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Fix relight and removelight (#475)
* Start work on lighting engine (does not build) * Implement getLighting * Setting, flushing light etc works. Getting light should be working..? * Better queue/chunk handling * Use correct location for lighting update * Correct set location, remove debug * cleanup a little * Fix fixlight * Apply to all versions for the numpties * Remove lighting extent if not using * Actually bitmask blocks when setting in chunks * Initialise Maps and Dequeues with inital size * format * Documentation maybe
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@ -436,6 +436,24 @@ public class MCAChunk implements IChunk {
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return true;
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}
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@Override public void setBlockLight(int x, int y, int z, int value) {
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}
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@Override public void setSkyLight(int x, int y, int z, int value) {
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}
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@Override public void removeSectionLighting(int layer, boolean sky) {}
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@Override public void setFullBright(int layer) {}
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@Override
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public void setLightLayer(int layer, char[] toSet) {}
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@Override
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public void setSkyLightLayer(int layer, char[] toSet) {}
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@Override
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public void setEntity(CompoundTag entityTag) {
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setModified();
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@ -454,6 +472,14 @@ public class MCAChunk implements IChunk {
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return this.biomes;
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}
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@Override public char[][] getLight() {
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return new char[0][];
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}
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@Override public char[][] getSkyLight() {
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return new char[0][];
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}
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@Override
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public boolean setBiome(BlockVector2 pos, BiomeType biome) {
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return this.setBiome(pos.getX(), 0, pos.getZ(), biome);
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@ -499,6 +525,15 @@ public class MCAChunk implements IChunk {
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return BlockState.getFromOrdinal(ordinal);
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}
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//TODO implement lighting
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@Override public int getSkyLight(int x, int y, int z) {
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return 0;
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}
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@Override public int getEmmittedLight(int x, int y, int z) {
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return 0;
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}
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@Override
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public BaseBlock getFullBlock(int x, int y, int z) {
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BlockState block = getBlock(x, y, z);
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