomePaletteEncoding biomePaletteEncoding
	// BlockPaletteEncoding is the paletteEncoding used for encoding a palette of block states encoded as NBT.
	BlockPaletteEncoding blockPaletteEncoding
)
View Source
var (
	// SkyLight holds a light implementation that can be used for propagating sky light through a sub chunk.
	SkyLight skyLight
	// BlockLight holds a light implementation that can be used for propagating block light through a sub chunk.
	BlockLight blockLight
)
View Source
var (
	// LightBlocks is a list of block light levels (0-15) indexed by block runtime IDs. The map is used to do a
	// fast lookup of block light.
	LightBlocks = make([]uint8, 0, 7000)
	// FilteringBlocks is a map for checking if a block runtime ID filters light, and if so, how many levels.
	// Light is able to propagate through these blocks, but will have its level reduced.
	FilteringBlocks = make([]uint8, 0, 7000)
)
View Source
var (
	// RuntimeIDToState must hold a function to convert a runtime ID to a name and its state properties.
	RuntimeIDToState func(runtimeID uint32) (name string, properties map[string]any, found bool)
)
View Source
var StateToRuntimeID func(name string, properties map[string]any) (runtimeID uint32, found bool)

StateToRuntimeID must hold a function to convert a name and its state properties to a runtime ID.

Functions

func EncodeBiomes

func EncodeBiomes(c *Chunk, e Encoding) []byte

EncodeBiomes encodes the biomes of a chunk into bytes. An Encoding may be passed to encode either for network or disk purposed, the most notable difference being that the network encoding generally uses varints and no NBT.

func EncodeSubChunk

func EncodeSubChunk(c *Chunk, e Encoding, ind int) []byte

EncodeSubChunk encodes a sub-chunk from a chunk into bytes. An Encoding may be passed to encode either for network or disk purposed, the most notable difference being that the network encoding generally uses varints and no NBT.

func LightArea

func LightArea(c []*Chunk, baseX, baseY int) *lightArea

LightArea creates a lightArea with the lower corner of the lightArea at baseX and baseY. The length of the Chunk slice must be a square of a number, so 1, 4, 9 etc.

Types

type Chunk

type Chunk struct {
	sync.Mutex
	// contains filtered or unexported fields
}

Chunk is a segment in the world with a size of 16x16x256 blocks. A chunk contains multiple sub chunks and stores other information such as biomes. It is not safe to call methods on Chunk simultaneously from multiple goroutines.

func DiskDecode

func DiskDecode(data SerialisedData, r cube.Range) (*Chunk, error)

DiskDecode decodes the data from a SerialisedData object into a chunk and returns it. If the data was invalid, an error is returned.

func NetworkDecode

func NetworkDecode(air uint32, data []byte, count int, r cube.Range) (*Chunk, error)

NetworkDecode decodes the network serialised data passed into a Chunk if successful. If not, the chunk returned is nil and the error non-nil. The sub chunk count passed must be that found in the LevelChunk packet. noinspection GoUnusedExportedFunction

func New

func New(air uint32, r cube.Range) *Chunk

New initialises a new chunk and returns it, so that it may be used.

func (*Chunk) Biome

func (chunk *Chunk) Biome(x uint8, y int16, z uint8) uint32

Biome returns the biome ID at a specific column in the chunk.

func (*Chunk) Block

func (chunk *Chunk) Block(x uint8, y int16, z uint8, layer uint8) uint32

Block returns the runtime ID of the block at a given x, y and z in a chunk at the given layer. If no sub chunk exists at the given y, the block is assumed to be air.

func (*Chunk) Compact

func (chunk *Chunk) Compact()

Compact compacts the chunk as much as possible, getting rid of any sub chunks that are empty, and compacts all storages in the sub chunks to occupy as little space as possible. Compact should be called right before the chunk is saved in order to optimise the storage space.

func (*Chunk) HeightMap

func (chunk *Chunk) HeightMap() HeightMap

HeightMap returns the height map of the chunk. If the chunk is edited, the height map will be recalculated on the next call to this function.

func (*Chunk) HighestBlock

func (chunk *Chunk) HighestBlock(x, z uint8) int16

HighestBlock iterates from the highest non-empty sub chunk downwards to find the Y value of the highest non-air block at an x and z. If no blocks are present in the column, the minimum height is returned.

func (*Chunk) HighestLightBlocker

func (chunk *Chunk) HighestLightBlocker(x, z uint8) int16

HighestLightBlocker iterates from the highest non-empty sub chunk downwards to find the Y value of the highest block that completely blocks any light from going through. If none is found, the value returned is the minimum height.

func (*Chunk) Light

func (chunk *Chunk) Light(x uint8, y int16, z uint8) uint8

Light returns the light level at a specific position in the chunk.

func (*Chunk) Range

func (chunk *Chunk) Range() cube.Range

Range returns the cube.Range of the Chunk as passed to New.

func (*Chunk) SetBiome

func (chunk *Chunk) SetBiome(x uint8, y int16, z uint8, biome uint32)

SetBiome sets the biome ID at a specific column in the chunk.

func (*Chunk) SetBlock

func (chunk *Chunk) SetBlock(x uint8, y int16, z uint8, layer uint8, block uint32)

SetBlock sets the runtime ID of a block at a given x, y and z in a chunk at the given layer. If no SubChunk exists at the given y, a new SubChunk is created and the block is set.

func (*Chunk) SkyLight

func (chunk *Chunk) SkyLight(x uint8, y int16, z uint8) uint8

SkyLight returns the skylight level at a specific position in the chunk.

func (*Chunk) Sub

func (chunk *Chunk) Sub() []*SubChunk

Sub returns a list of all sub chunks present in the chunk.

func (*Chunk) SubChunk

func (chunk *Chunk) SubChunk(y int16) *SubChunk

SubChunk finds the correct SubChunk in the Chunk by a Y value.

func (*Chunk) SubIndex

func (chunk *Chunk) SubIndex(y int16) int16

SubIndex returns the sub chunk Y index matching the y value passed.

func (*Chunk) SubY

func (chunk *Chunk) SubY(index int16) int16

SubY returns the sub chunk Y value matching the index passed.

type Encoding

type Encoding interface {
	// contains filtered or unexported methods
}

Encoding is an encoding type used for Chunk encoding. Implementations of this interface are DiskEncoding and NetworkEncoding, which can be used to encode a Chunk to an intermediate disk or network representation respectively.

type HeightMap

type HeightMap []int16

HeightMap represents the height map of a chunk. It holds the y value of all the highest blocks in the chunk that diffuse or obstruct light.

func (HeightMap) At

func (h HeightMap) At(x, z uint8) int16

At returns the height map value at a specific column in the chunk.

func (HeightMap) HighestNeighbour

func (h HeightMap) HighestNeighbour(x, z uint8) int16

HighestNeighbour returns the height map value of the highest directly neighbouring column of the x and z values passed.

func (HeightMap) Set

func (h HeightMap) Set(x, z uint8, val int16)

Set changes the height map value at a specific column in the chunk.

type Palette

type Palette struct {
	// contains filtered or unexported fields
}

Palette is a palette of values that every PalettedStorage has. Storages hold 'pointers' to indices in this palette.

func (*Palette) Add

func (palette *Palette) Add(v uint32) (index int16, resize bool)

Add adds a values to the Palette. It does not first check if the value was already set in the Palette. The index at which the value was added is returned. Another bool is returned indicating if the Palette was resized as a result of adding the value.

func (*Palette) Index

func (palette *Palette) Index(runtimeID uint32) int16

Index loops through the values of the Palette and looks for the index of the given value. If the value could not be found, -1 is returned.

func (*Palette) Len

func (palette *Palette) Len() int

Len returns the amount of unique values in the Palette.

func (*Palette) Replace

func (palette *Palette) Replace(f func(v uint32) uint32)

Replace calls the function passed for each value present in the Palette. The value returned by the function replaces the value present at the index of the value passed.

func (*Palette) Value

func (palette *Palette) Value(i uint16) uint32

Value returns the value in the Palette at a specific index.

type PalettedStorage

type PalettedStorage struct {
	// contains filtered or unexported fields
}

PalettedStorage is a storage of 4096 blocks encoded in a variable amount of uint32s, storages may have values with a bit size per block of 0, 1, 2, 3, 4, 5, 6, 8 or 16 bits. 3 of these formats have additional padding in every uint32 and an additional uint32 at the end, to cater for the blocks that don't fit. This padding is present when the storage has a block size of 3, 5 or 6 bytes. Methods on PalettedStorage must not be called simultaneously from multiple goroutines.

func (*PalettedStorage) At

func (storage *PalettedStorage) At(x, y, z byte) uint32

At returns the value of the PalettedStorage at a given x, y and z.

func (*PalettedStorage) Palette

func (storage *PalettedStorage) Palette() *Palette

Palette returns the Palette of the PalettedStorage.

func (*PalettedStorage) Set

func (storage *PalettedStorage) Set(x, y, z byte, v uint32)

Set sets a value at a specific x, y and z. The Palette and PalettedStorage are expanded automatically to make space for the value, should that be needed.

type SerialisedData

type SerialisedData struct {
	// sub holds the data of the serialised sub chunks in a chunk. Sub chunks that are empty or that otherwise
	// don't exist are represented as an empty slice (or technically, nil).
	SubChunks [][]byte
	// Biomes is the biome data of the chunk, which is composed of a biome storage for each sub-chunk.
	Biomes []byte
	// BlockNBT is an encoded NBT array of all blocks that carry additional NBT, such as chests, with all
	// their contents.
	BlockNBT []byte
}

SerialisedData holds the serialised data of a chunk. It consists of the chunk's block data itself, a height map, the biomes and entities and block entities.

func Encode

func Encode(c *Chunk, e Encoding) SerialisedData

Encode encodes Chunk to an intermediate representation SerialisedData. An Encoding may be passed to encode either for network or disk purposed, the most notable difference being that the network encoding generally uses varints and no NBT.

type SubChunk

type SubChunk struct {
	// contains filtered or unexported fields
}

SubChunk is a cube of blocks located in a chunk. It has a size of 16x16x16 blocks and forms part of a stack that forms a Chunk.

func NewSubChunk

func NewSubChunk(air uint32) *SubChunk

NewSubChunk creates a new sub chunk. All sub chunks should be created through this function

func (*SubChunk) Block

func (sub *SubChunk) Block(x, y, z byte, layer uint8) uint32

Block returns the runtime ID of the block located at the given X, Y and Z. X, Y and Z must be in a range of 0-15.

func (*SubChunk) BlockLight

func (sub *SubChunk) BlockLight(x, y, z byte) uint8

BlockLight returns the block light value at a specific value at a specific position in the sub chunk.

func (*SubChunk) Empty

func (sub *SubChunk) Empty() bool

Empty checks if the SubChunk is considered empty. This is the case if the SubChunk has 0 block storages or if it has a single one that is completely filled with air.

func (*SubChunk) Layer

func (sub *SubChunk) Layer(layer uint8) *PalettedStorage

Layer returns a certain block storage/layer from a sub chunk. If no storage at the layer exists, the layer is created, as well as all layers between the current highest layer and the new highest layer.

func (*SubChunk) Layers

func (sub *SubChunk) Layers() []*PalettedStorage

Layers returns all layers in the sub chunk. This method may also return an empty slice.

func (*SubChunk) SetBlock

func (sub *SubChunk) SetBlock(x, y, z byte, layer uint8, block uint32)

SetBlock sets the given block runtime ID at the given X, Y and Z. X, Y and Z must be in a range of 0-15.

func (*SubChunk) SetBlockLight

func (sub *SubChunk) SetBlockLight(x, y, z byte, level uint8)

SetBlockLight sets the block light value at a specific position in the sub chunk.

func (*SubChunk) SetSkyLight

func (sub *SubChunk) SetSkyLight(x, y, z byte, level uint8)

SetSkyLight sets the skylight value at a specific position in the sub chunk.

func (*SubChunk) SkyLight

func (sub *SubChunk) SkyLight(x, y, z byte) uint8

SkyLight returns the skylight value at a specific value at a specific position in the sub chunk.

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