Basic entity tracking
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106
bot/world/world_chunk.go
Normal file
106
bot/world/world_chunk.go
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@ -0,0 +1,106 @@
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package world
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import (
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"github.com/Tnze/go-mc/data/block"
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pk "github.com/Tnze/go-mc/net/packet"
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)
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// Chunk store a 256*16*16 area of blocks, sharded on the Y axis into 16
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// sections.
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type Chunk struct {
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Sections [16]Section
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}
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// Section implements storage of blocks within a fixed 16*16*16 area.
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type Section interface {
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// GetBlock return block status, offset can be calculate by SectionOffset.
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GetBlock(offset uint) BlockStatus
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// SetBlock is the reverse operation of GetBlock.
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SetBlock(offset uint, s BlockStatus)
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}
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func sectionIdx(x, y, z int) uint {
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return uint(((y & 15) << 8) | (z << 4) | x)
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}
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type BlockStatus uint32
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type ChunkLoc struct {
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X, Z int
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}
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// GetBlockStatus return the state ID of the block at the given position.
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func (w *World) GetBlockStatus(x, y, z int) BlockStatus {
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w.chunkLock.RLock()
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defer w.chunkLock.RUnlock()
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c := w.Chunks[ChunkLoc{x >> 4, z >> 4}]
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if c != nil && y >= 0 {
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if sec := c.Sections[y>>4]; sec != nil {
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return sec.GetBlock(sectionIdx(x&15, y&15, z&15))
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}
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}
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return 0
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}
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// UnloadChunk unloads a chunk from the world.
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func (w *World) UnloadChunk(loc ChunkLoc) {
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w.chunkLock.Lock()
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delete(w.Chunks, loc)
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w.chunkLock.Unlock()
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}
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// UnaryBlockUpdate updates the block at the specified position with a new
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// state ID.
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func (w *World) UnaryBlockUpdate(pos pk.Position, bStateID BlockStatus) bool {
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w.chunkLock.Lock()
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defer w.chunkLock.Unlock()
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c := w.Chunks[ChunkLoc{X: pos.X >> 4, Z: pos.Z >> 4}]
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if c == nil {
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return false
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}
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sIdx, bIdx := pos.Y>>4, sectionIdx(pos.X&15, pos.Y&15, pos.Z&15)
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if sec := c.Sections[sIdx]; sec == nil {
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sec = newSectionWithSize(uint(block.BitsPerBlock))
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sec.SetBlock(bIdx, bStateID)
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c.Sections[sIdx] = sec
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} else {
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sec.SetBlock(bIdx, bStateID)
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}
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return true
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}
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// MultiBlockUpdate updates a packed specification of blocks within a single
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// section of a chunk.
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func (w *World) MultiBlockUpdate(loc ChunkLoc, sectionY int, blocks []pk.VarLong) bool {
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w.chunkLock.Lock()
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defer w.chunkLock.Unlock()
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c := w.Chunks[loc]
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if c == nil {
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return false // not loaded
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}
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sec := c.Sections[sectionY]
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if sec == nil {
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sec = newSectionWithSize(uint(block.BitsPerBlock))
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c.Sections[sectionY] = sec
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}
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for _, b := range blocks {
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bStateID := b >> 12
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x, z, y := (b>>8)&0xf, (b>>4)&0xf, b&0xf
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sec.SetBlock(sectionIdx(int(x&15), int(y&15), int(z&15)), BlockStatus(bStateID))
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}
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return true
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}
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//LoadChunk adds the given chunk to the world.
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func (w *World) LoadChunk(x, z int, c *Chunk) {
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w.chunkLock.Lock()
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w.Chunks[ChunkLoc{X: x, Z: z}] = c
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w.chunkLock.Unlock()
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}
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