#include "Chunk.h" #include "World.h" namespace Feather { Chunk::Chunk(ChunkPos& pos, NBT::CompoundTag& tag) : pos(pos) { using namespace NBT; CompoundTag level = tag.GetCompound("Level"); Log::Trace("Loading chunk ({}, {}) from NBT", pos.x, pos.z); if (pos.x != level.Get("xPos") || pos.z != level.Get("zPos")) { Log::Error("Tried to load chunk ({}, {}) from NBT but NBT says chunk pos is ({}, {})", pos.x, pos.z, level.Get("xPos"), level.Get("zPos") ); } // TODO: Heightmaps ListTag sectionsList = level.GetList("Sections"); int n = 0; for (CompoundTag& sectData : sectionsList) { //std::cout << sectData << "\n"; int8_t y = sectData.Get("Y"); if (y < 0 || y >= NUM_SECTIONS) { Log::Trace("Skipping section {}", y); continue; } Log::Trace("Loading section {}/{} at Y {}", n + 1, NUM_SECTIONS, y); if (n >= NUM_SECTIONS) { Log::Error("Chunk ({}, {}) has more than {} sections!", pos.x, pos.z, NUM_SECTIONS); break; } // Palette ListTag palette = sectData.GetList("Palette"); for (int i = 0; i < palette.GetLength(); i++) { CompoundTag state = palette[i]; const char* name = state.Get("Name").GetValue(); BlockState stateLookup(name); int id; // TODO: handle this in IdMapper try { id = World::GLOBAL_PALETTE.GetID(stateLookup); } catch (std::out_of_range& err) { (void)err; Log::Warn("Chunk Section Palette maps id {} to invalid block state with name '{}'", i, name); continue; } Log::Trace(" {} -> {} {}", i, id, name); } // Block States LongArrayTag blockStates = sectData.Get("BlockStates"); if (!blockStates) { Log::Warn("Skipping section with no block states."); continue; } int len = blockStates.GetLength(); if (len != ChunkSection::NUM_LONGS) { Log::Warn("Section {} has {} longs, expected {}", y, len, ChunkSection::NUM_LONGS); } ChunkSection section = Sections[y]; for (int i = 0; i < blockStates.GetLength() && i < ChunkSection::NUM_LONGS; i++) { section.blockStates[i] = blockStates[i]; } n++; } } }