using System; using Substrate; // 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); } // 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(); 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); } } } }