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89 lines
3.3 KiB
C#
89 lines
3.3 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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namespace ClassicalSharp.Map {
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/// <summary> Manages lighting through a simple heightmap, where each block is either in sun or shadow. </summary>
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public sealed partial class BasicLighting : IWorldLighting {
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int width, height, length, oneY;
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BlockInfo info;
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Game game;
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public override void Dispose() { heightmap = null; }
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public override void Reset(Game game) { heightmap = null; }
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public override void OnNewMap(Game game) { heightmap = null; }
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public override void OnNewMapLoaded(Game game) {
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width = game.World.Width;
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height = game.World.Height;
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length = game.World.Length;
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info = game.BlockInfo;
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this.game = game;
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oneY = width * length;
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heightmap = new short[width * length];
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for (int i = 0; i < heightmap.Length; i++)
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heightmap[i] = short.MaxValue;
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}
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public unsafe override void LightHint(int startX, int startZ, byte* mapPtr) {
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int x1 = Math.Max(startX, 0), x2 = Math.Min(width, startX + 18);
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int z1 = Math.Max(startZ, 0), z2 = Math.Min(length, startZ + 18);
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int xCount = x2 - x1, zCount = z2 - z1;
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int* skip = stackalloc int[xCount * zCount];
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int elemsLeft = InitialHeightmapCoverage(x1, z1, xCount, zCount, skip);
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if (!CalculateHeightmapCoverage(x1, z1, xCount, zCount, elemsLeft, skip, mapPtr)) {
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FinishHeightmapCoverage(x1, z1, xCount, zCount, skip);
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}
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}
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public override int GetLightHeight(int x, int z) {
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int index = (z * width) + x;
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int lightH = heightmap[index];
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return lightH == short.MaxValue ? CalcHeightAt(x, height - 1, z, index) : lightH;
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}
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public override bool IsValidPos(int x, int y, int z) {
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return x >= 0 && y >= 0 && z >= 0 &&
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x < width && y < height && z < length;
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}
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public override void UpdateLight(int x, int y, int z, byte oldBlock, byte newBlock) {
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bool didBlock = info.BlocksLight[oldBlock];
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bool nowBlocks = info.BlocksLight[newBlock];
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if (didBlock == nowBlocks) return;
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int oldOffset = (info.LightOffset[oldBlock] >> Side.Top) & 1;
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int newOffset = (info.LightOffset[newBlock] >> Side.Top) & 1;
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int index = (z * width) + x;
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int lightH = heightmap[index];
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if (lightH == short.MaxValue) {
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// We have to calculate the entire column for visibility, because the old/new block info is
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// useless if there is another block higher than block.y that blocks sunlight.
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CalcHeightAt(x, height - 1, z, index);
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} else if ((y - newOffset) >= lightH) {
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if (nowBlocks) {
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heightmap[index] = (short)(y - newOffset);
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} else {
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// Part of the column is now visible to light, we don't know how exactly how high it should be though.
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// 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
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CalcHeightAt(x, y, z, index);
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}
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} else if (y == lightH && oldOffset == 0) {
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// For a solid block on top of an upside down slab, they will both have the same light height.
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// So we need to account for this particular case.
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byte above = y == (height - 1) ? Block.Air : game.World.GetBlock(x, y + 1, z);
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if (info.BlocksLight[above]) return;
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if (nowBlocks)
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heightmap[index] = (short)(y - newOffset);
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else
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CalcHeightAt(x, y - 1, z, index);
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}
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}
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}
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}
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