Actually implement mod code into server
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@@ -1,7 +1,6 @@
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import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, ID_MASK } from "$/common/constants.ts";
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import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
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import { generate_raw_chunk, RawChunk, WorldgenSetup } from "$/common/generation.ts";
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import { Container } from "$/common/inventory.ts";
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import { AIR_ID, BlockChange } from "$/common/protocol.ts";
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import { block_value, chunk_key, default_block_value } from "$/common/utils.ts";
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import { LruMap } from "./lru.ts";
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@@ -12,15 +11,13 @@ const CHUNK_CACHE_SIZE = 256;
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// how far from the middle of the world to look for dry land to spawn on, in chunks
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const SPAWN_SEARCH_CHUNKS = 32;
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// a block with state the server keeps, like a chest's items. never sent to clients as is
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// a block with data the server keeps, like where a chest's items are. never sent to clients
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export interface Tile {
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id: string;
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x: number;
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y: number;
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z: number;
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data: Record<string, unknown>;
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containers: Record<string, Container>;
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// a mod block's data, what BlockRef.data holds
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// what BlockRef.data holds
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mod_data?: unknown;
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}
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