prismarine-chunk
Version:
A class to hold chunk data for prismarine
394 lines (329 loc) • 12.9 kB
JavaScript
const SmartBuffer = require('smart-buffer').SmartBuffer
const BitArray = require('../common/BitArrayNoSpan')
const ChunkSection = require('../common/CommonChunkSection')(BitArray)
const CommonChunkColumn = require('../common/CommonChunkColumn')
const constants = require('../common/constants')
const varInt = require('../common/varInt')
const neededBits = require('../common/neededBits')
// wrap with func to provide version specific Block
module.exports = (Block, mcData) => {
return class ChunkColumn extends CommonChunkColumn {
static get section () { return ChunkSection }
constructor (options) {
super(mcData)
this.minY = options?.minY ?? 0
this.worldHeight = options?.worldHeight ?? constants.CHUNK_HEIGHT
this.numSections = this.worldHeight >> 4
this.maxBitsPerBlock = neededBits(Object.values(mcData.blocks).reduce((high, block) => Math.max(high, block.maxStateId), 0))
this.sectionMask = new BitArray({
bitsPerValue: 1,
capacity: this.numSections
})
this.sections = Array(this.numSections).fill(null)
this.biomes = Array(4 * 4 * (this.worldHeight >> 2)).fill(0)
this.skyLightMask = new BitArray({
bitsPerValue: 1,
capacity: this.numSections + 2
})
this.emptySkyLightMask = new BitArray({
bitsPerValue: 1,
capacity: this.numSections + 2
})
this.skyLightSections = Array(this.numSections + 2).fill(null)
this.blockLightMask = new BitArray({
bitsPerValue: 1,
capacity: this.numSections + 2
})
this.emptyBlockLightMask = new BitArray({
bitsPerValue: 1,
capacity: this.numSections + 2
})
this.blockLightSections = Array(this.numSections + 2).fill(null)
}
// Json serialization/deserialization methods
toJson () {
return JSON.stringify({
biomes: this.biomes,
blockEntities: this.blockEntities,
sectionMask: this.sectionMask.toLongArray(),
sections: this.sections.map(section => section === null ? null : section.toJson()),
skyLightMask: this.skyLightMask.toLongArray(),
blockLightMask: this.blockLightMask.toLongArray(),
skyLightSections: this.skyLightSections.map(section => section === null ? null : section.toJson()),
blockLightSections: this.blockLightSections.map(section => section === null ? null : section.toJson()),
emptyBlockLightMask: this.emptyBlockLightMask.toLongArray(),
emptySkyLightMask: this.emptySkyLightMask.toLongArray()
})
}
static fromJson (j) {
const parsed = JSON.parse(j)
const chunk = new ChunkColumn()
chunk.biomes = parsed.biomes
chunk.blockEntities = parsed.blockEntities
chunk.sectionMask = BitArray.fromLongArray(parsed.sectionMask, 1)
chunk.sections = parsed.sections.map(s => s === null ? null : ChunkSection.fromJson(s))
chunk.skyLightMask = BitArray.fromLongArray(parsed.skyLightMask, 1)
chunk.blockLightMask = BitArray.fromLongArray(parsed.blockLightMask, 1)
chunk.skyLightSections = parsed.skyLightSections.map(s => s === null ? null : BitArray.fromJson(s))
chunk.blockLightSections = parsed.blockLightSections.map(s => s === null ? null : BitArray.fromJson(s))
chunk.emptySkyLightMask = BitArray.fromLongArray(parsed.emptyBlockLightMask, 1)
chunk.emptyBlockLightMask = BitArray.fromLongArray(parsed.emptySkyLightMask, 1)
return chunk
}
initialize (func) {
const p = { x: 0, y: 0, z: 0 }
for (p.y = 0; p.y < this.worldHeight; p.y++) {
for (p.z = 0; p.z < constants.SECTION_WIDTH; p.z++) {
for (p.x = 0; p.x < constants.SECTION_WIDTH; p.x++) {
const block = func(p.x, p.y, p.z)
if (block === null) {
continue
}
this.setBlock(p, block)
}
}
}
}
getBlock (pos) {
const section = this.sections[(pos.y - this.minY) >> 4]
const biome = this.getBiome(pos)
if (!section) {
return Block.fromStateId(0, biome)
}
const stateId = section.getBlock(toSectionPos(pos, this.minY))
const block = Block.fromStateId(stateId, biome)
block.light = this.getBlockLight(pos)
block.skyLight = this.getSkyLight(pos)
block.entity = this.getBlockEntity(pos)
return block
}
setBlock (pos, block) {
if (typeof block.stateId !== 'undefined') {
this.setBlockStateId(pos, block.stateId)
}
if (typeof block.biome !== 'undefined') {
this.setBiome(pos, block.biome.id)
}
if (typeof block.skyLight !== 'undefined') {
this.setSkyLight(pos, block.skyLight)
}
if (typeof block.light !== 'undefined') {
this.setBlockLight(pos, block.light)
}
if (block.entity) {
this.setBlockEntity(pos, block.entity)
} else {
this.removeBlockEntity(pos)
}
}
getBlockType (pos) {
const blockStateId = this.getBlockStateId(pos)
return mcData.blocksByStateId[blockStateId].id
}
getBlockData (pos) {
const blockStateId = this.getBlockStateId(pos)
return mcData.blocksByStateId[blockStateId].metadata
}
getBlockStateId (pos) {
const section = this.sections[(pos.y - this.minY) >> 4]
return section ? section.getBlock(toSectionPos(pos, this.minY)) : 0
}
getBlockLight (pos) {
const section = this.blockLightSections[getLightSectionIndex(pos, this.minY)]
return section ? section.get(getSectionBlockIndex(pos, this.minY)) : 0
}
getSkyLight (pos) {
const section = this.skyLightSections[getLightSectionIndex(pos, this.minY)]
return section ? section.get(getSectionBlockIndex(pos, this.minY)) : 0
}
getBiome (pos) {
if (pos.y < this.minY || pos.y >= (this.minY + this.worldHeight)) return 0
return this.biomes[getBiomeIndex(pos, this.minY)]
}
setBlockType (pos, id) {
this.setBlockStateId(pos, mcData.blocks[id].minStateId)
}
setBlockData (pos, data) {
this.setBlockStateId(pos, mcData.blocksByStateId[this.getBlockStateId(pos)].minStateId + data)
}
setBlockStateId (pos, stateId) {
const sectionIndex = (pos.y - this.minY) >> 4
if (sectionIndex < 0 || sectionIndex >= this.numSections) return
let section = this.sections[sectionIndex]
if (!section) {
// if it's air
if (stateId === 0) {
return
}
section = new ChunkSection({ maxBitsPerBlock: this.maxBitsPerBlock })
if (sectionIndex > this.sectionMask.capacity) {
this.sectionMask = this.sectionMask.resize(sectionIndex)
}
this.sectionMask.set(sectionIndex, 1)
this.sections[sectionIndex] = section
}
section.setBlock(toSectionPos(pos, this.minY), stateId)
}
setBlockLight (pos, light) {
const sectionIndex = getLightSectionIndex(pos, this.minY)
let section = this.blockLightSections[sectionIndex]
if (section === null) {
if (light === 0) {
return
}
section = new BitArray({
bitsPerValue: 4,
capacity: 4096
})
if (sectionIndex > this.blockLightMask.capacity) {
this.blockLightMask = this.blockLightMask.resize(sectionIndex)
}
this.blockLightMask.set(sectionIndex, 1)
this.blockLightSections[sectionIndex] = section
}
section.set(getSectionBlockIndex(pos, this.minY), light)
}
setSkyLight (pos, light) {
const sectionIndex = getLightSectionIndex(pos, this.minY)
let section = this.skyLightSections[sectionIndex]
if (section === null) {
if (light === 0) {
return
}
section = new BitArray({
bitsPerValue: 4,
capacity: 4096
})
this.skyLightMask.set(sectionIndex, 1)
this.skyLightSections[sectionIndex] = section
}
section.set(getSectionBlockIndex(pos, this.minY), light)
}
setBiome (pos, biome) {
if (pos.y < this.minY || pos.y >= (this.minY + this.worldHeight)) return
this.biomes[getBiomeIndex(pos, this.minY)] = biome
}
getMask () {
return this.sectionMask.toLongArray()
}
dump () {
const smartBuffer = new SmartBuffer()
this.sections.forEach((section) => {
if (section !== null && !section.isEmpty()) {
section.write(smartBuffer)
}
})
return smartBuffer.toBuffer()
}
loadBiomes (biomes) {
this.biomes = biomes
}
dumpBiomes (biomes) {
return this.biomes
}
load (data, bitMap = [[0, 0xffff]]) {
const reader = SmartBuffer.fromBuffer(data)
bitMap = BitArray.fromLongArray(bitMap, 1)
this.sectionMask = BitArray.or(this.sectionMask, bitMap)
for (let y = 0; y < this.numSections; ++y) {
// skip sections not present in the data
if (!bitMap.get(y)) {
continue
}
// keep temporary palette
let palette
const solidBlockCount = reader.readInt16BE()
// get number of bits a palette item use
const bitsPerBlock = reader.readUInt8()
// check if the section uses a section palette
if (bitsPerBlock <= constants.MAX_BITS_PER_BLOCK) {
palette = []
// get number of palette items
const numPaletteItems = varInt.read(reader)
// save each palette item
for (let i = 0; i < numPaletteItems; ++i) {
palette.push(varInt.read(reader))
}
} else {
// global palette is used
palette = null
}
// number of items in data array
const dataArray = new BitArray({
bitsPerValue: bitsPerBlock > constants.MAX_BITS_PER_BLOCK ? this.maxBitsPerBlock : bitsPerBlock,
capacity: 4096
}).readBuffer(reader, varInt.read(reader) * 2)
this.sections[y] = new ChunkSection({
data: dataArray,
palette,
solidBlockCount,
maxBitsPerBlock: this.maxBitsPerBlock
})
}
}
loadParsedLight (skyLight, blockLight, skyLightMask, blockLightMask, emptySkyLightMask, emptyBlockLightMask) {
function readSection (sections, data, lightMask, pLightMask, emptyMask, pEmptyMask) {
let currentSectionIndex = 0
const incomingLightMask = BitArray.fromLongArray(pLightMask, 1)
const incomingEmptyMask = BitArray.fromLongArray(pEmptyMask, 1)
for (let y = 0; y < sections.length; y++) {
const isEmpty = incomingEmptyMask.get(y)
if (!incomingLightMask.get(y) && !isEmpty) {
continue
}
emptyMask.set(y, isEmpty)
lightMask.set(y, 1 - isEmpty)
const bitArray = new BitArray({
bitsPerValue: 4,
capacity: 4096
})
sections[y] = bitArray
if (!isEmpty) {
const sectionReader = Buffer.from(data[currentSectionIndex++])
bitArray.readBuffer(SmartBuffer.fromBuffer(sectionReader))
}
}
}
readSection(this.skyLightSections, skyLight, this.skyLightMask, skyLightMask, this.emptySkyLightMask, emptySkyLightMask)
readSection(this.blockLightSections, blockLight, this.blockLightMask, blockLightMask, this.emptyBlockLightMask, emptyBlockLightMask)
}
dumpLight () {
const skyLight = []
const blockLight = []
this.skyLightSections.forEach((section, index) => {
if (section !== null && this.skyLightMask.get(index)) {
const smartBuffer = new SmartBuffer()
section.writeBuffer(smartBuffer)
skyLight.push(Uint8Array.from(smartBuffer.toBuffer()))
}
})
this.blockLightSections.forEach((section, index) => {
if (section !== null && this.blockLightMask.get(index)) {
const smartBuffer = new SmartBuffer()
section.writeBuffer(smartBuffer)
blockLight.push(Uint8Array.from(smartBuffer.toBuffer()))
}
})
return {
skyLight,
blockLight,
skyLightMask: this.skyLightMask.toLongArray(),
blockLightMask: this.blockLightMask.toLongArray(),
emptySkyLightMask: this.emptySkyLightMask.toLongArray(),
emptyBlockLightMask: this.emptyBlockLightMask.toLongArray()
}
}
}
}
function getLightSectionIndex (pos, minY) {
return Math.floor((pos.y - minY) / 16) + 1
}
function getBiomeIndex (pos, minY) {
return (((pos.y - minY) >> 2) & 63) << 4 | ((pos.z >> 2) & 3) << 2 | ((pos.x >> 2) & 3)
}
function toSectionPos (pos, minY) {
return { x: pos.x, y: (pos.y - minY) & 15, z: pos.z }
}
function getSectionBlockIndex (pos, minY) {
return (((pos.y - minY) & 15) << 8) | (pos.z << 4) | pos.x
}