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https://github.com/WorldEditAxe/eaglerproxy.git
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This commit is contained in:
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@ -36,9 +36,7 @@ Remove all the folders in `src/plugins`.
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#### IMPORTANT: READ ME BEFORE USING
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It is highly suggested that you use [Resent Client](https://reslauncher.vercel.app/) if you aren't already. It provides better performance, FPS, and will allow for a more stable connection to servers.
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**IMPORTANT:** Although both Resent Client and the vanilla Eaglercraft client are safe modified copies of Minecraft AOT-compiled to JavaScript, I cannot guarantee that you **will not get flagged by all anticheats.** While gameplay and testing has shown to be relatively stable and free of anticheat flags, more testing is needed to derive a conclusion on whether or not using EaglerProxy with EagProxyAAS is safe.
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**IMPORTANT:** Although the vanilla Eaglercraft client is a safe, modified copy of Minecraft AOT-compiled to JavaScript, I cannot guarantee that you **will not get flagged by all anticheats.** While gameplay and testing has shown to be relatively stable and free of anticheat flags, more testing is needed to derive a conclusion on whether or not using EaglerProxy with EagProxyAAS is safe.
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EaglerProxy and EagProxyAAS:
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@ -1,263 +1,420 @@
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import { ServerGlobals } from "./types.js"
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import * as Chunk from "prismarine-chunk"
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import * as Block from "prismarine-block"
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import * as Registry from "prismarine-registry"
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import vec3 from "vec3"
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import { Client } from "minecraft-protocol"
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import { ClientState, ConnectionState } from "./types.js"
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import { auth, ServerDeviceCodeResponse } from "./auth.js"
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import { ServerGlobals } from "./types.js";
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import * as Chunk from "prismarine-chunk";
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import * as Block from "prismarine-block";
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import * as Registry from "prismarine-registry";
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import vec3 from "vec3";
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import { Client } from "minecraft-protocol";
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import { ClientState, ConnectionState } from "./types.js";
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import { auth, ServerDeviceCodeResponse } from "./auth.js";
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const { Vec3 } = vec3 as any
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const Enums = PLUGIN_MANAGER.Enums
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const Util = PLUGIN_MANAGER.Util
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const MAX_LIFETIME_CONNECTED = 10 * 60 * 1000, MAX_LIFETIME_AUTH = 5 * 60 * 1000, MAX_LIFETIME_LOGIN = 1 * 60 * 1000
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const REGISTRY = Registry.default('1.8.8'), McBlock = (Block as any).default('1.8.8'), LOGIN_CHUNK = generateSpawnChunk().dump()
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const logger = new PLUGIN_MANAGER.Logger("PlayerHandler")
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const { Vec3 } = vec3 as any;
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const Enums = PLUGIN_MANAGER.Enums;
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const Util = PLUGIN_MANAGER.Util;
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const MAX_LIFETIME_CONNECTED = 10 * 60 * 1000,
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MAX_LIFETIME_AUTH = 5 * 60 * 1000,
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MAX_LIFETIME_LOGIN = 1 * 60 * 1000;
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const REGISTRY = Registry.default("1.8.8"),
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McBlock = (Block as any).default("1.8.8"),
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LOGIN_CHUNK = generateSpawnChunk().dump();
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const logger = new PLUGIN_MANAGER.Logger("PlayerHandler");
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let SERVER: ServerGlobals = null
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let SERVER: ServerGlobals = null;
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export function setSG(svr: ServerGlobals) {
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SERVER = svr
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SERVER = svr;
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}
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export function disconectIdle() {
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SERVER.players.forEach(client => {
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if (client.state == ConnectionState.AUTH && (Date.now() - client.lastStatusUpdate) > MAX_LIFETIME_AUTH) {
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client.gameClient.end("Timed out waiting for user to login via Microsoft")
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} else if (client.state == ConnectionState.SUCCESS && (Date.now() - client.lastStatusUpdate) > MAX_LIFETIME_CONNECTED) {
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client.gameClient.end(Enums.ChatColor.RED + "Please enter the IP of the server you'd like to connect to in chat.")
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}
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})
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SERVER.players.forEach((client) => {
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if (
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client.state == ConnectionState.AUTH &&
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Date.now() - client.lastStatusUpdate > MAX_LIFETIME_AUTH
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) {
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client.gameClient.end(
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"Timed out waiting for user to login via Microsoft"
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);
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} else if (
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client.state == ConnectionState.SUCCESS &&
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Date.now() - client.lastStatusUpdate > MAX_LIFETIME_CONNECTED
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) {
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client.gameClient.end(
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Enums.ChatColor.RED +
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"Please enter the IP of the server you'd like to connect to in chat."
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);
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}
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});
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}
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export function handleConnect(client: ClientState) {
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client.gameClient.write('login', {
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entityId: 1,
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gameMode: 2,
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dimension: 0,
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difficulty: 1,
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maxPlayers: 1,
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levelType: 'flat',
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reducedDebugInfo: false
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})
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client.gameClient.write('map_chunk', {
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x: 0,
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z: 0,
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groundUp: true,
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bitMap: 0xFFFF,
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chunkData: LOGIN_CHUNK
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})
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client.gameClient.write('position', {
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x: 0,
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y: 65,
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z: 8.5,
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yaw: -90,
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pitch: 0,
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flags: 0x01
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})
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client.gameClient.write("login", {
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entityId: 1,
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gameMode: 2,
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dimension: 0,
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difficulty: 1,
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maxPlayers: 1,
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levelType: "flat",
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reducedDebugInfo: false,
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});
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client.gameClient.write("map_chunk", {
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x: 0,
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z: 0,
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groundUp: true,
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bitMap: 0xffff,
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chunkData: LOGIN_CHUNK,
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});
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client.gameClient.write("position", {
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x: 0,
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y: 65,
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z: 8.5,
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yaw: -90,
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pitch: 0,
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flags: 0x01,
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});
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client.gameClient.write('playerlist_header', {
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header: JSON.stringify({
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text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `
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}),
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footer: JSON.stringify({
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text: `${Enums.ChatColor.GOLD}Please wait for instructions.`
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})
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})
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onConnect(client)
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client.gameClient.write("playerlist_header", {
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header: JSON.stringify({
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text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `,
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}),
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footer: JSON.stringify({
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text: `${Enums.ChatColor.GOLD}Please wait for instructions.`,
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}),
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});
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onConnect(client);
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}
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export function awaitCommand(client: Client, filter: (msg: string) => boolean): Promise<string> {
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return new Promise<string>((res, rej) => {
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const onMsg = packet => {
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if (filter(packet.message)) {
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client.removeListener('chat', onMsg)
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client.removeListener('end', onEnd)
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res(packet.message)
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}
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}
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const onEnd = () => rej("Client disconnected before promise could be resolved")
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client.on('chat', onMsg)
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client.on('end', onEnd)
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})
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export function awaitCommand(
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client: Client,
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filter: (msg: string) => boolean
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): Promise<string> {
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return new Promise<string>((res, rej) => {
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const onMsg = (packet) => {
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if (filter(packet.message)) {
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client.removeListener("chat", onMsg);
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client.removeListener("end", onEnd);
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res(packet.message);
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}
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};
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const onEnd = () =>
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rej("Client disconnected before promise could be resolved");
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client.on("chat", onMsg);
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client.on("end", onEnd);
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});
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}
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export function sendMessage(client: Client, msg: string) {
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client.write('chat', {
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message: JSON.stringify({ text: msg }),
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position: 1
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})
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client.write("chat", {
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message: JSON.stringify({ text: msg }),
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position: 1,
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});
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}
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export function sendMessageWarning(client: Client, msg: string) {
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client.write('chat', {
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message: JSON.stringify({
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text: msg,
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color: 'yellow'
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}),
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position: 1
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})
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client.write("chat", {
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message: JSON.stringify({
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text: msg,
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color: "yellow",
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}),
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position: 1,
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});
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}
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export function sendMessageLogin(client: Client, url: string, token: string) {
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client.write('chat', {
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message: JSON.stringify({
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text: "Please go to ",
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color: Enums.ChatColor.RESET,
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extra: [
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{
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text: url,
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color: 'gold',
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clickEvent: {
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action: "open_url",
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value: url
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},
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hoverEvent: {
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action: "show_text",
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value: Enums.ChatColor.GOLD + "Click to open me in a new window!"
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}
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},
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{
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text: " and login via the code "
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},
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{
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text: token,
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color: 'gold',
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hoverEvent: {
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action: "show_text",
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value: Enums.ChatColor.GOLD + "Click me to copy to chat to copy from there!"
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},
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clickEvent: {
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action: "suggest_command",
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value: token
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}
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},
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{
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text: "."
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}
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]
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}),
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position: 1
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})
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client.write("chat", {
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message: JSON.stringify({
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text: "Please go to ",
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color: Enums.ChatColor.RESET,
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extra: [
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{
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text: url,
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color: "gold",
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clickEvent: {
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action: "open_url",
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value: url,
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},
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hoverEvent: {
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action: "show_text",
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value: Enums.ChatColor.GOLD + "Click to open me in a new window!",
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},
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},
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{
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text: " and login via the code ",
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},
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{
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text: token,
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color: "gold",
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hoverEvent: {
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action: "show_text",
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value:
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Enums.ChatColor.GOLD +
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"Click me to copy to chat to copy from there!",
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},
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clickEvent: {
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action: "suggest_command",
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value: token,
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},
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},
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{
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text: ".",
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},
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],
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}),
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position: 1,
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});
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}
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export function updateState(client: Client, newState: 'AUTH' | 'SERVER', uri?: string, code?: string) {
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switch(newState) {
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case 'AUTH':
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if (code == null || uri == null) throw new Error("Missing code/uri required for title message type AUTH")
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client.write('playerlist_header', {
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header: JSON.stringify({
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text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `
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}),
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footer: JSON.stringify({
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text: `${Enums.ChatColor.RED}${uri}${Enums.ChatColor.GOLD} | Code: ${Enums.ChatColor.RED}${code}`
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})
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})
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break
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case 'SERVER':
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client.write('playerlist_header', {
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header: JSON.stringify({
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text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `
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}),
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footer: JSON.stringify({
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text: `${Enums.ChatColor.RED}/join <ip> [port]`
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})
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})
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break
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}
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export function updateState(
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client: Client,
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newState: "AUTH" | "SERVER",
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uri?: string,
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code?: string
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) {
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switch (newState) {
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case "AUTH":
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if (code == null || uri == null)
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throw new Error(
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"Missing code/uri required for title message type AUTH"
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);
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client.write("playerlist_header", {
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header: JSON.stringify({
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text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `,
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}),
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footer: JSON.stringify({
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text: `${Enums.ChatColor.RED}${uri}${Enums.ChatColor.GOLD} | Code: ${Enums.ChatColor.RED}${code}`,
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}),
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});
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break;
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case "SERVER":
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client.write("playerlist_header", {
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header: JSON.stringify({
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text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `,
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}),
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footer: JSON.stringify({
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text: `${Enums.ChatColor.RED}/join <ip> [port]`,
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}),
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});
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break;
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}
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}
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export async function onConnect(client: ClientState) {
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try {
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client.state = ConnectionState.AUTH
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client.lastStatusUpdate = Date.now()
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try {
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client.state = ConnectionState.AUTH;
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client.lastStatusUpdate = Date.now();
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sendMessageWarning(client.gameClient, `WARNING: This proxy allows you to connect to any 1.8.9 server. Gameplay has shown no major issues, but please note that EaglercraftX may flag some anticheats while playing.`)
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await new Promise(res => setTimeout(res, 2000))
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sendMessageWarning(client.gameClient, `WARNING: It is highly suggested that you turn down settings and use Resent Client, as gameplay tends to be very laggy and unplayable on low powered devices.`)
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await new Promise(res => setTimeout(res, 2000))
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sendMessageWarning(client.gameClient, `WARNING: You will be prompted to log in via Microsoft to obtain a session token necessary to join games. Any data related to your account will not be saved and for transparency reasons this proxy's source code is available on Github.`)
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await new Promise(res => setTimeout(res, 2000))
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sendMessageWarning(
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client.gameClient,
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`WARNING: This proxy allows you to connect to any 1.8.9 server. Gameplay has shown no major issues, but please note that EaglercraftX may flag some anticheats while playing.`
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);
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await new Promise((res) => setTimeout(res, 2000));
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sendMessageWarning(
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client.gameClient,
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`WARNING: It is highly suggested that you turn down settings, as gameplay tends to be very laggy and unplayable on low powered devices.`
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);
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await new Promise((res) => setTimeout(res, 2000));
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sendMessageWarning(
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client.gameClient,
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`WARNING: You will be prompted to log in via Microsoft to obtain a session token necessary to join games. Any data related to your account will not be saved and for transparency reasons this proxy's source code is available on Github.`
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);
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await new Promise((res) => setTimeout(res, 2000));
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client.lastStatusUpdate = Date.now()
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let errored = false, savedAuth
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const authHandler = auth(), codeCallback = (code: ServerDeviceCodeResponse) => {
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updateState(client.gameClient, 'AUTH', code.verification_uri, code.user_code)
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sendMessageLogin(client.gameClient, code.verification_uri, code.user_code)
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}
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authHandler.once('error', err => {
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if (!client.gameClient.ended) client.gameClient.end(err.message)
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errored = true
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})
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if (errored) return
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authHandler.on('code', codeCallback)
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await new Promise(res => authHandler.once('done', result => {
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savedAuth = result
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res(result)
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}))
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sendMessage(client.gameClient, Enums.ChatColor.BRIGHT_GREEN + "Successfully logged into Minecraft!")
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client.lastStatusUpdate = Date.now();
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let errored = false,
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savedAuth;
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const authHandler = auth(),
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codeCallback = (code: ServerDeviceCodeResponse) => {
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updateState(
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client.gameClient,
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"AUTH",
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code.verification_uri,
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code.user_code
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);
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sendMessageLogin(
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client.gameClient,
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code.verification_uri,
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code.user_code
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);
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};
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authHandler.once("error", (err) => {
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if (!client.gameClient.ended) client.gameClient.end(err.message);
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errored = true;
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});
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if (errored) return;
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authHandler.on("code", codeCallback);
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await new Promise((res) =>
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authHandler.once("done", (result) => {
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savedAuth = result;
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res(result);
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||||
})
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);
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sendMessage(
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client.gameClient,
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Enums.ChatColor.BRIGHT_GREEN + "Successfully logged into Minecraft!"
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);
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client.state = ConnectionState.SUCCESS
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client.lastStatusUpdate = Date.now()
|
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updateState(client.gameClient, 'SERVER')
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sendMessage(client.gameClient, `Provide a server to join. ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`)
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let host: string, port: number
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while (true) {
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const msg = await awaitCommand(client.gameClient, msg => msg.startsWith("/join")), parsed = msg.split(/ /gi, 3)
|
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if (parsed.length < 2) sendMessage(client.gameClient, `Please provide a server to connect to. ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`)
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else if (parsed.length > 3 && isNaN(parseInt(parsed[2]))) sendMessage(client.gameClient, `A valid port number has to be passed! ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`)
|
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else {
|
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host = parsed[1]
|
||||
if (parsed.length > 3) port = parseInt(parsed[2])
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||||
port = port ?? 25565
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||||
break
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||||
}
|
||||
}
|
||||
try {
|
||||
await PLUGIN_MANAGER.proxy.players.get(client.gameClient.username).switchServers({
|
||||
host: host,
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||||
port: port,
|
||||
version: "1.8.8",
|
||||
username: savedAuth.selectedProfile.name,
|
||||
auth: 'mojang',
|
||||
keepAlive: false,
|
||||
session: {
|
||||
accessToken: savedAuth.accessToken,
|
||||
clientToken: savedAuth.selectedProfile.id,
|
||||
selectedProfile: {
|
||||
id: savedAuth.selectedProfile.id,
|
||||
name: savedAuth.selectedProfile.name
|
||||
}
|
||||
},
|
||||
skipValidation: true,
|
||||
hideErrors: true
|
||||
})
|
||||
} catch (err) {
|
||||
if (!client.gameClient.ended) {
|
||||
client.gameClient.end(Enums.ChatColor.RED + `Something went wrong whilst switching servers: ${err.message}`)
|
||||
}
|
||||
}
|
||||
} catch (err) {
|
||||
if (!client.gameClient.ended) {
|
||||
logger.error(`Error whilst processing user ${client.gameClient.username}: ${err.stack || err}`)
|
||||
client.gameClient.end(Enums.ChatColor.YELLOW + "Something went wrong whilst processing your request. Please reconnect.")
|
||||
}
|
||||
client.state = ConnectionState.SUCCESS;
|
||||
client.lastStatusUpdate = Date.now();
|
||||
updateState(client.gameClient, "SERVER");
|
||||
sendMessage(
|
||||
client.gameClient,
|
||||
`Provide a server to join. ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`
|
||||
);
|
||||
let host: string, port: number;
|
||||
while (true) {
|
||||
const msg = await awaitCommand(client.gameClient, (msg) =>
|
||||
msg.startsWith("/join")
|
||||
),
|
||||
parsed = msg.split(/ /gi, 3);
|
||||
if (parsed.length < 2)
|
||||
sendMessage(
|
||||
client.gameClient,
|
||||
`Please provide a server to connect to. ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`
|
||||
);
|
||||
else if (parsed.length > 3 && isNaN(parseInt(parsed[2])))
|
||||
sendMessage(
|
||||
client.gameClient,
|
||||
`A valid port number has to be passed! ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`
|
||||
);
|
||||
else {
|
||||
host = parsed[1];
|
||||
if (parsed.length > 3) port = parseInt(parsed[2]);
|
||||
port = port ?? 25565;
|
||||
break;
|
||||
}
|
||||
}
|
||||
try {
|
||||
await PLUGIN_MANAGER.proxy.players
|
||||
.get(client.gameClient.username)
|
||||
.switchServers({
|
||||
host: host,
|
||||
port: port,
|
||||
version: "1.8.8",
|
||||
username: savedAuth.selectedProfile.name,
|
||||
auth: "mojang",
|
||||
keepAlive: false,
|
||||
session: {
|
||||
accessToken: savedAuth.accessToken,
|
||||
clientToken: savedAuth.selectedProfile.id,
|
||||
selectedProfile: {
|
||||
id: savedAuth.selectedProfile.id,
|
||||
name: savedAuth.selectedProfile.name,
|
||||
},
|
||||
},
|
||||
skipValidation: true,
|
||||
hideErrors: true,
|
||||
});
|
||||
} catch (err) {
|
||||
if (!client.gameClient.ended) {
|
||||
client.gameClient.end(
|
||||
Enums.ChatColor.RED +
|
||||
`Something went wrong whilst switching servers: ${err.message}`
|
||||
);
|
||||
}
|
||||
}
|
||||
} catch (err) {
|
||||
if (!client.gameClient.ended) {
|
||||
logger.error(
|
||||
`Error whilst processing user ${client.gameClient.username}: ${
|
||||
err.stack || err
|
||||
}`
|
||||
);
|
||||
client.gameClient.end(
|
||||
Enums.ChatColor.YELLOW +
|
||||
"Something went wrong whilst processing your request. Please reconnect."
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function generateSpawnChunk(): Chunk.PCChunk {
|
||||
const chunk = new (Chunk.default(REGISTRY))(null) as Chunk.PCChunk
|
||||
chunk.initialize(() => new McBlock(REGISTRY.blocksByName.air.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(8, 64, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(8, 67, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(7, 65, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(7, 66, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(9, 65, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(9, 66, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(8, 65, 7), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(8, 66, 7), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(8, 65, 9), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setBlock(new Vec3(8, 66, 9), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
|
||||
chunk.setSkyLight(new Vec3(8, 66, 8), 15)
|
||||
return chunk
|
||||
}
|
||||
const chunk = new (Chunk.default(REGISTRY))(null) as Chunk.PCChunk;
|
||||
chunk.initialize(
|
||||
() =>
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.air.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(8, 64, 8),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(8, 67, 8),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(7, 65, 8),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(7, 66, 8),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(9, 65, 8),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(9, 66, 8),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(8, 65, 7),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(8, 66, 7),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(8, 65, 9),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setBlock(
|
||||
new Vec3(8, 66, 9),
|
||||
new McBlock(
|
||||
REGISTRY.blocksByName.barrier.id,
|
||||
REGISTRY.biomesByName.plains.id,
|
||||
0
|
||||
)
|
||||
);
|
||||
chunk.setSkyLight(new Vec3(8, 66, 8), 15);
|
||||
return chunk;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user