Fixed multi-world support in multi-layer renderer
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23
quadtree.py
23
quadtree.py
@@ -215,6 +215,29 @@ class QuadtreeGen(object):
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return x, y
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def get_chunks_in_range(self, colstart, colend, rowstart, rowend):
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"""Get chunks that are relevant to the tile rendering function that's
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rendering that range"""
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chunklist = []
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unconvert_coords = self.world.unconvert_coords
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#get_region_path = self.world.get_region_path
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get_region = self.world.regionfiles.get
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for row in xrange(rowstart-16, rowend+1):
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for col in xrange(colstart, colend+1):
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# due to how chunks are arranged, we can only allow
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# even row, even column or odd row, odd column
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# otherwise, you end up with duplicates!
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if row % 2 != col % 2:
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continue
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# return (col, row, chunkx, chunky, regionpath)
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chunkx, chunky = unconvert_coords(col, row)
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#c = get_region_path(chunkx, chunky)
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_, _, c, mcr = get_region((chunkx//32, chunky//32),(None,None,None,None));
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if c is not None and mcr.chunkExists(chunkx,chunky):
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chunklist.append((col, row, chunkx, chunky, c))
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return chunklist
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def get_worldtiles(self):
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"""Returns an iterator over the tiles of the most detailed layer
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"""
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