mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2025-10-14 21:22:49 +00:00
222 lines
8.4 KiB
C#
222 lines
8.4 KiB
C#
using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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namespace MinecraftClient.Mapping
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{
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/// <summary>
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/// Represents a Minecraft World
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/// </summary>
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public class World
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{
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/// <summary>
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/// The chunks contained into the Minecraft world
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/// Tuple<int, int>: Tuple<chunkX, chunkZ>
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/// </summary>
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private ConcurrentDictionary<Tuple<int, int>, ChunkColumn> chunks = new();
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/// <summary>
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/// The dimension info of the world
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/// </summary>
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private static Dimension dimension = new();
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/// <summary>
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/// Chunk data parsing progress
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/// </summary>
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public int chunkCnt = 0;
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public int chunkLoadNotCompleted = 0;
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/// <summary>
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/// Read, set or unload the specified chunk column
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/// </summary>
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/// <param name="chunkX">ChunkColumn X</param>
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/// <param name="chunkZ">ChunkColumn Z</param>
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/// <returns>chunk at the given location</returns>
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public ChunkColumn? this[int chunkX, int chunkZ]
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{
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get
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{
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chunks.TryGetValue(new(chunkX, chunkZ), out ChunkColumn? chunkColumn);
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return chunkColumn;
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}
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set
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{
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Tuple<int, int> chunkCoord = new(chunkX, chunkZ);
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if (value == null)
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chunks.TryRemove(chunkCoord, out _);
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else
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chunks.AddOrUpdate(chunkCoord, value, (_, _) => value);
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}
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}
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/// <summary>
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/// Set dimension type
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/// </summary>
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/// <param name="name"> The name of the dimension type</param>
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/// <param name="nbt">The dimension type (NBT Tag Compound)</param>
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public static void SetDimension(string name, Dictionary<string, object> nbt)
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{
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// will change in 1.19 and above
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dimension = new Dimension(name, nbt);
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}
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/// <summary>
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/// Get current dimension
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/// </summary>
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/// <returns>Current dimension</returns>
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public static Dimension GetDimension()
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{
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return dimension;
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}
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/// <summary>
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/// Set chunk column at the specified location
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/// </summary>
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/// <param name="chunkX">ChunkColumn X</param>
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/// <param name="chunkY">ChunkColumn Y</param>
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/// <param name="chunkZ">ChunkColumn Z</param>
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/// <param name="chunkColumnSize">ChunkColumn size</param>
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/// <param name="chunk">Chunk data</param>
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/// <param name="loadCompleted">Whether the ChunkColumn has been fully loaded</param>
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public void StoreChunk(int chunkX, int chunkY, int chunkZ, int chunkColumnSize, Chunk? chunk, bool loadCompleted)
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{
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ChunkColumn chunkColumn = chunks.GetOrAdd(new(chunkX, chunkZ), (_) => new(chunkColumnSize));
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chunkColumn[chunkY] = chunk;
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if (loadCompleted)
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chunkColumn.FullyLoaded = true;
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}
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/// <summary>
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/// Get chunk column at the specified location
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/// </summary>
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/// <param name="location">Location to retrieve chunk column</param>
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/// <returns>The chunk column</returns>
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public ChunkColumn? GetChunkColumn(Location location)
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{
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return this[location.ChunkX, location.ChunkZ];
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}
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/// <summary>
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/// Get block at the specified location
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/// </summary>
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/// <param name="location">Location to retrieve block from</param>
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/// <returns>Block at specified location or Air if the location is not loaded</returns>
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public Block GetBlock(Location location)
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{
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ChunkColumn? column = GetChunkColumn(location);
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if (column != null)
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{
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Chunk? chunk = column.GetChunk(location);
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if (chunk != null)
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return chunk.GetBlock(location);
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}
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return new Block(0); //Air
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}
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/// <summary>
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/// Look for a block around the specified location
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/// </summary>
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/// <param name="from">Start location</param>
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/// <param name="block">Block type</param>
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/// <param name="radius">Search radius - larger is slower: O^3 complexity</param>
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/// <returns>Block matching the specified block type</returns>
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public List<Location> FindBlock(Location from, Material block, int radius)
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{
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return FindBlock(from, block, radius, radius, radius);
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}
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/// <summary>
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/// Look for a block around the specified location
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/// </summary>
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/// <param name="from">Start location</param>
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/// <param name="block">Block type</param>
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/// <param name="radiusx">Search radius on the X axis</param>
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/// <param name="radiusy">Search radius on the Y axis</param>
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/// <param name="radiusz">Search radius on the Z axis</param>
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/// <returns>Block matching the specified block type</returns>
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public List<Location> FindBlock(Location from, Material block, int radiusx, int radiusy, int radiusz)
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{
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Location minPoint = new Location(from.X - radiusx, from.Y - radiusy, from.Z - radiusz);
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Location maxPoint = new Location(from.X + radiusx, from.Y + radiusy, from.Z + radiusz);
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List<Location> list = new List<Location> { };
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for (double x = minPoint.X; x <= maxPoint.X; x++)
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{
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for (double y = minPoint.Y; y <= maxPoint.Y; y++)
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{
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for (double z = minPoint.Z; z <= maxPoint.Z; z++)
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{
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Location doneloc = new Location(x, y, z);
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Block doneblock = GetBlock(doneloc);
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Material blockType = doneblock.Type;
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if (blockType == block)
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{
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list.Add(doneloc);
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}
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}
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}
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}
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return list;
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}
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/// <summary>
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/// Set block at the specified location
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/// </summary>
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/// <param name="location">Location to set block to</param>
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/// <param name="block">Block to set</param>
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public void SetBlock(Location location, Block block)
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{
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ChunkColumn? column = this[location.ChunkX, location.ChunkZ];
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if (column != null && column.ColumnSize >= location.ChunkY)
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{
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Chunk? chunk = column.GetChunk(location);
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if (chunk == null)
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column[location.ChunkY] = chunk = new Chunk();
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chunk[location.ChunkBlockX, location.ChunkBlockY, location.ChunkBlockZ] = block;
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}
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}
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/// <summary>
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/// Clear all terrain data from the world
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/// </summary>
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public void Clear()
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{
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chunks = new();
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chunkCnt = 0;
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chunkLoadNotCompleted = 0;
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}
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/// <summary>
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/// Get the location of block of the entity is looking
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/// </summary>
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/// <param name="location">Location of the entity</param>
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/// <param name="yaw">Yaw of the entity</param>
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/// <param name="pitch">Pitch of the entity</param>
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/// <returns>Location of the block or empty Location if no block was found</returns>
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public Location GetLookingBlockLocation(Location location, double yaw, double pitch)
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{
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double rotX = (Math.PI / 180) * yaw;
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double rotY = (Math.PI / 180) * pitch;
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double x = -Math.Cos(rotY) * Math.Sin(rotX);
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double y = -Math.Sin(rotY);
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double z = Math.Cos(rotY) * Math.Cos(rotX);
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Location vector = new Location(x, y, z);
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for (int i = 0; i < 5; i++)
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{
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Location newVector = vector * i;
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Location blockLocation = location.EyesLocation() + new Location(newVector.X, newVector.Y, newVector.Z);
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blockLocation.X = Math.Floor(blockLocation.X);
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blockLocation.Y = Math.Floor(blockLocation.Y);
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blockLocation.Z = Math.Floor(blockLocation.Z);
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Block b = GetBlock(blockLocation);
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if (b.Type != Material.Air)
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{
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return blockLocation;
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}
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}
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return new Location();
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}
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}
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}
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