package world import ( "github.com/Tnze/go-mc/bot/world/entity" ) // World record all of the things in the world where player at type World struct { Entities map[int32]entity.Entity Chunks map[ChunkLoc]*Chunk } // Chunk store a 256*16*16 column blocks type Chunk struct { Sections [16]Section } // Section store a 16*16*16 cube blocks type Section interface { // GetBlock return block status, offset can be calculate by SectionOffset. GetBlock(offset int) BlockStatus // SetBlock is the reverse operation of GetBlock. SetBlock(offset int, s BlockStatus) } func SectionOffset(x, y, z int) (offset int) { // According to wiki.vg: Data Array is given for each block with increasing x coordinates, // within rows of increasing z coordinates, within layers of increasing y coordinates. // So offset equals to ( x*16^0 + z*16^1 + y*16^2 )*(bits per block). return x + z*16 + y*16*16 } type BlockStatus uint32 type ChunkLoc struct { X, Z int } // //Entity 表示一个实体 // type Entity interface { // EntityID() int32 // } // //Face is a face of a block // type Face byte // // All six faces in a block // const ( // Bottom Face = iota // Top // North // South // West // East // ) // getBlock return the block in the position (x, y, z) func (w *World) GetBlockStatus(x, y, z int) BlockStatus { // Use n>>4 rather then n/16. It acts wrong if n<0. c := w.Chunks[ChunkLoc{x >> 4, z >> 4}] if c != nil { // (n&(16-1)) == (n<0 ? n%16+16 : n%16) if sec := c.Sections[y>>4]; sec != nil { return sec.GetBlock(SectionOffset(x&15, y&15, z&15)) } } return 0 } // func (b Block) String() string { // return blockNameByID[b.id] // } //LoadChunk load chunk at (x, z) func (w *World) LoadChunk(x, z int, c *Chunk) { w.Chunks[ChunkLoc{X: x, Z: z}] = c }