123 lines
3.1 KiB
PHP

<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
namespace pocketmine\level\format\generic;
use pocketmine\level\format\Chunk;
use pocketmine\level\format\ChunkSection;
use pocketmine\level\Level;
abstract class BaseChunk implements Chunk{
/** @var ChunkSection[] */
protected $sections = [];
protected $level;
protected $x;
protected $z;
/**
* @param Level $level
* @param int $x
* @param int $z
* @param ChunkSection[] $sections
*/
public function __construct(Level $level, $x, $z, array $sections){
$this->level = $level;
$this->x = (int) $x;
$this->z = (int) $z;
foreach($sections as $Y => $section){
if($section instanceof ChunkSection){
$this->sections[$Y] = $section;
}else{
trigger_error("Received invalid ChunkSection instance", E_USER_ERROR);
return;
}
if($section >= self::SECTION_COUNT){
trigger_error("Invalid amount of chunks", E_USER_WARNING);
return;
}
}
}
public function getX(){
return $this->x;
}
public function getZ(){
return $this->z;
}
public function getLevel(){
return $this->level;
}
public function getBlock($x, $y, $z, &$blockId, &$meta = null){
$this->sections[$y >> 4]->getBlock($x, $y - ($y >> 4), $z, $blockId, $meta);
}
public function setBlock($x, $y, $z, $blockId = null, $meta = null){
$this->sections[$y >> 4]->setBlock($x, $y - ($y >> 4), $z, $blockId, $meta);
}
public function getBlockSkyLight($x, $y, $z){
return $this->sections[$y >> 4]->getBlockSkyLight($x, $y - ($y >> 4), $z);
}
public function setBlockSkyLight($x, $y, $z, $data){
$this->sections[$y >> 4]->getBlockSkyLight($x, $y - ($y >> 4), $z, $data);
}
public function getBlockLight($x, $y, $z){
return $this->sections[$y >> 4]->getBlockSkyLight($x, $y - ($y >> 4), $z);
}
public function setBlockLight($x, $y, $z, $data){
$this->sections[$y >> 4]->getBlockSkyLight($x, $y - ($y >> 4), $z, $data);
}
public function getHighestBlockAt($x, $z){
for($Y = self::SECTION_COUNT; $Y >= 0; --$Y){
if(!$this->isSectionEmpty($Y)){
$column = $this->sections[$Y]->getBlockIdColumn($x, $z);
for($y = 15; $y >= 0; --$y){
if($column{$y} !== "\x00"){
return $y + $Y << 4;
}
}
}
}
return 0;
}
public function isSectionEmpty($fY){
return $this->sections[(int) $fY] instanceof EmptyChunkSection;
}
public function getSection($fY){
return $this->sections[(int) $fY];
}
public function setSection($fY, ChunkSection $section){
$this->sections[(int) $fY] = $section;
}
}