Mirror von
https://github.com/IntellectualSites/FastAsyncWorldEdit.git
synchronisiert 2024-09-06 16:12:51 +02:00
Ursprung
28837c7106
Commit
d3ff4131a3
@ -105,19 +105,18 @@ public class BukkitGetBlocks_1_16_1 extends CharGetBlocks {
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return AdaptedMap.immutable(nmsTiles, posNms2We, nmsTile2We);
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}
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@Override
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public int getSkyLight(int x, int y, int z) {
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@Override public int getSkyLight(int x, int y, int z) {
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int layer = y >> 4;
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if (skyLight[layer] == null) {
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SectionPosition sectionPosition = SectionPosition.a(nmsChunk.getPos(), layer);
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NibbleArray nibbleArray = world.getChunkProvider().getLightEngine().a(EnumSkyBlock.SKY).a(sectionPosition);
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// If the server hasn't generated the section's NibbleArray yet, it will be null
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if (nibbleArray == null) {
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byte[] a = new byte[2048];
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// Safe enough to assume if it's not created, it's under the sky. Unlikely to be created before lighting is fixed anyway.
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Arrays.fill(a, (byte) 15);
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nibbleArray = new NibbleArray(a);
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((LightEngine) world.getChunkProvider().getLightEngine()).a(EnumSkyBlock.SKY, sectionPosition, nibbleArray, true);
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byte[] a = new byte[2048];
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// Safe enough to assume if it's not created, it's under the sky. Unlikely to be created before lighting is fixed anyway.
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Arrays.fill(a, (byte) 15);
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nibbleArray = new NibbleArray(a);
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((LightEngine) world.getChunkProvider().getLightEngine()).a(EnumSkyBlock.SKY, sectionPosition, nibbleArray, true);
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}
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skyLight[layer] = nibbleArray;
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}
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@ -125,21 +124,20 @@ public class BukkitGetBlocks_1_16_1 extends CharGetBlocks {
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return skyLight[layer].a(SectionPosition.b(BlockPosition.b(l)), SectionPosition.b(BlockPosition.c(l)), SectionPosition.b(BlockPosition.d(l)));
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}
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@Override
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public int getEmmittedLight(int x, int y, int z) {
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@Override public int getEmmittedLight(int x, int y, int z) {
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int layer = y >> 4;
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if (skyLight[layer] == null) {
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if (blockLight[layer] == null) {
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SectionPosition sectionPosition = SectionPosition.a(nmsChunk.getPos(), layer);
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NibbleArray nibbleArray = world.getChunkProvider().getLightEngine().a(EnumSkyBlock.BLOCK).a(sectionPosition);
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// If the server hasn't generated the section's NibbleArray yet, it will be null
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if (nibbleArray == null) {
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byte[] a = new byte[2048];
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// Safe enough to assume if it's not created, it's under the sky. Unlikely to be created before lighting is fixed anyway.
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Arrays.fill(a, (byte) 15);
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nibbleArray = new NibbleArray(a);
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((LightEngine) world.getChunkProvider().getLightEngine()).a(EnumSkyBlock.BLOCK, sectionPosition, nibbleArray, true);
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byte[] a = new byte[2048];
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// Safe enough to assume if it's not created, it's under the sky. Unlikely to be created before lighting is fixed anyway.
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Arrays.fill(a, (byte) 15);
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nibbleArray = new NibbleArray(a);
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((LightEngine) world.getChunkProvider().getLightEngine()).a(EnumSkyBlock.BLOCK, sectionPosition, nibbleArray, true);
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}
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skyLight[layer] = nibbleArray;
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blockLight[layer] = nibbleArray;
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}
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long l = BlockPosition.a(x, y, z);
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return blockLight[layer].a(SectionPosition.b(BlockPosition.b(l)), SectionPosition.b(BlockPosition.c(l)), SectionPosition.b(BlockPosition.d(l)));
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