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ChunkPos chunkPos = new ChunkPos(position);

// Attempt to get y actual level from MDCache
ChunkMDCache mdCache = ClientEngine.getMDCache(chunkPos);
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This Client stuff might not be available when the player's connected to a server. Would need to validate it doesn't break when that's the case

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Unless I'm forgetting something, all this should be available at all times in the client, regardless of what the server is.

Comment on lines 243 to 257
if (mdCache != null) {
ChunkMDCacheView mdView = new ChunkMDCacheView().setSource(mdCache);
Set<BlazeRegistry.Key<DataType>> filterKeys = new HashSet<>();
filterKeys.add(UnsafeGenerics.stripKey(BlazeMapReferences.MasterData.TERRAIN_HEIGHT));
mdView.setFilter(filterKeys);

TerrainHeightMD heightMD = (TerrainHeightMD) mdView.get(BlazeMapReferences.MasterData.TERRAIN_HEIGHT);

if (heightMD != null) {
int chunkX = SectionPos.sectionRelative(position.getX());
int chunkZ = SectionPos.sectionRelative(position.getZ());
posY = heightMD.heightmap[chunkX][chunkZ];
position = position.atY(posY);
}
}
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It definitely feels like there should be a nicer way to do this. We might need to fix this problem at a different level of abstraction, making it easier to query the MD from elsewhere within the code

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This looks more or less like I would expect. Not a huge fan of the call to SectionPos but it's inconsequential.

@dudebehinddude dudebehinddude requested a review from LordFokas July 23, 2025 05:36
Comment on lines +25 to +30
@Override
public void render(PoseStack stack, boolean hasMouse, int mouseX, int mouseY) {
this.lastMouseX = mouseX;
this.lastMouseY = mouseY;
super.render(stack, hasMouse, mouseX, mouseY);
}
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should I be calling setMouse() here instead? I think that it would be required for BME-216 to work anyway

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We only need to call setMouse when there is mouse input. On render the values are the same as the last frame that the mouse had just moved.

Unless something is broken?


@Override
public boolean keyPressed(int key, int scancode, int modifiers) {
setMouse(lastMouseX, lastMouseY);
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Also here, we should just keep the same values from the last change. This does nothing unless you have run into a bug.

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It didn't work without me adding this, I am pretty sure that the mouseMoved() method is broken or only works on drag or something. Before adding this it would only update the mouse coords after clicking on something and moving the map around

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3 participants