package chunk import "slices" // 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. type SubChunk struct { air uint32 storages []*PalettedStorage blockLight []uint8 skyLight []uint8 } // Equals returns if the sub chunk passed is equal to the current one. func (sub *SubChunk) Equals(s *SubChunk) bool { if s.air != sub.air || len(s.storages) != len(sub.storages) { return false } for i, st := range s.storages { if !st.Equal(sub.storages[i]) { return false } } return true } // NewSubChunk creates a new sub chunk. All sub chunks should be created through this function. func NewSubChunk(air uint32) *SubChunk { return &SubChunk{air: air} } // Clone returns an independent copy of the SubChunk. func (sub *SubChunk) Clone() *SubChunk { clone := &SubChunk{ air: sub.air, storages: make([]*PalettedStorage, len(sub.storages)), blockLight: cloneLight(sub.blockLight), skyLight: cloneLight(sub.skyLight), } for i, storage := range sub.storages { clone.storages[i] = storage.Clone() } return clone } func cloneLight(light []uint8) []uint8 { if len(light) == 0 { return slices.Clone(light) } switch &light[0] { case noLightPtr: return noLight case fullLightPtr: return fullLight default: return slices.Clone(light) } } // 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 (sub *SubChunk) Empty() bool { return len(sub.storages) == 0 || (len(sub.storages) == 1 && len(sub.storages[0].palette.values) == 1 && sub.storages[0].palette.values[0] == sub.air) } // 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 (sub *SubChunk) Layer(layer uint8) *PalettedStorage { for uint8(len(sub.storages)) <= layer { // Keep appending to storages until the requested layer is achieved. Makes working with new layers // much easier. sub.storages = append(sub.storages, emptyStorage(sub.air)) } return sub.storages[layer] } // Layers returns all layers in the sub chunk. This method may also return an empty slice. func (sub *SubChunk) Layers() []*PalettedStorage { return sub.storages } // 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 (sub *SubChunk) Block(x, y, z byte, layer uint8) uint32 { if uint8(len(sub.storages)) <= layer { return sub.air } return sub.storages[layer].At(x, y, z) } // 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 (sub *SubChunk) SetBlock(x, y, z byte, layer uint8, block uint32) { sub.Layer(layer).Set(x, y, z, block) } // SetBlockLight sets the block light value at a specific position in the sub chunk. func (sub *SubChunk) SetBlockLight(x, y, z byte, level uint8) { if ptr := &sub.blockLight[0]; ptr == noLightPtr { // Copy the block light as soon as it is changed to create a COW system. sub.blockLight = append([]byte(nil), sub.blockLight...) } index := (uint16(x) << 8) | (uint16(z) << 4) | uint16(y) i := index >> 1 bit := (index & 1) << 2 sub.blockLight[i] = (sub.blockLight[i] & (0xf0 >> bit)) | (level << bit) } // BlockLight returns the block light value at a specific value at a specific position in the sub chunk. func (sub *SubChunk) BlockLight(x, y, z byte) uint8 { index := (uint16(x) << 8) | (uint16(z) << 4) | uint16(y) return (sub.blockLight[index>>1] >> ((index & 1) << 2)) & 0xf } // SetSkyLight sets the skylight value at a specific position in the sub chunk. func (sub *SubChunk) SetSkyLight(x, y, z byte, level uint8) { if ptr := &sub.skyLight[0]; ptr == fullLightPtr || ptr == noLightPtr { // Copy the skylight as soon as it is changed to create a COW system. sub.skyLight = append([]byte(nil), sub.skyLight...) } index := (uint16(x) << 8) | (uint16(z) << 4) | uint16(y) i := index >> 1 bit := (index & 1) << 2 sub.skyLight[i] = (sub.skyLight[i] & (0xf0 >> bit)) | (level << bit) } // SkyLight returns the skylight value at a specific value at a specific position in the sub chunk. func (sub *SubChunk) SkyLight(x, y, z byte) uint8 { index := (uint16(x) << 8) | (uint16(z) << 4) | uint16(y) return (sub.skyLight[index>>1] >> ((index & 1) << 2)) & 0xf } // Compact cleans the garbage from all block storages that sub chunk contains, so that they may be // cleanly written to a database. func (sub *SubChunk) compact() { newStorages := make([]*PalettedStorage, 0, len(sub.storages)) for _, storage := range sub.storages { storage.compact() if len(storage.palette.values) == 1 && storage.palette.values[0] == sub.air { // If the palette has only air in it, it means the storage is empty, so we can ignore it. continue } newStorages = append(newStorages, storage) } sub.storages = newStorages }