Implement multiplayer persistence and vanilla lighting

This commit is contained in:
Master290 2026-07-21 09:21:44 +03:00
parent 8f7cacf9d9
commit cae06eb97e
47 changed files with 3784 additions and 465 deletions

View file

@ -15,7 +15,7 @@ import (
const (
cellWidth = 4
cellHeight = 8
cellsXZ = 16 / cellWidth // 4
cellsXZ = 16 / cellWidth // 4
cellsY = WorldHeight / cellHeight // 48
)
@ -82,8 +82,8 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
surfaceRule, ruleErr := od.SurfaceRule()
var columns [16][16][WorldHeight]uint16
var surfTop [16][16]int // top solid index, -1 if none
var grass [16][16]bool // grassy land surface (tree-plantable)
var surfTop [16][16]int // top solid index, -1 if none
var grass [16][16]bool // grassy land surface (tree-plantable)
for lx := 0; lx < 16; lx++ {
wg.Add(1)
go func(lx int) {
@ -105,7 +105,7 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
col := &columns[lx][lz]
for i := 0; i < WorldHeight; i++ {
if s := col[i]; s != StateAir {
c.SetBlock(lx, MinY+i, lz, s)
c.setBlockRaw(lx, MinY+i, lz, s)
}
}
}