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https://github.com/pmmp/PocketMine-MP.git
synced 2025-09-07 10:22:56 +00:00
Stop hardcoding chunk dimensions everywhere (#4443)
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@ -26,6 +26,7 @@ namespace pocketmine\world\light;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\format\HeightArray;
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use pocketmine\world\format\LightArray;
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use pocketmine\world\format\SubChunk;
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use pocketmine\world\utils\SubChunkExplorer;
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use pocketmine\world\utils\SubChunkExplorerStatus;
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use pocketmine\world\World;
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@ -68,17 +69,17 @@ class SkyLightUpdate extends LightUpdate{
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}
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$chunk = $this->subChunkExplorer->currentChunk;
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$oldHeightMap = $chunk->getHeightMap($x & 0xf, $z & 0xf);
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$source = $this->subChunkExplorer->currentSubChunk->getFullBlock($x & 0xf, $y & 0xf, $z & 0xf);
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$oldHeightMap = $chunk->getHeightMap($x & Chunk::COORD_MASK, $z & Chunk::COORD_MASK);
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$source = $this->subChunkExplorer->currentSubChunk->getFullBlock($x & SubChunk::COORD_MASK, $y & SubChunk::COORD_MASK, $z & SubChunk::COORD_MASK);
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$yPlusOne = $y + 1;
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if($yPlusOne === $oldHeightMap){ //Block changed directly beneath the heightmap. Check if a block was removed or changed to a different light-filter.
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$newHeightMap = self::recalculateHeightMapColumn($chunk, $x & 0x0f, $z & 0x0f, $this->directSkyLightBlockers);
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$chunk->setHeightMap($x & 0xf, $z & 0xf, $newHeightMap);
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$newHeightMap = self::recalculateHeightMapColumn($chunk, $x & Chunk::COORD_MASK, $z & Chunk::COORD_MASK, $this->directSkyLightBlockers);
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$chunk->setHeightMap($x & Chunk::COORD_MASK, $z & Chunk::COORD_MASK, $newHeightMap);
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}elseif($yPlusOne > $oldHeightMap){ //Block changed above the heightmap.
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if($this->directSkyLightBlockers[$source]){
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$chunk->setHeightMap($x & 0xf, $z & 0xf, $yPlusOne);
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$chunk->setHeightMap($x & Chunk::COORD_MASK, $z & Chunk::COORD_MASK, $yPlusOne);
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$newHeightMap = $yPlusOne;
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}else{ //Block changed which has no effect on direct sky light, for example placing or removing glass.
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return;
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@ -112,7 +113,7 @@ class SkyLightUpdate extends LightUpdate{
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//setAndUpdateLight() won't bother propagating from nodes that are already what we want to change them to, so we
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//have to avoid filling full light for any subchunk that contains a heightmap Y coordinate
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$highestHeightMapPlusOne = max($chunk->getHeightMapArray()) + 1;
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$lowestClearSubChunk = ($highestHeightMapPlusOne >> 4) + (($highestHeightMapPlusOne & 0xf) !== 0 ? 1 : 0);
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$lowestClearSubChunk = ($highestHeightMapPlusOne >> SubChunk::COORD_BIT_SIZE) + (($highestHeightMapPlusOne & SubChunk::COORD_MASK) !== 0 ? 1 : 0);
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$chunkHeight = $chunk->getSubChunks()->count();
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for($y = 0; $y < $lowestClearSubChunk && $y < $chunkHeight; $y++){
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$chunk->getSubChunk($y)->setBlockSkyLightArray(LightArray::fill(0));
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@ -123,10 +124,10 @@ class SkyLightUpdate extends LightUpdate{
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$lightSources = 0;
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$baseX = $chunkX << 4;
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$baseZ = $chunkZ << 4;
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for($x = 0; $x < 16; ++$x){
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for($z = 0; $z < 16; ++$z){
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$baseX = $chunkX << Chunk::COORD_BIT_SIZE;
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$baseZ = $chunkZ << Chunk::COORD_BIT_SIZE;
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for($x = 0; $x < Chunk::EDGE_LENGTH; ++$x){
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for($z = 0; $z < Chunk::EDGE_LENGTH; ++$z){
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$currentHeight = $chunk->getHeightMap($x, $z);
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$maxAdjacentHeight = 0;
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if($x !== 0){
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@ -154,9 +155,9 @@ class SkyLightUpdate extends LightUpdate{
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$this->setAndUpdateLight($x + $baseX, $y, $z + $baseZ, 15);
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$lightSources++;
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}
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for($y = $nodeColumnEnd + 1, $yMax = $lowestClearSubChunk * 16; $y < $yMax; $y++){
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for($y = $nodeColumnEnd + 1, $yMax = $lowestClearSubChunk * SubChunk::EDGE_LENGTH; $y < $yMax; $y++){
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if($this->subChunkExplorer->moveTo($x + $baseX, $y, $z + $baseZ) !== SubChunkExplorerStatus::INVALID){
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$this->getCurrentLightArray()->set($x, $y & 0xf, $z, 15);
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$this->getCurrentLightArray()->set($x, $y & SubChunk::COORD_MASK, $z, 15);
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}
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}
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}
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@ -183,13 +184,13 @@ class SkyLightUpdate extends LightUpdate{
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return $result;
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}
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for($z = 0; $z < 16; ++$z){
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for($x = 0; $x < 16; ++$x){
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for($z = 0; $z < Chunk::EDGE_LENGTH; ++$z){
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for($x = 0; $x < Chunk::EDGE_LENGTH; ++$x){
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$y = null;
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for($subChunkY = $maxSubChunkY; $subChunkY >= 0; $subChunkY--){
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$subHighestBlockY = $chunk->getSubChunk($subChunkY)->getHighestBlockAt($x, $z);
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if($subHighestBlockY !== null){
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$y = ($subChunkY * 16) + $subHighestBlockY;
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$y = ($subChunkY * SubChunk::EDGE_LENGTH) + $subHighestBlockY;
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break;
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}
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}
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