recode mojang lightning
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@@ -21,37 +21,37 @@ window.Chunk = class {
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// Create height map
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this.heightMap = [];
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this.initHeightMapAndLight();
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}
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setBlockAt(x, y, z, typeId) {
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let section = this.getSection(y >> 4);
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let prevTypeId = section.getBlockAt(x, y & 15, z);
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if (prevTypeId === typeId) {
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return;
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}
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initHeightMapAndLight() {
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let highest = World.TOTAL_HEIGHT;
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for (let x = 0; x < 16; x++) {
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for (let z = 0; z < 16; z++) {
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this.heightMap[z << 4 | x] = -1;
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// Update block type id
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section.setBlockAt(x, y & 15, z, typeId);
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this.updateHeightMap(x, World.TOTAL_HEIGHT, z);
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let block = Block.getById(typeId);
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let heightLevel = this.heightMap[z << 4 | x] & 0xff;
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if (typeId !== 0 && block.isSolid()) {
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if (y >= heightLevel) {
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// Update height map if it is the new highest block now
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this.updateHeightMap(x, y + 1, z);
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if ((this.heightMap[z << 4 | x] & 0xff) < highest) {
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highest = this.heightMap[z << 4 | x] & 0xff;
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}
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}
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} else if (y === heightLevel - 1) {
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// Update height map if it is below the highest block because it could block the sun
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this.updateHeightMap(x, y, z);
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}
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// Update light at block
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//this.world.updateLight(EnumSkyBlock.SKY, x, y, z, x, y, z);
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//this.world.updateLight(EnumSkyBlock.BLOCK, x, y, z, x, y, z);
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this.highestY = highest;
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for (let k = 0; k < 16; k++) {
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for (let i1 = 0; i1 < 16; i1++) {
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this.notifyNeighbors(k, i1);
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}
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}
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this.queueForRebuild();
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}
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updateBlockLight() {
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// Notify neighbors
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//this.notifyNeighbors(x, z);
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}
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notifyNeighbors(x, z) {
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@@ -72,6 +72,126 @@ window.Chunk = class {
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} else if (height < y) {
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this.world.updateLight(EnumSkyBlock.SKY, x, height, z, x, y, z);
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}
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this.queueForRebuild();
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}
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updateHeightMap(relX, y, relZ) {
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let currentHighestY = this.heightMap[relZ << 4 | relX] & 0xff;
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let highestY = currentHighestY;
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if (y > currentHighestY) {
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highestY = y;
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}
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while (highestY > 0 && Block.lightOpacity[this.getBlockAt(relX, highestY - 1, relZ)] === 0) {
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highestY--;
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}
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if (highestY === currentHighestY) {
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return;
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}
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//this.world.heightLevelChanged(relX, relZ, highestY, currentHighestY);
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this.heightMap[relZ << 4 | relX] = highestY;
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if (highestY < this.highestY) {
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this.highestY = highestY;
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} else {
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let highest = 127;
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for (let cx = 0; cx < 16; cx++) {
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for (let cz = 0; cz < 16; cz++) {
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if ((this.heightMap[cz << 4 | cx] & 0xff) < highest) {
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highest = this.heightMap[cz << 4 | cx] & 0xff;
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}
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}
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}
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this.highestY = highest;
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}
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let x = this.x * 16 + relX;
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let z = this.z * 16 + relZ;
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if (highestY < currentHighestY) {
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for (let l2 = highestY; l2 < currentHighestY; l2++) {
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this.setLightAt(EnumSkyBlock.SKY, relX, l2, relZ, 15);
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}
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} else {
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this.world.updateLight(EnumSkyBlock.SKY, x, currentHighestY, z, x, highestY, z);
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for (let hy = currentHighestY; hy < highestY; hy++) {
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this.setLightAt(EnumSkyBlock.SKY, relX, hy, relZ, 0);
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}
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}
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let lightLevel = 15;
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let prevHeight = highestY;
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while (highestY > 0 && lightLevel > 0) {
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highestY--;
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let opacity = Block.lightOpacity[this.getBlockID(relX, highestY, relZ)];
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if (opacity === 0) {
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opacity = 1;
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}
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lightLevel -= opacity;
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if (lightLevel < 0) {
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lightLevel = 0;
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}
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this.setLightAt(EnumSkyBlock.SKY, relX, highestY, relZ, lightLevel);
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}
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for (; highestY > 0 && Block.lightOpacity[this.getBlockID(relX, highestY - 1, relZ)] === 0; highestY--) {
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}
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if (highestY !== prevHeight) {
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this.world.updateLight(EnumSkyBlock.SKY, x - 1, highestY, z - 1, x + 1, prevHeight, z + 1);
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}
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this.queueForRebuild();
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}
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setLightAt(sourceType, x, y, z, level) {
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this.getSection(y >> 4).setLightAt(sourceType, x, y & 15, z, level);
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}
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setBlockAt(x, y, z, typeId) {
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let byte0 = typeId;
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let height = this.heightMap[z << 4 | x] & 0xff;
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let prevTypeId = this.getBlockAt(x, y, z);
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if (prevTypeId === typeId) {
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return false;
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}
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let totalX = this.x * 16 + x;
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let totalZ = this.z * 16 + z;
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this.getSection(y >> 4).setBlockAt(x, y & 15, z, byte0);
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//if (k1 !== 0 && !this.worldObj.multiplayerWorld) {
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//Block.blocksList[k1].onBlockRemoval(this.world, l1, j, i2);
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//}
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//this.data.setNibble(i, j, k, i1);
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//if (!this.worldObj.worldProvider.field_6478_e) {
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if (Block.lightOpacity[byte0] !== 0) {
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if (y >= height) {
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this.updateHeightMap(x, y + 1, z);
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}
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} else if (y === height - 1) {
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this.updateHeightMap(x, y, z);
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}
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this.world.updateLight(EnumSkyBlock.SKY, totalX, y, totalZ, totalX, y, totalZ);
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//}
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this.world.updateLight(EnumSkyBlock.BLOCK, totalX, y, totalZ, totalX, y, totalZ);
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this.notifyNeighbors(x, z);
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if (typeId !== 0) {
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//Block.blocksList[l].onBlockAdded(this.worldObj, l1, j, i2);
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}
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//this.data.setNibble(i, j, k, i1);
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this.queueForRebuild();
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return true;
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}
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getBlockID(x, y, z) {
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return this.getBlockAt(x, y, z);
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}
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getBlockAt(x, y, z) {
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@@ -86,75 +206,6 @@ window.Chunk = class {
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return this.heightMap[z << 4 | x] & 0xff;
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}
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updateHeightMap(x, y, z) {
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let currentHighestY = this.heightMap[z << 4 | x] & 0xff;
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let highestY = currentHighestY;
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if (y > currentHighestY) {
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highestY = y;
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}
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// Find new highest blocks
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while (highestY > 0) {
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let typeId = this.getBlockAt(x, highestY, z);
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let block = Block.getById(typeId);
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if (typeId !== 0 && block.isSolid()) {
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break;
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}
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highestY--;
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}
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// Check if highest block changed
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if (highestY === currentHighestY) {
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return;
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}
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// Save in height map
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this.heightMap[z << 4 | x] = highestY;
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let totalX = this.x * 16 + x;
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let totalZ = this.z * 16 + z;
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if (highestY < currentHighestY) {
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for (let hy = highestY; hy < currentHighestY; hy++) {
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this.getSection(hy >> 4).setLightAt(EnumSkyBlock.SKY, x, hy, z, 15);
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}
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} else {
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this.world.updateLight(EnumSkyBlock.SKY, totalX, currentHighestY, totalZ, totalX, highestY, totalZ);
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for (let hy = currentHighestY; hy < highestY; hy++) {
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this.getSection(hy >> 4).setLightAt(EnumSkyBlock.SKY, x, hy, z, 0);
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}
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}
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let lightLevel = 15;
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let currentY = highestY;
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while (currentY > 0 && lightLevel > 0) {
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currentY--;
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let typeId = this.getBlockAt(x, currentY, z);
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let block = Block.getById(typeId);
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// Reduce light level by opacity
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if (typeId !== 0) {
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lightLevel *= (1 - block.getOpacity());
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}
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// Min light level
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if (lightLevel < 0) {
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lightLevel = 0;
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}
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// Update light level
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this.getSection(currentY >> 4).setLightAt(EnumSkyBlock.SKY, x & 15, currentY, z & 15, lightLevel);
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}
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if (currentY !== highestY) {
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this.world.updateLight(EnumSkyBlock.SKY, x - 1, currentY, z - 1, x + 1, currentY, z + 1);
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}
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}
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getSection(y) {
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return this.sections[y];
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}
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