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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
Feat: accumulatedDestruction
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9d3860df64
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@ -27,6 +27,7 @@ public class BombConfig {
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public static int limitExplosionLifespan = 0;
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public static boolean chunkloading = true;
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public static boolean parallelization = true;
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public static boolean accumulatedDestruction = true;
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public static void loadFromConfig(Configuration config) {
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@ -96,5 +97,6 @@ public class BombConfig {
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chunkloading = CommonConfig.createConfigBool(config, CATEGORY_NUKE, "6.XX_enableChunkLoading", "Allows all types of procedural explosions to keep the central chunk loaded.", true);
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parallelization = CommonConfig.createConfigBool(config, CATEGORY_NUKE, "6.XX_enableParallelization", "Allows explosions to use multiple threads.", true);
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accumulatedDestruction = CommonConfig.createConfigBool(config, CATEGORY_NUKE, "6.XX_enableAccumulatedDestruction", "Enables the accumulated destruction model for explosions. Blocks accumulate damage and are only destroyed once their resistance is exceeded.\nMore physically accurate, slightly slower. Requires enableParallelization = true.", true);
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}
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}
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@ -1,5 +1,6 @@
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package com.hbm.explosion;
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import com.hbm.config.BombConfig;
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import com.hbm.interfaces.IExplosionRay;
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import com.hbm.main.MainRegistry;
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import net.minecraft.block.Block;
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@ -15,6 +16,7 @@ import org.apache.logging.log4j.Level;
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import java.util.*;
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import java.util.concurrent.*;
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import java.util.concurrent.atomic.AtomicLongArray;
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import java.util.concurrent.atomic.DoubleAdder;
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public class ExplosionNukeRayParallelized implements IExplosionRay {
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@ -31,6 +33,8 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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private volatile List<Vec3> directions;
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private final CompletableFuture<List<Vec3>> directionsFuture;
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private final ConcurrentMap<ChunkCoordIntPair, ConcurrentBitSet> destructionMap;
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private final ConcurrentMap<ChunkCoordIntPair, ChunkDamageAccumulator> accumulatedDamageMap;
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private final ConcurrentMap<ChunkKey, SubChunkSnapshot> snapshots;
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private final BlockingQueue<RayTask> rayQueue;
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@ -40,9 +44,9 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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private final Thread latchWatcherThread;
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private final List<ChunkCoordIntPair> orderedChunks;
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private volatile boolean collectFinished = false;
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private volatile boolean consolidationFinished = false;
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private volatile boolean destroyFinished = false;
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public ExplosionNukeRayParallelized(World world, double x, double y, double z, int strength, int speed, int radius) {
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this.world = world;
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this.explosionX = x;
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@ -60,6 +64,7 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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this.latch = new CountDownLatch(rayCount);
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this.destructionMap = new ConcurrentHashMap<>();
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this.accumulatedDamageMap = new ConcurrentHashMap<>();
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this.snapshots = new ConcurrentHashMap<>();
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this.orderedChunks = new ArrayList<>();
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@ -80,6 +85,11 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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Thread.currentThread().interrupt();
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} finally {
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collectFinished = true;
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if (BombConfig.accumulatedDestruction) {
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pool.submit(this::runConsolidation);
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} else {
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consolidationFinished = true;
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}
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}
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}, "ExplosionNuke-LatchWatcher-" + System.nanoTime());
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this.latchWatcherThread.setDaemon(true);
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@ -110,7 +120,8 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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@Override
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public void destructionTick(int timeBudgetMs) {
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if (!collectFinished || destroyFinished) return;
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if (!collectFinished || !consolidationFinished || destroyFinished) return; // Added consolidationFinished check
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final long deadline = System.nanoTime() + timeBudgetMs * 1_000_000L;
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if (orderedChunks.isEmpty() && !destructionMap.isEmpty()) {
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@ -193,12 +204,13 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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@Override
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public boolean isComplete() {
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return collectFinished && destroyFinished;
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return collectFinished && consolidationFinished && destroyFinished;
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}
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@Override
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public void cancel() {
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this.collectFinished = true;
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this.consolidationFinished = true;
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this.destroyFinished = true;
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if (this.rayQueue != null) this.rayQueue.clear();
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@ -227,6 +239,7 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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}
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}
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if (this.destructionMap != null) this.destructionMap.clear();
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if (this.accumulatedDamageMap != null) this.accumulatedDamageMap.clear();
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if (this.snapshots != null) this.snapshots.clear();
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if (this.orderedChunks != null) this.orderedChunks.clear();
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}
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@ -291,6 +304,72 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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return list;
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}
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private void runConsolidation() {
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Iterator<Map.Entry<ChunkCoordIntPair, ChunkDamageAccumulator>> chunkEntryIterator = accumulatedDamageMap.entrySet().iterator();
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while (chunkEntryIterator.hasNext()) {
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Map.Entry<ChunkCoordIntPair, ChunkDamageAccumulator> entry = chunkEntryIterator.next();
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ChunkCoordIntPair cp = entry.getKey();
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ChunkDamageAccumulator accumulator = entry.getValue();
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if (accumulator.isEmpty()) {
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chunkEntryIterator.remove();
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continue;
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}
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ConcurrentBitSet chunkDestructionBitSet = destructionMap.computeIfAbsent(cp, k -> new ConcurrentBitSet());
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Iterator<Map.Entry<Integer, DoubleAdder>> damageEntryIterator = accumulator.entrySet().iterator();
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while (damageEntryIterator.hasNext()) {
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Map.Entry<Integer, DoubleAdder> damageEntry = damageEntryIterator.next();
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int bitIndex = damageEntry.getKey();
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float accumulatedDamage = (float) damageEntry.getValue().sum();
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if (accumulatedDamage <= 0.0f) {
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damageEntryIterator.remove();
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continue;
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}
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int yGlobal = 255 - (bitIndex >>> 8);
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int subY = yGlobal >> 4;
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if (subY < 0) {
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damageEntryIterator.remove();
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continue;
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}
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ChunkKey snapshotKey = new ChunkKey(cp.chunkXPos, cp.chunkZPos, subY);
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SubChunkSnapshot snap = snapshots.get(snapshotKey);
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Block originalBlock;
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if (snap == null || snap == SubChunkSnapshot.EMPTY) {
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damageEntryIterator.remove();
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continue;
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} else {
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int xLocal = (bitIndex >>> 4) & 0xF;
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int zLocal = bitIndex & 0xF;
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originalBlock = snap.getBlock(xLocal, yGlobal & 0xF, zLocal);
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if (originalBlock == Blocks.air) {
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damageEntryIterator.remove();
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continue;
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}
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}
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float resistance = getNukeResistance(originalBlock);
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if (accumulatedDamage >= resistance) {
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chunkDestructionBitSet.set(bitIndex);
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damageEntryIterator.remove();
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}
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}
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if (accumulator.isEmpty()) {
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chunkEntryIterator.remove();
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}
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}
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accumulatedDamageMap.clear();
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consolidationFinished = true;
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}
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private static class ChunkKey {
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final ChunkCoordIntPair pos;
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final int subY;
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@ -349,7 +428,13 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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if (bit < 0 || bit >= BITSET_SIZE) return;
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int wd = bit >>> 6;
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long m = ~(1L << (bit & 63));
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words.set(wd, words.get(wd) & m);
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while (true) {
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long oldWord = words.get(wd);
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long newWord = oldWord & m;
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if (oldWord == newWord || words.compareAndSet(wd, oldWord, newWord)) {
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return;
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}
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}
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}
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int nextSetBit(int from) {
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@ -370,6 +455,35 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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}
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}
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private static class ChunkDamageAccumulator {
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// key = bitIndex, value = total accumulated damage
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private final ConcurrentHashMap<Integer, DoubleAdder> damageMap = new ConcurrentHashMap<>();
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public void addDamage(int bitIndex, float damageAmount) {
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if (damageAmount <= 0) return;
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DoubleAdder adder = damageMap.computeIfAbsent(bitIndex, k -> new DoubleAdder());
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adder.add(damageAmount);
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}
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public float getDamage(int bitIndex) {
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DoubleAdder adder = damageMap.get(bitIndex);
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return adder == null ? 0f : (float) adder.sum();
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}
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public void clearDamage(int bitIndex) {
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damageMap.remove(bitIndex);
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}
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public Set<Map.Entry<Integer, DoubleAdder>> entrySet() {
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return damageMap.entrySet();
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}
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public boolean isEmpty() {
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return damageMap.isEmpty();
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}
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}
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private class Worker implements Runnable {
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@Override
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public void run() {
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@ -409,15 +523,15 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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void init() {
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if (directions == null) directions = directionsFuture.join();
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Vec3 dir = directions.get(this.dirIndex);
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// This scales the crater. Higher = bigger.
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// Currently the crater is a little bit bigger than the original implementation
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this.energy = strength * 0.3F;
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this.px = explosionX;
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this.py = explosionY;
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this.pz = explosionZ;
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this.x = originX;
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this.y = originY;
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this.z = originZ;
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// This scales the crater. higher = bigger.
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// Currently the crater is a little bit bigger than the original implementation
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this.energy = strength * 0.3F;
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this.currentRayPosition = 0.0;
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double dirX = dir.xCoord;
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@ -484,14 +598,24 @@ public class ExplosionNukeRayParallelized implements IExplosionRay {
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energy = 0;
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} else {
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double energyLossFactor = getEnergyLossFactor(resistance);
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energy -= (float) (energyLossFactor * segmentLenForProcessing);
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if (energy > 0) {
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ConcurrentBitSet bs = destructionMap.computeIfAbsent(
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ck.pos,
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posKey -> new ConcurrentBitSet()
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);
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float damageDealt = (float) (energyLossFactor * segmentLenForProcessing);
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energy -= damageDealt;
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if (damageDealt > 0) {
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int bitIndex = ((WORLD_HEIGHT - 1 - y) << 8) | ((x & 0xF) << 4) | (z & 0xF);
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bs.set(bitIndex);
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if (BombConfig.accumulatedDestruction) {
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ChunkCoordIntPair chunkPos = ck.pos;
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ChunkDamageAccumulator chunkAccumulator =
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accumulatedDamageMap.computeIfAbsent(chunkPos, k -> new ChunkDamageAccumulator());
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chunkAccumulator.addDamage(bitIndex, damageDealt);
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} else {
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if (energy > 0) {
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ConcurrentBitSet bs = destructionMap.computeIfAbsent(
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ck.pos,
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posKey -> new ConcurrentBitSet()
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);
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bs.set(bitIndex);
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}
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}
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}
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}
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}
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