forked from mirrors/NBTExplorer
65 lines
2.4 KiB
C#
65 lines
2.4 KiB
C#
using System;
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using Substrate;
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using Substrate.Core;
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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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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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// 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.SetData(x, y, z, 0);
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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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Console.WriteLine("Processed 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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