Create sections for chunk conversion if non-existant
Required to add in the new biome sections
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@ -15313,10 +15313,10 @@ index 0000000000000000000000000000000000000000..d28ade80499dce882a9a84309a2a0da5
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+}
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diff --git a/src/main/java/ca/spottedleaf/dataconverter/minecraft/versions/V2832.java b/src/main/java/ca/spottedleaf/dataconverter/minecraft/versions/V2832.java
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new file mode 100644
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index 0000000000000000000000000000000000000000..6a975a5e69f4aad4b65aaf1300b5136d72ea6499
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index 0000000000000000000000000000000000000000..b1049823fc2ff1c8183f4664ff4d40da6495f9ee
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--- /dev/null
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+++ b/src/main/java/ca/spottedleaf/dataconverter/minecraft/versions/V2832.java
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@@ -0,0 +1,919 @@
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@@ -0,0 +1,920 @@
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+package ca.spottedleaf.dataconverter.minecraft.versions;
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+
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+import ca.spottedleaf.dataconverter.converters.DataConverter;
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@ -15710,73 +15710,74 @@ index 0000000000000000000000000000000000000000..6a975a5e69f4aad4b65aaf1300b5136d
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+ final MapType<String>[] newBiomes = createBiomeSections(level, isOverworld, minSection, isAlreadyExtended);
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+ final MapType<String> wrappedEmptyBlockPalette = getEmptyBlockPalette();
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+
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+ final ListType sections = level.getList("Sections", ObjectType.MAP);
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+ ListType sections = level.getList("Sections", ObjectType.MAP);
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+ if (sections == null) {
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+ level.setList("Sections", sections = Types.NBT.createEmptyList());
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+ }
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+
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+ // must update sections for two things:
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+ // 1. the biomes are now stored per section, so we must insert the biomes palette into each section (and create them if they don't exist)
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+ // 2. each section must now have block states (or at least DFU is ensuring they do, but current code does not require)
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+ V2841.SimplePaletteReader bottomSection = null;
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+ final Set<String> allBlocks = new HashSet<>();
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+ if (sections != null) {
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+ final IntOpenHashSet existingSections = new IntOpenHashSet();
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+ final IntOpenHashSet existingSections = new IntOpenHashSet();
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+
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+ for (int i = 0, len = sections.size(); i < len; ++i) {
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+ final MapType<String> section = sections.getMap(i);
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+ for (int i = 0, len = sections.size(); i < len; ++i) {
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+ final MapType<String> section = sections.getMap(i);
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+
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+ final int y = section.getInt("Y");
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+ final int sectionIndex = y - minSection;
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+ final int y = section.getInt("Y");
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+ final int sectionIndex = y - minSection;
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+
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+ existingSections.add(y);
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+ existingSections.add(y);
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+
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+ // add in relevant biome section
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+ if (sectionIndex >= 0 && sectionIndex < newBiomes.length) {
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+ // exclude out of bounds sections (i.e the light sections above and below the world)
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+ section.setMap("biomes", newBiomes[sectionIndex]);
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+ }
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+ // add in relevant biome section
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+ if (sectionIndex >= 0 && sectionIndex < newBiomes.length) {
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+ // exclude out of bounds sections (i.e the light sections above and below the world)
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+ section.setMap("biomes", newBiomes[sectionIndex]);
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+ }
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+
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+ // update palette
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+ final ListType palette = section.getList("Palette", ObjectType.MAP);
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+ final long[] blockStates = section.getLongs("BlockStates");
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+ // update palette
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+ final ListType palette = section.getList("Palette", ObjectType.MAP);
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+ final long[] blockStates = section.getLongs("BlockStates");
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+
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+ section.remove("Palette");
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+ section.remove("BlockStates");
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+ section.remove("Palette");
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+ section.remove("BlockStates");
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+
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+ if (palette != null) {
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+ for (int j = 0, len2 = palette.size(); j < len2; ++j) {
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+ allBlocks.add(V2841.getBlockId(palette.getMap(j)));
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+ }
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+ }
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+
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+ final MapType<String> palettedContainer;
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+ if (palette != null && blockStates != null) {
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+ // only if both exist, same as DFU, same as legacy chunk loading code
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+ section.setMap("block_states", palettedContainer = wrapPaletteOptimised(palette, blockStates));
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+ } else {
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+ section.setMap("block_states", palettedContainer = wrappedEmptyBlockPalette.copy()); // must write a palette now, copy so that later edits do not edit them all
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+ }
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+
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+ if (section.getInt("Y", Integer.MAX_VALUE) == 0) {
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+ bottomSection = new V2841.SimplePaletteReader(palettedContainer.getList("palette", ObjectType.MAP), palettedContainer.getLongs("data"));
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+ if (palette != null) {
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+ for (int j = 0, len2 = palette.size(); j < len2; ++j) {
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+ allBlocks.add(V2841.getBlockId(palette.getMap(j)));
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+ }
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+ }
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+
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+ // all existing sections updated, now we must create new sections just for the biomes migration
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+ for (int sectionIndex = 0; sectionIndex < newBiomes.length; ++sectionIndex) {
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+ final int sectionY = sectionIndex + minSection;
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+ if (!existingSections.add(sectionY)) {
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+ // exists already
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+ continue;
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+ }
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+
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+ final MapType<String> newSection = Types.NBT.createEmptyMap();
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+ sections.addMap(newSection);
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+
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+ newSection.setByte("Y", (byte)sectionY);
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+ // must write a palette now, copy so that later edits do not edit them all
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+ newSection.setMap("block_states", wrappedEmptyBlockPalette.copy());
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+
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+ newSection.setGeneric("biomes", newBiomes[sectionIndex]);
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+ final MapType<String> palettedContainer;
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+ if (palette != null && blockStates != null) {
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+ // only if both exist, same as DFU, same as legacy chunk loading code
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+ section.setMap("block_states", palettedContainer = wrapPaletteOptimised(palette, blockStates));
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+ } else {
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+ section.setMap("block_states", palettedContainer = wrappedEmptyBlockPalette.copy()); // must write a palette now, copy so that later edits do not edit them all
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+ }
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+
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+ if (section.getInt("Y", Integer.MAX_VALUE) == 0) {
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+ bottomSection = new V2841.SimplePaletteReader(palettedContainer.getList("palette", ObjectType.MAP), palettedContainer.getLongs("data"));
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+ }
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+ }
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+
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+ // all existing sections updated, now we must create new sections just for the biomes migration
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+ for (int sectionIndex = 0; sectionIndex < newBiomes.length; ++sectionIndex) {
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+ final int sectionY = sectionIndex + minSection;
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+ if (!existingSections.add(sectionY)) {
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+ // exists already
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+ continue;
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+ }
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+
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+ final MapType<String> newSection = Types.NBT.createEmptyMap();
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+ sections.addMap(newSection);
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+
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+ newSection.setByte("Y", (byte)sectionY);
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+ // must write a palette now, copy so that later edits do not edit them all
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+ newSection.setMap("block_states", wrappedEmptyBlockPalette.copy());
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+
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+ newSection.setGeneric("biomes", newBiomes[sectionIndex]);
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+ }
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+
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+ // update status so interpolation can take place
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