Add support for protocol version 1.21.100 (#12)
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104
legacyver/proto/biome.go
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104
legacyver/proto/biome.go
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package proto
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import "github.com/sandertv/gophertunnel/minecraft/protocol"
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// BiomeDefinition represents a biome definition in the game. This can be a vanilla biome or a completely
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// custom biome.
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type BiomeDefinition struct {
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// NameIndex represents the index of the biome name in the string list.
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NameIndex int16
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// BiomeID is the biome ID. This is optional and can be empty.
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BiomeID int16
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// Temperature is the temperature of the biome, used for weather, biome behaviours and sky colour.
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Temperature float32
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// Downfall is the amount that precipitation affects colours and block changes.
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Downfall float32
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// RedSporeDensity is the density of red spore precipitation visuals.
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RedSporeDensity float32
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// BlueSporeDensity is the density of blue spore precipitation visuals.
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BlueSporeDensity float32
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// AshDensity is the density of ash precipitation visuals.
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AshDensity float32
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// WhiteAshDensity is the density of white ash precipitation visuals.
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WhiteAshDensity float32
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// Depth ...
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Depth float32
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// Scale ...
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Scale float32
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// MapWaterColour is an ARGB value for the water colour on maps in the biome.
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MapWaterColour int32
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// Rain is true if the biome has rain, false if it is a dry biome.
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Rain bool
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// Tags are a list of indices of tags in the string list. These are used to group biomes together for
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// biome generation and other purposes.
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Tags protocol.Optional[[]uint16]
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// ChunkGeneration is optional information to assist in client-side chunk generation. Almost all servers
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// can and should leave this empty to greatly reduce the size of this packet. Only BDS and servers which
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// *exactly* match the vanilla chunk generation can benefit from this.
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ChunkGeneration protocol.Optional[protocol.BiomeChunkGeneration]
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}
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func (x *BiomeDefinition) Marshal(r protocol.IO) {
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r.Int16(&x.NameIndex)
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if IsProtoLT(r, ID827) {
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var opt protocol.Optional[int16]
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if x.BiomeID != -1 {
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opt = protocol.Option(x.BiomeID)
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}
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protocol.OptionalFunc(r, &opt, r.Int16)
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x.BiomeID, _ = opt.Value()
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} else {
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r.Int16(&x.BiomeID)
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}
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r.Float32(&x.Temperature)
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r.Float32(&x.Downfall)
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r.Float32(&x.RedSporeDensity)
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r.Float32(&x.BlueSporeDensity)
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r.Float32(&x.AshDensity)
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r.Float32(&x.WhiteAshDensity)
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r.Float32(&x.Depth)
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r.Float32(&x.Scale)
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r.Int32(&x.MapWaterColour)
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r.Bool(&x.Rain)
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protocol.OptionalFunc(r, &x.Tags, func(s *[]uint16) {
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protocol.FuncSlice(r, s, r.Uint16)
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})
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protocol.OptionalMarshaler(r, &x.ChunkGeneration)
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}
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func (x *BiomeDefinition) FromLatest(bd protocol.BiomeDefinition) BiomeDefinition {
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x.NameIndex = bd.NameIndex
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x.BiomeID = bd.BiomeID
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x.Temperature = bd.Temperature
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x.Downfall = bd.Downfall
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x.RedSporeDensity = bd.RedSporeDensity
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x.BlueSporeDensity = bd.BlueSporeDensity
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x.AshDensity = bd.AshDensity
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x.WhiteAshDensity = bd.WhiteAshDensity
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x.Depth = bd.Depth
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x.Scale = bd.Scale
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x.MapWaterColour = bd.MapWaterColour
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x.Rain = bd.Rain
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x.Tags = bd.Tags
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x.ChunkGeneration = bd.ChunkGeneration
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return *x
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}
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func (x *BiomeDefinition) ToLatest() protocol.BiomeDefinition {
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return protocol.BiomeDefinition{
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NameIndex: x.NameIndex,
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BiomeID: x.BiomeID,
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Temperature: x.Temperature,
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Downfall: x.Downfall,
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RedSporeDensity: x.RedSporeDensity,
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BlueSporeDensity: x.BlueSporeDensity,
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AshDensity: x.AshDensity,
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WhiteAshDensity: x.WhiteAshDensity,
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Depth: x.Depth,
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Scale: x.Scale,
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MapWaterColour: x.MapWaterColour,
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Rain: x.Rain,
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Tags: x.Tags,
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ChunkGeneration: x.ChunkGeneration,
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}
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}
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