using System; namespace ClassicalSharp { /// Represents a fixed size map of blocks. Stores the raw block data, /// heightmap, dimensions and various metadata such as environment settings. public sealed class Map { Game game; BlockInfo info; internal byte[] mapData; public int Width, Height, Length; internal short[] heightmap; int maxY, oneY; public static readonly FastColour DefaultSunlight = new FastColour( 255, 255, 255 ); public static readonly FastColour DefaultShadowlight = new FastColour( 162, 162, 162 ); public static readonly FastColour DefaultSkyColour = new FastColour( 0x99, 0xCC, 0xFF ); public static readonly FastColour DefaultCloudsColour = new FastColour( 0xFF, 0xFF, 0xFF ); public static readonly FastColour DefaultFogColour = new FastColour( 0xFF, 0xFF, 0xFF ); /// Block that surrounds the map that is below the map, fills part of the vertical sides, /// and also perpendicular to the Y plane. (default bedrock) public Block SidesBlock = Block.Bedrock; /// Block that surrounds map and is perpendicular to the Y plane. (default water) public Block EdgeBlock = Block.StillWater; /// Colour of the sky located behind/above clouds. public FastColour SkyCol = DefaultSkyColour; /// Colour applied to the fog/horizon looking out horizontally. /// Note the true horizon colour is a blend of this and sky colour. public FastColour FogCol = DefaultFogColour; /// Colour applied to the clouds. public FastColour CloudsCol = DefaultCloudsColour; /// Colour applied to blocks located in direct sunlight. public FastColour Sunlight; public FastColour SunlightXSide, SunlightZSide, SunlightYBottom; /// Colour applied to blocks located in shadow / hidden from direct sunlight. public FastColour Shadowlight; public FastColour ShadowlightXSide, ShadowlightZSide, ShadowlightYBottom; /// Current weather for this particular map. public Weather Weather = Weather.Sunny; /// Unique uuid/guid of this particular map. public Guid Uuid; /// Height of the map edge in world space. public int EdgeHeight; /// Height of the clouds in world space. public int CloudHeight; /// Maximum height of the various parts of the map sides, in world space. public int GroundHeight { get { return EdgeHeight - 2; } } public Map( Game game ) { this.game = game; info = game.BlockInfo; SetSunlight( DefaultSunlight ); SetShadowlight( DefaultShadowlight ); } /// Whether this map is empty. public bool IsNotLoaded { get { return Width == 0 && Height == 0 && Length == 0; } } /// Resets all of the properties to their defaults and raises the 'OnNewMap' event. public void Reset() { EdgeHeight = -1; CloudHeight = -1; Width = Height = Length = 0; Uuid = Guid.NewGuid(); EdgeBlock = Block.StillWater; SidesBlock = Block.Bedrock; Shadowlight = DefaultSunlight; FastColour.GetShaded( Shadowlight, ref ShadowlightXSide, ref ShadowlightZSide, ref ShadowlightYBottom ); Sunlight = DefaultSunlight; FastColour.GetShaded( Sunlight, ref SunlightXSide, ref SunlightZSide, ref SunlightYBottom ); SkyCol = DefaultSkyColour; FogCol = DefaultFogColour; CloudsCol = DefaultCloudsColour; Weather = Weather.Sunny; game.Events.RaiseOnNewMap(); } /// Sets the sides block to the given block, and raises the /// EnvVariableChanged event with the variable 'SidesBlock'. public void SetSidesBlock( Block block ) { if( block == SidesBlock ) return; if( block == (Block)BlockInfo.MaxDefinedBlock ) { Utils.LogWarning( "Tried to set sides block to an invalid block: " + block ); block = Block.Bedrock; } SidesBlock = block; game.Events.RaiseEnvVariableChanged( EnvVar.SidesBlock ); } /// Sets the edge block to the given block, and raises the /// EnvVariableChanged event with the variable 'EdgeBlock'. public void SetEdgeBlock( Block block ) { if( block == EdgeBlock ) return; if( block == (Block)BlockInfo.MaxDefinedBlock ) { Utils.LogWarning( "Tried to set edge block to an invalid block: " + block ); block = Block.StillWater; } EdgeBlock = block; game.Events.RaiseEnvVariableChanged( EnvVar.EdgeBlock ); } /// Sets the height of the clouds in world space, and raises the /// EnvVariableChanged event with the variable 'CloudsLevel'. public void SetCloudsLevel( int level ) { Set( level, ref CloudHeight, EnvVar.CloudsLevel ); } /// Sets the height of the map edges in world space, and raises the /// EnvVariableChanged event with the variable 'EdgeLevel'. public void SetEdgeLevel( int level ) { Set( level, ref EdgeHeight, EnvVar.EdgeLevel ); } /// Sets the current sky colour, and raises the /// EnvVariableChanged event with the variable 'SkyColour'. public void SetSkyColour( FastColour col ) { Set( col, ref SkyCol, EnvVar.SkyColour ); } /// Sets the current fog colour, and raises the /// EnvVariableChanged event with the variable 'FogColour'. public void SetFogColour( FastColour col ) { Set( col, ref FogCol, EnvVar.FogColour ); } /// Sets the current clouds colour, and raises the /// EnvVariableChanged event with the variable 'CloudsColour'. public void SetCloudsColour( FastColour col ) { Set( col, ref CloudsCol, EnvVar.CloudsColour ); } /// Sets the current sunlight colour, and raises the /// EnvVariableChanged event with the variable 'SunlightColour'. public void SetSunlight( FastColour col ) { Set( col, ref Sunlight, EnvVar.SunlightColour ); FastColour.GetShaded( Sunlight, ref SunlightXSide, ref SunlightZSide, ref SunlightYBottom ); } /// Sets the current shadowlight colour, and raises the /// EnvVariableChanged event with the variable 'ShadowlightColour'. public void SetShadowlight( FastColour col ) { Set( col, ref Shadowlight, EnvVar.ShadowlightColour ); FastColour.GetShaded( Shadowlight, ref ShadowlightXSide, ref ShadowlightZSide, ref ShadowlightYBottom ); } /// Sets the current weather, and raises the /// EnvVariableChanged event with the variable 'Weather'. public void SetWeather( Weather weather ) { if( weather == Weather ) return; Weather = weather; game.Events.RaiseEnvVariableChanged( EnvVar.Weather ); } void Set( T value, ref T target, EnvVar var ) where T : IEquatable { if( value.Equals( target ) ) return; target = value; game.Events.RaiseEnvVariableChanged( var ); } public int GetLightHeight( int x, int z ) { int index = ( z * Width ) + x; int height = heightmap[index]; return height == short.MaxValue ? CalcHeightAt( x, maxY, z, index ) : height; } int CalcHeightAt( int x, int maxY, int z, int index ) { int mapIndex = ( maxY * Length + z ) * Width + x; for( int y = maxY; y >= 0; y-- ) { byte block = mapData[mapIndex]; if( info.BlocksLight[block] ) { heightmap[index] = (short)( y - 1 ); return y - 1; } mapIndex -= oneY; } heightmap[index] = -10; return -10; } void UpdateHeight( int x, int y, int z, byte oldBlock, byte newBlock ) { bool didBlock = info.BlocksLight[oldBlock]; bool nowBlocks = info.BlocksLight[newBlock]; if( didBlock == nowBlocks ) return; int index = (z * Width) + x; int height = heightmap[index]; if( height == short.MaxValue ) { // We have to calculate the entire column for visibility, because the old/new block info is // useless if there is another block higher than block.y that stops rain. CalcHeightAt( x, maxY, z, index ); } else if( y > height ) { if( nowBlocks ) { heightmap[index] = (short)(y - 1); } else { // Part of the column is now visible to light, we don't know how exactly how high it should be though. // However, we know that if the old block was above or equal to light height, then the new light height must be <= old block.y CalcHeightAt( x, y, z, index ); } } } public void UseRawMap( byte[] map, int width, int height, int length ) { mapData = map; this.Width = width; this.Height = height; this.Length = length; if( EdgeHeight == -1 ) EdgeHeight = height / 2; maxY = height - 1; oneY = length * width; if( CloudHeight == -1 ) CloudHeight = height + 2; heightmap = new short[width * length]; for( int i = 0; i < heightmap.Length; i++ ) { heightmap[i] = short.MaxValue; } } public bool IsLit( int x, int y, int z ) { if( !IsValidPos( x, y, z ) ) return true; return y > GetLightHeight( x, z ); } public bool IsLit( Vector3I p ) { if( !IsValidPos( p.X, p.Y, p.Z ) ) return true; return p.Y > GetLightHeight( p.X, p.Z ); } public void SetBlock( int x, int y, int z, byte blockId ) { int index = ( y * Length + z ) * Width + x; byte oldBlock = mapData[index]; mapData[index] = blockId; UpdateHeight( x, y, z, oldBlock, blockId ); game.WeatherRenderer.UpdateHeight( x, y, z, oldBlock, blockId ); } public void SetBlock( Vector3I p, byte blockId ) { SetBlock( p.X, p.Y, p.Z, blockId ); } /// Returns the block at the given world coordinates without bounds checking. public byte GetBlock( int x, int y, int z ) { return mapData[(y * Length + z) * Width + x]; } /// Returns the block at the given world coordinates without bounds checking. public byte GetBlock( Vector3I p ) { return mapData[(p.Y * Length + p.Z) * Width + p.X]; } /// Returns the block at the given world coordinates withbounds checking, /// returning 0 is the coordinates were outside the map. public byte SafeGetBlock( int x, int y, int z ) { return IsValidPos( x, y, z ) ? mapData[(y * Length + z) * Width + x] : (byte)0; } /// Returns the block at the given world coordinates withbounds checking, /// returning 0 is the coordinates were outside the map. public byte SafeGetBlock( Vector3I p ) { return IsValidPos( p.X, p.Y, p.Z ) ? mapData[(p.Y * Length + p.Z) * Width + p.X] : (byte)0; } /// Returns whether the given world coordinates are contained /// within the dimensions of the map. public bool IsValidPos( int x, int y, int z ) { return x >= 0 && y >= 0 && z >= 0 && x < Width && y < Height && z < Length; } /// Returns whether the given world coordinates are contained /// within the dimensions of the map. public bool IsValidPos( Vector3I p ) { return p.X >= 0 && p.Y >= 0 && p.Z >= 0 && p.X < Width && p.Y < Height && p.Z < Length; } // Equivalent to // for x = startX; x < startX + 18; x++ // for z = startZ; z < startZ + 18; z++ // CalcHeightAt(x, maxY, z) if height == short.MaxValue // Except this function is a lot more optimised and minimises cache misses. internal unsafe void HeightmapHint( int startX, int startZ, byte* mapPtr ) { int x1 = Math.Max( startX, 0 ), x2 = Math.Min( Width, startX + 18 ); int z1 = Math.Max( startZ, 0 ), z2 = Math.Min( Length, startZ + 18 ); int xCount = x2 - x1, zCount = z2 - z1; int* skip = stackalloc int[xCount * zCount]; int elemsLeft = InitialHeightmapCoverage( x1, z1, xCount, zCount, skip ); if( !CalculateHeightmapCoverage( x1, z1, xCount, zCount, elemsLeft, skip, mapPtr ) ) { FinishHeightmapCoverage( x1, z1, xCount, zCount, skip ); } } unsafe int InitialHeightmapCoverage( int x1, int z1, int xCount, int zCount, int* skip ) { int elemsLeft = 0, index = 0, curRunCount = 0; for( int z = 0; z < zCount; z++ ) { int heightmapIndex = ( z1 + z ) * Width + x1; for( int x = 0; x < xCount; x++ ) { int height = heightmap[heightmapIndex++]; skip[index] = 0; if( height == short.MaxValue ) { elemsLeft++; curRunCount = 0; } else { skip[index - curRunCount]++; curRunCount++; } index++; } curRunCount = 0; // We can only skip an entire X row at most. } return elemsLeft; } unsafe bool CalculateHeightmapCoverage( int x1, int z1, int xCount, int zCount, int elemsLeft, int* skip, byte* mapPtr ) { int prevRunCount = 0; for( int y = maxY; y >= 0; y-- ) { if( elemsLeft <= 0 ) return true; int mapIndex = ( y * Length + z1 ) * Width + x1; int heightmapIndex = z1 * Width + x1; for( int z = 0; z < zCount; z++ ) { int baseIndex = mapIndex; int index = z * xCount; for( int x = 0; x < xCount; ) { int curRunCount = skip[index]; x += curRunCount; mapIndex += curRunCount; index += curRunCount; if( x < xCount && info.BlocksLight[mapPtr[mapIndex]] ) { heightmap[heightmapIndex + x] = (short)( y - 1 ); elemsLeft--; skip[index] = 0; int offset = prevRunCount + curRunCount; int newRunCount = skip[index - offset] + 1; // consider case 1 0 1 0, where we are at 0 // we need to make this 3 0 0 0 and advance by 1 int oldRunCount = ( x - offset + newRunCount ) < xCount ? skip[index - offset + newRunCount] : 0; if( oldRunCount != 0 ) { skip[index - offset + newRunCount] = 0; newRunCount += oldRunCount; } skip[index - offset] = newRunCount; x += oldRunCount; index += oldRunCount; mapIndex += oldRunCount; prevRunCount = newRunCount; } else { prevRunCount = 0; } x++; mapIndex++; index++; } prevRunCount = 0; heightmapIndex += Width; mapIndex = baseIndex + Width; // advance one Z } } return false; } unsafe void FinishHeightmapCoverage( int x1, int z1, int xCount, int zCount, int* skip ) { for( int z = 0; z < zCount; z++ ) { int heightmapIndex = ( z1 + z ) * Width + x1; for( int x = 0; x < xCount; x++ ) { int height = heightmap[heightmapIndex]; if( height == short.MaxValue ) heightmap[heightmapIndex] = -10; heightmapIndex++; } } } } }