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misc fixes, make skylight fixed height and client only

This commit is contained in:
Sen 2025-08-28 00:08:28 +02:00
parent ae0dc2e7cf
commit fedb597863
Signed by: sen
GPG key ID: 3AC50A6F47D1B722
9 changed files with 2 additions and 33 deletions

View file

@ -182,7 +182,6 @@ import common.util.Var;
import common.util.HitPosition.ObjectType;
import common.vars.Vars;
import common.world.Chunk;
import common.world.LightType;
import common.world.State;
import common.world.Weather;
import common.world.World;

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@ -13,7 +13,6 @@ import common.tileentity.TileEntity;
import common.util.BlockPos;
import common.util.BoundingBox;
import common.util.ExtMath;
import common.world.LightType;
import common.world.State;
import common.world.World;
@ -126,7 +125,7 @@ public class ChunkEmpty extends ChunkClient {
return pos.getY() < this.liquidY ? this.dummy : (pos.getY() == this.liquidY ? this.liquid : Blocks.air.getState());
}
public State setState(BlockPos pos, State state) {
public State setState(BlockPos pos, State state, boolean updateLight) {
return null;
}
@ -155,15 +154,6 @@ public class ChunkEmpty extends ChunkClient {
return 0.0f;
}
public void resetRelight() {
}
public void enqueueRelight() {
}
public void setPopulated() {
}
public boolean isLoaded() {
return false;
}

View file

@ -11,7 +11,6 @@ import common.tileentity.TileEntity;
import common.util.BlockPos;
import common.util.Facing;
import common.vars.Vars;
import common.world.LightType;
import common.world.State;
import common.world.World;
import common.world.AWorldServer;

View file

@ -20,7 +20,6 @@ import common.util.Facing;
import common.vars.Vars;
import common.world.IBlockAccess;
import common.world.IWorldAccess;
import common.world.LightType;
import common.world.State;
import common.world.World;
import common.world.AWorldServer;

View file

@ -8,7 +8,6 @@ import common.item.Item;
import common.rng.Random;
import common.util.BlockPos;
import common.vars.Vars;
import common.world.LightType;
import common.world.State;
import common.world.AWorldServer;

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@ -1,11 +0,0 @@
package common.world;
public enum LightType {
SKY(15), BLOCK(0);
public final int defValue;
private LightType(int def) {
this.defValue = def;
}
}

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@ -100,7 +100,7 @@ public class CommandLoad extends Command {
this.addLong("rotation", 'r', 1L, 1000000000000L, 25000L);
this.addDouble("offset", 'm', 0.0, 100000.0, 0.0);
this.addDouble("gravity", 'g', 0.0, 100000.0, 10.0);
this.addDouble("temperature", 'k', 0.0, 100000.0, 260.0);
this.addDouble("temperature", 'k', 0.0, 100000.0, 293.0);
this.addInt("brightness", 'b', 0, 15, 0);
}

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@ -1446,7 +1446,6 @@ public abstract class Converter {
ntag.setIntArray("H", height);
byte[] oldblks = tag.getByteArray("Blocks");
byte[] olddata = tag.getByteArray("Data");
byte[] oldsky = tag.getByteArray("SkyLight");
byte[] oldlight = tag.getByteArray("BlockLight");
List<TagObject> sections = Lists.newArrayList();
for(int n = 0; n < 8; ++n) {
@ -1475,7 +1474,6 @@ public abstract class Converter {
int blk = oldblks[pos];
blocks[y << 8 | z << 4 | x] = (byte)(blk & 255);
data.set(x, y, z, getNibble(olddata, x, y + (n << 4), z));
sky.set(x, y, z, getNibble(oldsky, x, y + (n << 4), z));
light.set(x, y, z, getNibble(oldlight, x, y + (n << 4), z));
}
}
@ -1484,7 +1482,6 @@ public abstract class Converter {
section.setByte("Y", (byte)(n & 255));
section.setByteArray("Blocks", blocks);
section.setByteArray("Data", data.getData());
section.setByteArray("SkyLight", sky.getData());
section.setByteArray("BlockLight", light.getData());
sections.add(section);
}
@ -1496,7 +1493,6 @@ public abstract class Converter {
}
ntag.setBool("P", true);
ntag.setBool("L", tag.getByte("LightPopulated") != 0);
ntag.setList("E", Lists.newArrayList());
@ -1568,7 +1564,6 @@ public abstract class Converter {
nsect.setInt("Y", y);
nsect.setByteArray("D", newblks);
nsect.setByteArray("B", sect.getByteArray("BlockLight"));
nsect.setByteArray("S", sect.getByteArray("SkyLight"));
list.add(nsect);
}

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@ -72,7 +72,6 @@ import common.village.Village;
import common.world.BlockArray;
import common.world.Chunk;
import common.world.AWorldServer;
import common.world.LightType;
import common.world.State;
import common.world.Weather;
import common.world.World;