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https://github.com/MCCTeam/Minecraft-Console-Client
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Rewrite adaptation algorithm
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1 changed files with 83 additions and 41 deletions
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@ -41,76 +41,118 @@ namespace MinecraftClient.Commands
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sb.Append(String.Format("chunk: ({0}, {1}).\n", markChunkX, markChunkZ));
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}
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if (markedChunkPos != null &&
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(markChunkX < current.ChunkX - 16 || markChunkX >= current.ChunkX + 16 || markChunkZ < current.ChunkZ - 16 || markChunkZ >= current.ChunkZ + 16))
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sb.Append("§x§0Since the marked chunk is outside the graph, it will not be displayed!§r\n");
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int consoleHeight = Math.Max(Console.BufferHeight - 2, 25);
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if (consoleHeight % 2 == 0)
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--consoleHeight;
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int consoleHei = Math.Max(Console.BufferHeight - 2, 21);
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if (consoleHei % 2 == 0)
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--consoleHei;
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int consoleWidth = Math.Max(Console.BufferWidth / 2, 17);
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if (consoleWidth % 2 == 0)
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--consoleWidth;
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int consoleWid = Math.Max(Console.BufferWidth / 2, 21);
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if (consoleWid % 2 == 0)
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--consoleWid;
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int startZ = current.ChunkZ - consoleHei / 2, endZ = current.ChunkZ + 1 + consoleHei / 2;
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int startX = current.ChunkX - consoleWid / 2, endX = current.ChunkX + 1 + consoleWid / 2;
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int startZ = current.ChunkZ - consoleHeight, endZ = current.ChunkZ + consoleHeight;
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int startX = current.ChunkX - consoleWidth, endX = current.ChunkX + consoleWidth;
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int leftMost = endX, rightMost = startX, topMost = endZ, bottomMost = startZ;
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Dictionary<Tuple<int, int>, byte> chunkStatus = new();
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for (int z = startZ - 1; z <= endZ + 1; z++)
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for (int z = startZ; z <= endZ; z++)
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{
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for (int x = startX - 1; x <= endX + 1; ++x)
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for (int x = startX; x <= endX; ++x)
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{
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ChunkColumn? chunkColumn = world[x, z];
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if (chunkColumn == null)
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chunkStatus[new(x, z)] = 0; // "🔳" white hollow square
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else
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if (world[x, z] != null)
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{
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leftMost = Math.Min(leftMost, x);
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rightMost = Math.Max(rightMost, x);
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topMost = Math.Min(topMost, z);
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bottomMost = Math.Max(bottomMost, z);
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if (chunkColumn.FullyLoaded)
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chunkStatus[new(x, z)] = 1; // "🟩" green
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else
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chunkStatus[new(x, z)] = 2; // "🟨" yellow
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}
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}
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}
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// Add a blank line
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if (topMost != startZ)
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--topMost;
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if (bottomMost != endZ)
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++bottomMost;
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if (Console.BufferWidth / 2 >= ((rightMost - leftMost + 1) + 2))
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// Include the player's location
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topMost = Math.Min(topMost, current.ChunkZ);
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bottomMost = Math.Max(bottomMost, current.ChunkZ);
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leftMost = Math.Min(leftMost, current.ChunkX);
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rightMost = Math.Max(rightMost, current.ChunkX);
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// Empty one row and one column each
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--leftMost; ++rightMost; --topMost; ++bottomMost;
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// Resize according to limitations
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if ((bottomMost - topMost + 1) > consoleHeight)
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{
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if (leftMost != startX)
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--leftMost;
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if (rightMost != endX)
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++rightMost;
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int delta = (bottomMost - topMost + 1) - consoleHeight;
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if (bottomMost - (delta + 1) / 2 < current.ChunkZ + 1)
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{
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int bottomReduce = bottomMost - (current.ChunkZ + 1);
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bottomMost -= bottomReduce;
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topMost += delta - bottomReduce;
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}
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else if (topMost + delta / 2 > current.ChunkZ - 1)
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{
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int topAdd = topMost - (current.ChunkZ - 1);
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topMost += topAdd;
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bottomMost -= delta - topAdd;
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}
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else
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{
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topMost += delta / 2;
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bottomMost -= (delta + 1) / 2;
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}
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}
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if ((rightMost - leftMost + 1) > consoleWidth)
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{
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int delta = (rightMost - leftMost + 1) - consoleWidth;
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if (rightMost - (delta + 1) / 2 < current.ChunkX + 1)
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{
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int rightReduce = rightMost - (current.ChunkX + 1);
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rightMost -= rightReduce;
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leftMost += delta - rightReduce;
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}
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else if (leftMost + delta / 2 > current.ChunkX - 1)
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{
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int leftAdd = leftMost - (current.ChunkX - 1);
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leftMost += leftAdd;
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rightMost -= delta - leftAdd;
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}
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else
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{
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leftMost += delta / 2;
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rightMost -= (delta + 1) / 2;
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}
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}
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// Try to include the marker chunk
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if (markedChunkPos != null &&
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(((Math.Max(bottomMost, markChunkZ) - Math.Min(topMost, markChunkZ) + 1) > consoleHeight) ||
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((Math.Max(rightMost, markChunkX) - Math.Min(leftMost, markChunkX) + 1) > consoleWidth)))
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sb.Append("§x§0Since the marked chunk is outside the graph, it will not be displayed!§r\n");
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else
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{
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leftMost = Math.Max(leftMost, startX);
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rightMost = Math.Min(rightMost, endX);
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topMost = Math.Min(topMost, markChunkZ);
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bottomMost = Math.Max(bottomMost, markChunkZ);
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leftMost = Math.Min(leftMost, markChunkX);
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rightMost = Math.Max(rightMost, markChunkX);
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}
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// Output
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string[] chunkStatuToEmoji = new string[] { "\ud83d\udd33", "\ud83d\udfe9", "\ud83d\udfe8" };
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for (int z = topMost; z <= bottomMost; ++z)
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{
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for (int x = leftMost; x <= rightMost; ++x)
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{
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if (z == current.ChunkZ && x == current.ChunkX)
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sb.Append("§z"); // Player Location: background gray
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sb.Append("§z"); // Player Location: background gray
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else if (z == markChunkZ && x == markChunkX)
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sb.Append("§w"); // Marked chunk: background red
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sb.Append(chunkStatuToEmoji[chunkStatus.GetValueOrDefault<Tuple<int, int>, byte>(new(x, z), 0)]);
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sb.Append("§w"); // Marked chunk: background red
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ChunkColumn? chunkColumn = world[x, z];
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if (chunkColumn == null)
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sb.Append("\ud83d\udd33"); // "🔳" white hollow square
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else if (chunkColumn.FullyLoaded)
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sb.Append("\ud83d\udfe9"); // "🟩" green
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else
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sb.Append("\ud83d\udfe8"); // "🟨" yellow
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if ((z == current.ChunkZ && x == current.ChunkX) || (z == markChunkZ && x == markChunkX))
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sb.Append("§r");
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sb.Append("§r"); // Reset background color
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}
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sb.Append('\n');
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}
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