forked from mirrors/NBTExplorer
Updated example documentation, added example: BlockReplace
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7 changed files with 182 additions and 5 deletions
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>9.0.30729</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{6D24D262-34D3-43A6-B066-1312A0C72B16}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>BlockReplace</RootNamespace>
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<AssemblyName>BlockReplace</AssemblyName>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<FileUpgradeFlags>
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</FileUpgradeFlags>
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<UpgradeBackupLocation>
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</UpgradeBackupLocation>
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<OldToolsVersion>3.5</OldToolsVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Substrate">
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<HintPath>..\..\bin\Release\Substrate.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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61
Substrate/SubstrateCS/Examples/BlockReplace/Program.cs
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61
Substrate/SubstrateCS/Examples/BlockReplace/Program.cs
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using System;
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using Substrate;
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// This example replaces all instances of one block ID with another in a world.
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// Substrate will handle all of the lower-level headaches that can pop up, such
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// as maintaining correct lighting or replacing TileEntity records for blocks
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// that need them.
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// For a more advanced Block Replace example, see replace.cs in NBToolkit.
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namespace BlockReplace
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{
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class Program
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{
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static void Main (string[] args)
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{
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if (args.Length != 3) {
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Console.WriteLine("Usage: BlockReplace <world> <before-id> <after-id>");
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return;
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}
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string dest = args[0];
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int before = Convert.ToInt32(args[1]);
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int after = Convert.ToInt32(args[2]);
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// Open our world
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BetaWorld world = BetaWorld.Open(dest);
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// The chunk manager is more efficient than the block manager for
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// this purpose, since we'll inspect every block
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ChunkManager cm = world.GetChunkManager();
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foreach (ChunkRef chunk in cm) {
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// You could hardcode your dimensions, but maybe some day they
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// won't always be 16. Also the CLR is a bit stupid and has
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// trouble optimizing repeated calls to Chunk.Blocks.xx, so we
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// cache them in locals
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int xdim = chunk.Blocks.XDim;
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int ydim = chunk.Blocks.YDim;
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int zdim = chunk.Blocks.ZDim;
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// x, z, y is the most efficient order to scan blocks (not that
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// you should care about internal detail)
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for (int x = 0; x < xdim; x++) {
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for (int z = 0; z < zdim; z++) {
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for (int y = 0; y < ydim; y++) {
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// Replace the block with after if it matches before
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if (chunk.Blocks.GetID(x, y, z) == before) {
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chunk.Blocks.SetID(x, y, z, after);
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}
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}
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}
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}
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// Save the chunk
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cm.Save();
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}
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}
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}
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}
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("BlockReplace")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("Microsoft")]
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[assembly: AssemblyProduct("BlockReplace")]
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[assembly: AssemblyCopyright("Copyright © Microsoft 2011")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("672d767f-c56e-42eb-8583-a835bcf7d4a0")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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@ -27,7 +27,10 @@ namespace FlatMap
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world.Level.SpawnX = 20;
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world.Level.SpawnZ = 20;
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world.Level.SpawnY = 70;
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//world.Level.SetDefaultPlayer();
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// world.Level.SetDefaultPlayer();
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// We'll let MC create the player for us, but you could use the above
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// line to create the SSP player entry in level.dat.
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// We'll create chunks at chunk coordinates xmin,zmin to xmax,zmax
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for (int xi = xmin; xi < xmax; xi++) {
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Substrate;
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// MoveSpawn changes the location of the world spawn location
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// (which is separate from individual player spawn locations)
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namespace MoveSpawn
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{
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class Program
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int y = Convert.ToInt32(args[2]);
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int z = Convert.ToInt32(args[3]);
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// Open our world
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BetaWorld world = BetaWorld.Open(dest);
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// Set the level's spawn
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// Note: Players do not have separate spawns by default
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// If you wanted to change a player's spawn, you must set all
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// 3 coordinates for it to stick. It will not take the level's defaults.
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world.Level.SpawnX = x;
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world.Level.SpawnY = y;
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world.Level.SpawnZ = z;
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// Save the changes
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world.Save();
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}
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}
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using System.Collections.Generic;
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using Substrate;
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// This example is a tool to delete all entities of a given type (e.g., "pig")
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// on a map. It optionally can be restricted to boxed region in block coords.
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// Only 10% of the effort is actually spend purging anything.
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namespace PurgeEntities
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{
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class Program
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string dest = args[0];
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string eid = args[1];
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// Our initial bounding box is "infinite"
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int x1 = BlockManager.MIN_X;
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int x2 = BlockManager.MAX_X;
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int z1 = BlockManager.MIN_Z;
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int z2 = BlockManager.MAX_Z;
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// If we have all coordinate parameters, set the bounding box
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if (args.Length == 6) {
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x1 = Convert.ToInt32(args[2]);
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z1 = Convert.ToInt32(args[3]);
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using System;
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using Substrate;
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// This example will reset and rebuild the lighting (heightmap, block light,
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// skylight) for all chunks in a map.
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// Note: If it looks silly to reset the lighting, loading and saving
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// all the chunks, just to load and save them again later: it's not.
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// If the world lighting is not correct, it must be completely reset
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// before rebuilding the light in any chunks. That's just how the
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// algorithms work, in order to limit the number of chunks that must
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// be loaded at any given time.
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namespace Relight
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{
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class Program
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