forked from mirrors/NBTExplorer
67 lines
2.4 KiB
C#
67 lines
2.4 KiB
C#
using System;
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using Substrate;
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using Substrate.Core;
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using Substrate.Nbt;
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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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{
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static void Main (string[] args)
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{
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if (args.Length < 1) {
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Console.WriteLine("You must specify a target directory");
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return;
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}
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string dest = args[0];
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NbtVerifier.InvalidTagType += (e) => {
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throw new Exception("Invalid Tag Type: " + e.TagName + " [" + e.Tag + "]");
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};
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NbtVerifier.InvalidTagValue += (e) => {
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throw new Exception("Invalid Tag Value: " + e.TagName + " [" + e.Tag + "]");
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};
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NbtVerifier.MissingTag += (e) => {
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throw new Exception("Missing Tag: " + e.TagName);
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};
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// Opening an NbtWorld will try to autodetect if a world is Alpha-style or Beta-style
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NbtWorld world = NbtWorld.Open(dest);
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// Grab a generic chunk manager reference
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IChunkManager cm = world.GetChunkManager();
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// First blank out all of the lighting in all of the chunks
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foreach (ChunkRef chunk in cm) {
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chunk.Blocks.RebuildHeightMap();
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chunk.Blocks.ResetBlockLight();
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chunk.Blocks.ResetSkyLight();
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cm.Save();
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Console.WriteLine("Reset Chunk {0},{1}", chunk.X, chunk.Z);
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}
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// In a separate pass, reconstruct the light
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foreach (ChunkRef chunk in cm) {
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chunk.Blocks.RebuildBlockLight();
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chunk.Blocks.RebuildSkyLight();
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// Save the chunk to disk so it doesn't hang around in RAM
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cm.Save();
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Console.WriteLine("Lit Chunk {0},{1}", chunk.X, chunk.Z);
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}
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}
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}
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}
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