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//! This module contains all structs related to the nbt data in the chunks
//!
//! Note: Many of the descriptions for the fields/structs in this module come directly from the
//! Minecraft Wiki, with some occasional modifications to make them make more sense (at least in
//! this context). The latest update to these descriptions was on 5 March 2024, and I'll try to
//! keep them updated.
//!
//! <rant>
//! Mojang has the worst naming conventions ever! Sometimes they use snake_case, sometimes they use
//! PascalCase, other times they use camelCase, sometimes it's SCREAMING_SNAKE_CASE! This is so
//! annoying when dealing with Mojang things! Feel free to look at the name changes on _almost
//! every field in this module_ just to make it happy and you'll be just as annoyed as I am!
//! </rant>
use fastnbt::{self, LongArray, Value};
use serde::Deserialize;
/// Represents a namespace that can show up in the game
#[derive(Debug, Clone, Eq, PartialEq)]
pub enum Namespace {
/// Default namespace for every vanilla item/block/etc
Minecraft,
/// Custom namespace, used in mods/datapacks/etc
Custom(String),
}
impl From<&str> for Namespace {
fn from(value: &str) -> Self {
if value == "minecraft" {
Self::Minecraft
} else {
Self::Custom(value.into())
}
}
}
/// A struct which represents a key with a namespace
#[derive(Debug, Clone, Eq, PartialEq)]
pub struct NamespacedKey {
/// The namespace of this key
pub namespace: Namespace,
/// The key itself
pub key: String,
}
impl NamespacedKey {
/// Create a new NamespacedKey from a namsepace and key
pub fn new(namespace: impl AsRef<str>, key: String) -> Self {
Self {
namespace: Namespace::from(namespace.as_ref()),
key,
}
}
/// Create a new NamespacedKey using the `minecraft` namespace
pub fn minecraft(key: String) -> Self {
Self {
namespace: Namespace::Minecraft,
key,
}
}
}
impl From<&str> for NamespacedKey {
fn from(value: &str) -> Self {
if let Some((ns, k)) = value.split_once(':') {
Self::new(ns, k.into())
} else {
Self::minecraft(value.into())
}
}
}
impl<'de> serde::Deserialize<'de> for NamespacedKey {
fn deserialize<D>(deserializer: D) -> std::result::Result<Self, D::Error>
where
D: serde::Deserializer<'de>,
{
Ok(NamespacedKey::from(<&str>::deserialize(deserializer)?))
}
}
/// The represents that chunk's nbt data stored in the region file
///
/// - See <https://minecraft.wiki/w/Chunk_format#NBT_structure>
#[derive(Deserialize, Debug, Clone, PartialEq)]
pub struct ChunkNbt {
/// Version of the chunk NBT structure.
#[serde(rename = "DataVersion")]
pub data_version: i32,
/// `x` position of the chunk (in absolute chunks from world `x`, `z` origin, __not__ relative to the region).
#[serde(rename = "xPos")]
pub x_pos: i32,
/// `z` position of the chunk (in absolute chunks from world `x`, `z` origin, __not__ relative to the region).
#[serde(rename = "zPos")]
pub z_pos: i32,
/// Lowest Y section in chunk
#[serde(rename = "yPos")]
pub y_pos: i32,
/// Defines the world generation status of this chunk
///
/// All status except [`Status::Full`] are used for chunks called proto-chunks, in other words,
/// for chunks with incomplete generation.
#[serde(rename = "Status")]
pub status: Status,
/// Tick when the chunk was last saved.
#[serde(rename = "LastUpdate")]
pub last_update: i64,
/// List of block entities in this chunk
pub block_entities: Vec<Value>, // TODO: Can probably be replaced with an enum
/// Several different heightmaps corresponding to 256 values compacted at 9 bits per value
/// (lowest being 0, highest being 384, both values inclusive).
#[serde(rename = "Heightmaps")]
pub height_maps: HeightMaps,
/// List of "active" liquids in this chunk waiting to be updated
pub fluid_ticks: Vec<Value>, // - See Tile Tick Format
/// List of "active" blocks in this chunk waiting to be updated. These are used to save the
/// state of redstone machines or falling sand, and other activity
pub block_ticks: Vec<Value>,
/// The cumulative number of ticks players have been in this chunk. Note that this value
/// increases faster when more players are in the chunk. Used for Regional Difficulty.
#[serde(rename = "InhabitedTime")]
pub inhabited_time: i64,
/// This appears to be biome blending data, although more testing is needed to confirm.
pub blending_data: BlendingData,
/// A List of 24 Lists that store the positions of blocks that need to receive an update when
/// a proto-chunk turns into a full chunk, packed in Shorts. Each list corresponds to specific
/// section in the height of the chunk
#[serde(rename = "PostProcessing")]
pub post_processing: [Vec<Value>; 24],
/// Structure data in this chunk
pub structures: Value,
/// A list of the sections in this chunk
///
/// All sections in the world's height are present in this list, even those who are empty (filled with air).
pub sections: Vec<ChunkSection>,
}
/// Possible statuses for the `status` field in [`ChunkNbt`]
#[derive(Deserialize, Debug, Clone, PartialEq)]
pub enum Status {
/// `minecraft:empty`
#[serde(rename = "minecraft:empty")]
Empty,
/// `minecraft:structure_starts`
#[serde(rename = "minecraft:structure_starts")]
StructureStarts,
/// `minecraft:structure_references`
#[serde(rename = "minecraft:structure_references")]
StructureReferences,
/// `minecraft:biomes`
#[serde(rename = "minecraft:biomes")]
Biomes,
/// `minecraft:noise`
#[serde(rename = "minecraft:noise")]
Noise,
/// `minecraft:surface`
#[serde(rename = "minecraft:surface")]
Surface,
/// `minecraft:carvers`
#[serde(rename = "minecraft:carvers")]
Carvers,
/// `minecraft:features`
#[serde(rename = "minecraft:features")]
Features,
/// `minecraft:light`
#[serde(rename = "minecraft:light")]
Light,
/// `minecraft:spawn`
#[serde(rename = "minecraft:spawn")]
Spawn,
/// `minecraft:full`
#[serde(rename = "minecraft:full")]
Full,
}
/// From the wiki: This appears to be biome blending data, although more testing is needed to confirm.
///
/// - See <https://minecraft.wiki/w/Chunk_format#NBT_structure>
#[derive(Deserialize, Debug, Clone, PartialEq)]
pub struct BlendingData {
/// [More information needed]
pub min_section: i32,
/// [More information needed]
pub max_section: i32,
}
/// Several different heightmaps corresponding to 256 values compacted at 9 bits per value (lowest
/// being 0, highest being 384, both values inclusive).
///
/// - See <https://minecraft.wiki/w/Chunk_format#NBT_structure>
/// - See <https://minecraft.wiki/w/Heightmap>
#[derive(Deserialize, Debug, Clone, PartialEq)]
#[serde(rename_all = "SCREAMING_SNAKE_CASE")]
pub struct HeightMaps {
/// Stores the Y-level of the highest block whose material blocks motion (i.e. has a collision
/// box) or blocks that contains a fluid (water, lava, or waterlogging blocks).
pub motion_blocking: HeightMap,
/// Stores the Y-level of the highest block whose material blocks motion (i.e. has a collision
/// box), or blocks that contains a fluid (water, lava, or waterlogging blocks), except various
/// leaves. Used only on the server side.
pub motion_blocking_no_leaves: HeightMap,
/// Stores the Y-level of the highest block whose material blocks motion (i.e. has a collision
/// box). One exception is carpets, which are considered to not have a collision box to
/// heightmaps. Used only on the server side.
pub ocean_floor: HeightMap,
/// Stores the Y-level of the highest block whose material blocks motion (i.e. has a collision
/// box). Used only during world generation, and automatically deleted after carvers are
/// generated.
pub ocean_floor_wg: Option<HeightMap>,
/// Stores the Y-level of the highest non-air (all types of air) block.
pub world_surface: HeightMap,
/// Stores the Y-level of the highest non-air (all types of air) block. Used only during world
/// generation, and automatically deleted after carvers are generated.
pub world_surface_wg: Option<HeightMap>,
}
/// Wrapper type around a [`LongArray`] to abstract away the details of how the HeightMaps store
/// their data
///
/// Several different heightmaps corresponding to 256 values compacted at 9 bits per value (lowest
/// being 0, highest being 384, both values inclusive).
///
/// - See <https://minecraft.wiki/w/Chunk_format#NBT_structure>
/// - See <https://minecraft.wiki/w/Heightmap>
#[derive(Deserialize, Debug, Clone, PartialEq)]
#[serde(transparent)]
pub struct HeightMap {
/// The 9-bit values are stored in an array of 37 Longs ([`u64`]), each containing 7 values (7×9 =
/// 63; the last bit is unused). The 9-bit values are unsigned, and indicate the amount of blocks
/// above the bottom of the world (y = -64).
raw: LongArray,
}
impl HeightMap {
/// Get the height of a chunk using this heightmap at a positon (relative to the chunk)
pub fn get_height(&self, block_x: u32, block_z: u32) -> i32 {
assert!(block_x < 16);
assert!(block_z < 16);
let index = (block_z * 16 + block_x) as usize;
let num = dbg!(self.raw[index / 7]) as u64 >> dbg!((index % 7) * 9) & (2u64.pow(9) - 1);
dbg!(num);
num as i32 - 65
}
}
/// - See <https://minecraft.wiki/w/Chunk_format#NBT_structure>
#[derive(Deserialize, Debug, PartialEq, Clone)]
pub struct BlockStates {
/// Set of different block states used in this particular section.
pub palette: Vec<BlockState>,
/// A packed array of 4096 indices pointing to the palette
///
/// If only one block state is present in the palette, this field is not required and the
/// block fills the whole section.
///
/// All indices are the same length. This length is set to the minimum amount of bits required
/// to represent the largest index in the palette, and then set to a minimum size of 4 bits.
///
/// The indices are not packed across multiple elements of the array, meaning that
/// if there is no more space in a given 64-bit integer for the whole next index, it starts
/// instead at the first (lowest) bit of the next 64-bit integer. Different sections of a
/// chunk can have different lengths for the indices.
pub data: Option<LongArray>,
}
/// Data which represents a block in a chunk
///
/// - See <https://minecraft.wiki/w/Chunk_format#NBT_structure>
#[derive(Deserialize, Debug, PartialEq, Clone)]
pub struct BlockState {
/// Block [resource location](https://minecraft.wiki/w/Resource_location)
#[serde(rename = "Name")]
pub name: NamespacedKey,
/// Properties of the block state
#[serde(rename = "Properties")]
pub properties: Option<Value>,
}
/// - See <https://minecraft.wiki/w/Chunk_format#NBT_structure>
#[derive(Deserialize, Debug, PartialEq, Clone)]
pub struct Biomes {
/// Set of different biomes used in this particular section.
pub palette: Vec<String>,
/// A packed array of 64 indices pointing to the palette
///
/// If only one biome is present in the palette, this field is not required and the biome fills
/// the whole section.
///
/// All indices are the same length: the minimum amount of bits required to represent the
/// largest index in the palette. These indices do not have a minimum size. Different chunks
/// can have different lengths for the indices.
pub data: Option<LongArray>,
}
/// - See <https://minecraft.wiki/w/Chunk_format#Tile_tick_format>
#[derive(Deserialize, Debug, PartialEq, Eq, Clone)]
pub struct TileTick {
/// The ID of the block; used to activate the correct block update procedure.
#[serde(rename = "i")]
pub id: String,
/// If multiple tile ticks are scheduled for the same tick, tile ticks with lower priority are
/// processed first. If they also have the same priority, the order is unknown.
#[serde(rename = "p")]
pub priority: i32,
/// The number of ticks until processing should occur. May be negative when processing is
/// overdue.
#[serde(rename = "t")]
pub ticks: i32,
/// x position
pub x: i32,
/// y position
pub y: i32,
/// z position
pub z: i32,
}
/// The represents a section (or subchunk) from a chunk's NBT data stored in the region file
///
/// - See <https://minecraft.wiki/w/Chunk_format#NBT_structure>
#[derive(Deserialize, Debug, PartialEq, Clone)]
pub struct ChunkSection {
/// Block states of all blocks in this section
pub block_states: Option<BlockStates>,
/// y-value of the section
#[serde(rename = "Y")]
pub y: i8,
/// Biomes used in this chunk
pub biomes: Option<Biomes>,
}