forked from mirrors/NBTExplorer
84 lines
3.2 KiB
C#
84 lines
3.2 KiB
C#
using System;
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using Substrate;
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using Substrate.Core;
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// This example demonstrates adding explicit recognization of custom block types
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// to your program (in this case, the LightSensor block form Risugami). This
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// program will scan a world and print out each instance of a LightSensor block
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// that is found.
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// The real usefulness in explicitly registering custom blocks that appear in
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// your world is that you can properly support algorithms that depend on block's
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// innate properties such as state of matter, opacity, and luminance. This data
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// lets the Substrate lighting and fluid calculations behave as expected.
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namespace CustomBlocks
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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("Usage: CustomBlock <world>");
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return;
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}
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string dest = args[0];
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// Open our world
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NbtWorld world = NbtWorld.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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IChunkManager 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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chunk.Blocks.AutoFluid = true;
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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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BlockInfo info = chunk.Blocks.GetInfo(x, y, z);
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if (info.ID == BlockInfoM.LightSensor.ID) {
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Console.WriteLine("Found custom block '{0}' at {1}", info.Name, new BlockKey(x, y, z));
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}
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}
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}
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}
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}
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}
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}
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// Convenience class -- like the BlockType class, it's not required that you define this
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static class BlockTypeM
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{
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public static int LIGHT_SENSOR = 131;
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}
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// A place to store a global instance of a LightSensor block, for our convenience.
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static class BlockInfoM
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{
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public static BlockInfo LightSensor;
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static BlockInfoM ()
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{
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// Creating a BlockInfo (or BlockInfoEx) will also automatically register the
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// block ID, lighting, and opacity data with internal tables in the BlockInfo
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// static class, making them available to GetInfo() calls.
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LightSensor = new BlockInfo(BlockTypeM.LIGHT_SENSOR, "Light Sensor").SetOpacity(0).SetState(BlockState.NONSOLID);
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// You can redefine already-registered blocks at any time by creating a new
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// BlockInfo object with the given ID.
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}
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}
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}
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