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world/layer: introduce LayerEntry struct
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parent
2d5eec13c2
commit
0437ec70b6
1 changed files with 28 additions and 10 deletions
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@ -35,9 +35,16 @@ pub type BlockInfoArray = LayerBlockArray<BlockInfo>;
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pub type BiomeArray = LayerBlockArray<Option<Biome>>;
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pub type BlockLightArray = LayerBlockArray<u8>;
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impl BlockInfo {
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struct LayerEntry<'a> {
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block: &'a mut Option<BlockType>,
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biome: &'a mut Option<Biome>,
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block_light: &'a mut u8,
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depth: &'a mut Option<BlockHeight>,
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}
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impl<'a> LayerEntry<'a> {
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fn is_empty(&self) -> bool {
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self.block_type.is_none()
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self.block.is_none()
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}
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fn done(&self) -> bool {
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@ -49,15 +56,15 @@ impl BlockInfo {
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return false;
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}
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if self.block_type.is_none() {
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self.block_type = Some(block_type);
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if self.block.is_none() {
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*self.block = Some(block_type);
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}
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if block_type.is(BlockFlag::Water) {
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return false;
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}
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self.depth = Some(y);
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*self.depth = Some(y);
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true
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}
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@ -70,6 +77,18 @@ pub struct LayerData {
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pub block_light: Box<BlockLightArray>,
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}
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impl LayerData {
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fn entry(&mut self, coords: LayerBlockCoords) -> LayerEntry {
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let block_info = &mut self.blocks[coords];
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LayerEntry {
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block: &mut block_info.block_type,
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biome: &mut self.biomes[coords],
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block_light: &mut self.block_light[coords],
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depth: &mut block_info.depth,
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}
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}
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}
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/// Fills in a [BlockInfoArray] with the information of the chunk's top
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/// block layer
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///
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@ -96,7 +115,7 @@ pub fn top_layer(chunk: &Chunk) -> Result<Option<LayerData>> {
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{
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for y in BlockY::iter().rev() {
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for xz in BlockInfoArray::keys() {
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let entry = &mut ret.blocks[xz];
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let mut entry = ret.entry(xz);
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if entry.done() {
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continue;
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}
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@ -117,13 +136,12 @@ pub fn top_layer(chunk: &Chunk) -> Result<Option<LayerData>> {
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done += 1;
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};
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let biome_entry = &mut ret.biomes[xz];
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if !entry.is_empty() && biome_entry.is_none() {
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*biome_entry = biomes.biome_at(section_y, coords)?.copied();
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if !entry.is_empty() && entry.biome.is_none() {
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*entry.biome = biomes.biome_at(section_y, coords)?.copied();
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}
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if entry.is_empty() {
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ret.block_light[xz] = block_light.block_light_at(coords);
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*entry.block_light = block_light.block_light_at(coords);
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}
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if done == N * N {
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