#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#ifndef _WIN32
#include <cstdlib>
#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 "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// Inform our neighbours that we're no longer valid: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::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 & BlockEntity : m_BlockEntities)
{
BlockEntity.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(a_SetChunkData.HeightMap, a_SetChunkData.HeightMap + std::size(a_SetChunkData.HeightMap), m_HeightMap);
std::copy(a_SetChunkData.BiomeMap, 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;
// 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);
}
// Clear the block entities present - either the loader / saver has better, or we'll create empty 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);
} // for KeyPair - m_BlockEntities
#endif // !NDEBUG
// Set all block entities' World variable:
for (auto & KeyPair : m_BlockEntities)
{
KeyPair.second->SetWorld(m_World);
}
// Set the chunk data as valid. This may be needed for some simulators that perform actions upon block adding (Vaporize)
SetPresence(cpPresent);
// 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:
cCuboid affectedArea( // In world coordinates
{BlockStartX, a_MinBlockY, BlockStartZ},
{BlockEndX, a_MinBlockY + SizeY - 1, BlockEndZ}
);
for (auto itr = m_BlockEntities.begin(); itr != m_BlockEntities.end();)
{
if (affectedArea.IsInside(itr->second->GetPos()))
{
itr->second->Destroy();
itr->second->OnRemoveFromWorld();
itr = m_BlockEntities.erase(itr);
}
else
{
++itr;
}
}
// 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, clone it (and remove any that is there currently):
auto idx = static_cast<size_t>(cChunkDef::MakeIndex(posX - m_PosX * cChunkDef::Width, posY, posZ - m_PosZ * cChunkDef::Width));
auto itr = m_BlockEntities.find(idx);
if (itr != m_BlockEntities.end())
{
m_BlockEntities.erase(itr);
}
auto clone = be->Clone({posX, posY, posZ});
clone->SetWorld(m_World);
AddBlockEntity(std::move(clone));
}
}
}
bool cChunk::HasBlockEntityAt(Vector3i a_BlockPos)
{
return (GetBlockEntity(a_BlockPos) != nullptr);
}
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<Vector3d> 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<cMonster &>(*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<int>::max() / a_MaxY) && // a_MaxX * a_MaxY doesn't overflow
(a_MaxX * a_MaxY <= std::numeric_limits<int>::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();
// Finally, tell the client about all block changes:
BroadcastPendingBlockChanges();
}
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<void *>(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::BroadcastPendingBlockChanges(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)
{
// Send block changes:
for (const auto ClientHandle : m_LoadedByClient)
{
ClientHandle->SendBlockChanges(m_PosX, m_PosZ, m_PendingSendBlocks);
}
}
// Send block entity changes:
for (const auto Entity : m_PendingSendBlockEntities)
{
for (const auto ClientHandle : m_LoadedByClient)
{
Entity->SendTo(*ClientHandle);
}
}
m_PendingSendBlocks.clear();
m_PendingSendBlockEntities.clear();
}
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(this->GetWorld()->GetChunkMap());
cBlockInServerPluginInterface PluginInterface(*this->GetWorld());
// Tick random blocks, but the first one should be m_BlockToTick (so that SetNextBlockToTick() works)
auto Idx = cChunkDef::MakeIndexNoCheck(m_BlockToTick);
auto & Random = GetRandomProvider();
for (int i = 0; i < 50; ++i)
{
auto Pos = cChunkDef::IndexToCoordinate(static_cast<size_t>(Idx));
Idx = Random.RandInt(cChunkDef::NumBlocks - 1);
if (Pos.y > cChunkDef::GetHeight(m_HeightMap, Pos.x, Pos.z))
{
continue; // It's all air up here
}
cBlockHandler::For(GetBlock(Pos)).OnUpdate(ChunkInterface, *this->GetWorld(), PluginInterface, *this, Pos);
} // for i
// Set a new random coord for the next tick:
m_BlockToTick = cChunkDef::IndexToCoordinate(static_cast<size_t>(Idx));
}
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:
cBlockEntity * BlockEntity = GetBlockEntityRel(a_RelPos);
if (BlockEntity != nullptr)
{
BlockEntity->Destroy();
BlockEntity->OnRemoveFromWorld();
RemoveBlockEntity(BlockEntity);
}
// 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<HEIGHTTYPE>(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<HEIGHTTYPE>(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)
{
[[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
}
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(static_cast<size_t>(cChunkDef::MakeIndexNoCheck(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(static_cast<size_t>(cChunkDef::MakeIndexNoCheck(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[]
}
void cChunk::RemoveBlockEntity(cBlockEntity * a_BlockEntity)
{
MarkDirty();
ASSERT(a_BlockEntity != nullptr);
m_BlockEntities.erase(static_cast<size_t>(cChunkDef::MakeIndex(a_BlockEntity->GetRelX(), a_BlockEntity->GetPosY(), a_BlockEntity->GetRelZ())));
m_PendingSendBlockEntities.erase(std::remove(m_PendingSendBlockEntities.begin(), m_PendingSendBlockEntities.end(), a_BlockEntity), m_PendingSendBlockEntities.end());
}
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<cChunk *>(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;
}