server.internal.gamedata
fn block_network_id_from_nbt #
fn block_network_id_from_nbt(data []u8) !int
fn load #
fn load(data_dir string) !GameData
fn parse_block_palette #
fn parse_block_palette(data []u8) ![]BlockPaletteEntry
struct BlockPaletteEntry #
struct BlockPaletteEntry {
pub:
name string
network_id int
}
BlockPaletteEntry is one block state from the wire palette, in file order. network_id is the exact FNV1a-32 state hash the client expects, read from the palette rather than recomputed, so it can never disagree with vanilla.
struct CreativeGroup #
struct CreativeGroup {
pub:
category int
name string
icon_numeric_id int
icon_block_runtime_id int
}
struct CreativeItem #
struct CreativeItem {
pub:
numeric_id int
block_runtime_id int
meta int
group_index int
}
struct GameData #
struct GameData {
pub:
item_entries []ItemEntry
creative_groups []CreativeGroup
creative_items []CreativeItem
block_palette []BlockPaletteEntry
pub mut:
item_id_by_name map[string]int
item_id_by_block map[int]int
}
fn (GameData) item_for_block #
fn (d &GameData) item_for_block(block_runtime_id int) int
fn (GameData) item_name #
fn (d &GameData) item_name(id int) string
fn (GameData) item_id #
fn (d &GameData) item_id(name string) int
struct ItemEntry #
struct ItemEntry {
pub:
name string
runtime_id int
version int
component_based bool
}