Actually implement mod code into server

This commit is contained in:
2026-09-25 23:13:46 -03:00
parent 099811670f
commit 9237152aa1
22 changed files with 1359 additions and 457 deletions
+2 -5
View File
@@ -1,7 +1,6 @@
import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, ID_MASK } from "$/common/constants.ts";
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { generate_raw_chunk, RawChunk, WorldgenSetup } from "$/common/generation.ts";
import { Container } from "$/common/inventory.ts";
import { AIR_ID, BlockChange } from "$/common/protocol.ts";
import { block_value, chunk_key, default_block_value } from "$/common/utils.ts";
import { LruMap } from "./lru.ts";
@@ -12,15 +11,13 @@ const CHUNK_CACHE_SIZE = 256;
// how far from the middle of the world to look for dry land to spawn on, in chunks
const SPAWN_SEARCH_CHUNKS = 32;
// a block with state the server keeps, like a chest's items. never sent to clients as is
// a block with data the server keeps, like where a chest's items are. never sent to clients
export interface Tile {
id: string;
x: number;
y: number;
z: number;
data: Record<string, unknown>;
containers: Record<string, Container>;
// a mod block's data, what BlockRef.data holds
// what BlockRef.data holds
mod_data?: unknown;
}