internal Dictionary<int, BlockDesignator> BlockID_Designators { get; private set; }
internal Dictionary<AssetLocation, EntityDesignator> Entity_Designators { get; private set; }
internal Dictionary<int, string> RockIdCodes { get; private set; }
+ internal Dictionary<int, string> AiryIdCodes { get; private set; }
internal CommandType CurrentState { get; set; }
//Run status, Chunks processed, stats, center of map....
this.BlockID_Designators = new Dictionary<int, BlockDesignator>();
this.Entity_Designators = new Dictionary<AssetLocation, EntityDesignator>();
this.RockIdCodes = Helpers.ArbitrarytBlockIdHunter(ClientAPI, new AssetLocation(GlobalConstants.DefaultDomain, "rock-"), EnumBlockMaterial.Stone);
+ this.AiryIdCodes = Helpers.ArbitrarytBlockIdHunter(ClientAPI, new AssetLocation(GlobalConstants.DefaultDomain, "tallgrass-"), EnumBlockMaterial.Plant);
//Add special marker types for BlockID's of "Interest", overwrite colour, and method
int aBlockId = worldChunk.Blocks[indicie];
- if (aBlockId == 0) {//Air
+ if (aBlockId == 0 || AiryIdCodes.ContainsKey(aBlockId)) {//Airy blocks,,,
chunkMeta.AirBlocks++;
continue;
}