NBTExplorer/Substrate/SubstrateCS/Examples/Relight/Program.cs

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using System;
using Substrate;
using Substrate.Core;
// This example will reset and rebuild the lighting (heightmap, block light,
// skylight) for all chunks in a map.
// Note: If it looks silly to reset the lighting, loading and saving
// all the chunks, just to load and save them again later: it's not.
// If the world lighting is not correct, it must be completely reset
// before rebuilding the light in any chunks. That's just how the
// algorithms work, in order to limit the number of chunks that must
// be loaded at any given time.
namespace Relight
{
class Program
{
static void Main (string[] args)
{
if (args.Length < 1) {
Console.WriteLine("You must specify a target directory");
return;
}
string dest = args[0];
// Load the world, supporting either alpha or beta format
/*INBTWorld world;
if (args.Length >= 2 && args[1] == "alpha") {
world = AlphaWorld.Open(dest);
}
else {
world = BetaWorld.Open(dest);
}*/
NbtWorld world = NbtWorld.Open(dest);
// Grab a generic chunk manager reference
IChunkManager cm = world.GetChunkManager();
// First blank out all of the lighting in all of the chunks
foreach (ChunkRef chunk in cm) {
chunk.Blocks.RebuildHeightMap();
chunk.Blocks.ResetBlockLight();
chunk.Blocks.ResetSkyLight();
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cm.Save();
Console.WriteLine("Reset Chunk {0},{1}", chunk.X, chunk.Z);
}
// In a separate pass, reconstruct the light
foreach (ChunkRef chunk in cm) {
chunk.Blocks.RebuildBlockLight();
chunk.Blocks.RebuildSkyLight();
// Save the chunk to disk so it doesn't hang around in RAM
cm.Save();
Console.WriteLine("Lit Chunk {0},{1}", chunk.X, chunk.Z);
}
}
}
}