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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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4.5 kB · 227 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228#include "stdafx.h"#include "Arrays.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.phys.h"#include "EmptyLevelChunk.h"
EmptyLevelChunk::EmptyLevelChunk(Level *level, int x, int z) : LevelChunk(level,x,z){ dontSave = true; // Set this as fully post-processed, so we don't try and run post-processing on any edge chunks that will overlap into real chunks terrainPopulated = LevelChunk::sTerrainPopulatedAllNeighbours | LevelChunk::sTerrainPostPostProcessed;}
EmptyLevelChunk::EmptyLevelChunk(Level *level, byteArray blocks, int x, int z): LevelChunk(level,blocks,x,z){ dontSave = true; delete [] blocks.data; // Set this as fully post-processed, so we don't try and run post-processing on any edge chunks that will overlap into real chunks terrainPopulated = LevelChunk::sTerrainPopulatedAllNeighbours | LevelChunk::sTerrainPostPostProcessed;}
bool EmptyLevelChunk::isAt(int x, int z){ return x == this->x && z == this->z;}
int EmptyLevelChunk::getHeightmap(int x, int z){ return 0;}
void EmptyLevelChunk::recalcBlockLights(){}
void EmptyLevelChunk::recalcHeightmapOnly(){}
void EmptyLevelChunk::recalcHeightmap(){}
void EmptyLevelChunk::lightLava(){}
int EmptyLevelChunk::getTile(int x, int y, int z){ return 0;}
bool EmptyLevelChunk::setTileAndData(int x, int y, int z, int _tile, int _data){ return true;}
bool EmptyLevelChunk::setTile(int x, int y, int z, int _tile){ return true;}
int EmptyLevelChunk::getData(int x, int y, int z){ return 0;}
bool EmptyLevelChunk::setData(int x, int y, int z, int val, int mask, bool *maskedBitsChanged){ *maskedBitsChanged = true; return false;}
int EmptyLevelChunk::getBrightness(LightLayer::variety layer, int x, int y, int z){ return 0;}
// 4J addedvoid EmptyLevelChunk::getNeighbourBrightnesses(int *brightnesses, LightLayer::variety layer, int x, int y, int z){ for(int i = 0; i < 6; i++ ) { brightnesses[i] = 0; }}
void EmptyLevelChunk::setBrightness(LightLayer::variety layer, int x, int y, int z, int brightness){}
int EmptyLevelChunk::getRawBrightness(int x, int y, int z, int skyDampen){ return 0;}
void EmptyLevelChunk::addEntity(shared_ptr<Entity> e){}
void EmptyLevelChunk::removeEntity(shared_ptr<Entity> e){}
void EmptyLevelChunk::removeEntity(shared_ptr<Entity> e, int yc){}
bool EmptyLevelChunk::isSkyLit(int x, int y, int z){ return false;}
void EmptyLevelChunk::skyBrightnessChanged(){}
shared_ptr<TileEntity> EmptyLevelChunk::getTileEntity(int x, int y, int z){ return shared_ptr<TileEntity>();}
void EmptyLevelChunk::addTileEntity(shared_ptr<TileEntity> te){}
void EmptyLevelChunk::setTileEntity(int x, int y, int z, shared_ptr<TileEntity> tileEntity){}
void EmptyLevelChunk::removeTileEntity(int x, int y, int z){}
void EmptyLevelChunk::load(){}
void EmptyLevelChunk::unload(bool unloadTileEntities) // 4J - added parameter{}
bool EmptyLevelChunk::containsPlayer(){ return false;}
void EmptyLevelChunk::markUnsaved(){}
void EmptyLevelChunk::getEntities(shared_ptr<Entity> except, AABB bb, vector<shared_ptr<Entity> > &es, EntitySelector *selector){}
void EmptyLevelChunk::getEntitiesOfClass(const type_info& ec, AABB bb, vector<shared_ptr<Entity> > &es, EntitySelector *selector){}
int EmptyLevelChunk::countEntities(){ return 0;}
bool EmptyLevelChunk::shouldSave(bool force){ return false;}
void EmptyLevelChunk::setBlocks(byteArray newBlocks, int sub){}
int EmptyLevelChunk::getBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p, bool includeLighting/* = true*/){ int xs = x1 - x0; int ys = y1 - y0; int zs = z1 - z0;
int s = xs * ys * zs; int len; if( includeLighting ) { len = s + s / 2 * 3; } else { len = s + s / 2; }
Arrays::fill(data, p, p + len, (byte) 0); return len;}
int EmptyLevelChunk::setBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p, bool includeLighting/* = true*/){ int xs = x1 - x0; int ys = y1 - y0; int zs = z1 - z0;
int s = xs * ys * zs; if( includeLighting ) { return s + s / 2 * 3; } else { return s + s / 2; }}
bool EmptyLevelChunk::testSetBlocksAndData(byteArray data, int x0, int y0, int z0, int x1, int y1, int z1, int p){ return false;}
Random *EmptyLevelChunk::getRandom(__int64 l){ return new Random((level->getSeed() + x * x * 4987142 + x * 5947611 + z * z * 4392871l + z * 389711) ^ l);}
bool EmptyLevelChunk::isEmpty(){ return true;}