Add support for protocol version 1.21.100 (#12)

This commit is contained in:
Akmal Fairuz
2025-08-13 21:37:46 +07:00
committed by GitHub
parent d3fae5d3be
commit d9d8b0bc75
50 changed files with 9667 additions and 135 deletions

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