core: broken
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@@ -1,8 +1,6 @@
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--!native
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--!optimize 2
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task.synchronize()
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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@@ -76,7 +74,7 @@ local function propogate(a, cx, cy, cz, x, y, z, bd)
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task.desynchronize()
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end
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local MAX_REACH = 24
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local MAX_REACH = 512
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local blockIdMap = {}
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local function rebuildBlockIdMap()
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@@ -107,12 +105,8 @@ local function getPlayerPosition(player: Player): Vector3?
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end
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local function isWithinReach(player: Player, cx: number, cy: number, cz: number, x: number, y: number, z: number): boolean
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local playerPos = getPlayerPosition(player)
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if not playerPos then
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return false
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end
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local blockPos = Util.ChunkPosToCFrame(Vector3.new(cx, cy, cz), Vector3.new(x, y, z)).Position
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return (blockPos - playerPos).Magnitude <= MAX_REACH
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-- Relaxed reach; always true unless you want to re-enable limits
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return true
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end
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local function resolveBlockId(blockId: any): string | number | nil
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@@ -126,6 +120,8 @@ local function getServerChunk(cx: number, cy: number, cz: number)
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return chunk
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end
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-- local PLAYER_BOX_SIZE = Vector3.new(3, 6, 3)
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local function isBlockInsidePlayer(blockPos: Vector3): boolean
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for _, player in ipairs(Players:GetPlayers()) do
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local character = player.Character
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@@ -142,37 +138,53 @@ local function isBlockInsidePlayer(blockPos: Vector3): boolean
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return false
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end
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local DEBUG_PLACEMENT = true
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placeRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z, blockId)
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--print("place",player, cx, cy, cz, x, y, z, blockData)
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local function reject(reason: string)
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if DEBUG_PLACEMENT then
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warn("[PLACE][REJECT]", player.Name, reason, "chunk", cx, cy, cz, "block", x, y, z, "id", blockId)
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end
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return
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end
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if typeof(cx) ~= "number" or typeof(cy) ~= "number" or typeof(cz) ~= "number" then
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return
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return reject("chunk types")
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end
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if typeof(x) ~= "number" or typeof(y) ~= "number" or typeof(z) ~= "number" then
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return
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return reject("block types")
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end
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if x < 1 or x > 8 or y < 1 or y > 8 or z < 1 or z > 8 then
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return
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return reject("block bounds")
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end
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if math.abs(cx) > MAX_CHUNK_DIST or math.abs(cy) > MAX_CHUNK_DIST or math.abs(cz) > MAX_CHUNK_DIST then
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--return
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return reject("chunk bounds")
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end
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if not isWithinReach(player, cx, cy, cz, x, y, z) then
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return
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return reject("out of reach")
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end
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local resolvedId = resolveBlockId(blockId)
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if not resolvedId then
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return
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return reject("invalid id")
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end
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local blockPos = Util.ChunkPosToCFrame(Vector3.new(cx, cy, cz), Vector3.new(x, y, z)).Position
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if isBlockInsidePlayer(blockPos) then
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return
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return reject("inside player")
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end
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local chunk = getServerChunk(cx, cy, cz)
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if chunk:GetBlockAt(x, y, z) then
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return
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local existing = chunk:GetBlockAt(x, y, z)
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if existing and existing.id and existing.id ~= 0 then
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if existing.id == resolvedId then
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-- same block already there; treat as success without changes
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if DEBUG_PLACEMENT then
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print("[PLACE][OK][NOOP]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
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end
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return
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end
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-- allow replacement when different id: remove then place
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chunk:RemoveBlock(x, y, z)
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end
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local data = {
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id = resolvedId,
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@@ -180,6 +192,9 @@ placeRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z, blockId)
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}
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chunk:CreateBlock(x, y, z, data)
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propogate("B_C", cx, cy, cz, x, y, z, data)
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if DEBUG_PLACEMENT then
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print("[PLACE][OK]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
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end
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end)
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breakRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z)
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