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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
Backport the faster fallout algorithm
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70299728da
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1f28a7c9f5
@ -80,17 +80,13 @@ public class BombConfig {
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Property propBlastSpeed = config.get(CATEGORY_NUKE, "6.01_blastSpeed", 1024);
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propBlastSpeed.comment = "Base speed of MK3 system (old and schrabidium) detonations (Blocks / tick)";
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blastSpeed = propBlastSpeed.getInt();
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// fallout range
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// new explosion speed
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Property propFalloutRange = config.get(CATEGORY_NUKE, "6.02_blastSpeedNew", 1024);
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propFalloutRange.comment = "Base speed of MK4 system (new) detonations (Blocks / tick)";
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mk4 = propFalloutRange.getInt();
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// fallout speed
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// fallout range
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Property falloutRangeProp = config.get(CATEGORY_NUKE, "6.03_falloutRange", 100);
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falloutRangeProp.comment = "Radius of fallout area (base radius * value in percent)";
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falloutRange = falloutRangeProp.getInt();
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// new explosion speed
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Property falloutSpeed = config.get(CATEGORY_NUKE, "6.04_falloutSpeed", 256);
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falloutSpeed.comment = "Blocks processed per tick by the fallout rain";
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fSpeed = falloutSpeed.getInt();
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}
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}
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@ -1,24 +1,23 @@
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package com.hbm.entity.effect;
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import com.hbm.blocks.ModBlocks;
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import com.hbm.config.BombConfig;
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import com.hbm.config.RadiationConfig;
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import com.hbm.config.VersatileConfig;
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import com.hbm.saveddata.AuxSavedData;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.entity.Entity;
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import net.minecraft.init.Blocks;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.util.Vec3;
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import net.minecraft.world.ChunkCoordIntPair;
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import net.minecraft.world.World;
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import net.minecraftforge.common.util.ForgeDirection;
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import java.util.*;
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public class EntityFalloutRain extends Entity {
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public int revProgress;
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public int radProgress;
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private boolean firstTick = true; // Of course Vanilla has it private in Entity...
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public EntityFalloutRain(World p_i1582_1_) {
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super(p_i1582_1_);
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@ -35,47 +34,28 @@ public class EntityFalloutRain extends Entity {
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@Override
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public void onUpdate() {
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if(!worldObj.isRemote) {
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for(int i = 0; i < BombConfig.fSpeed; i++) {
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Vec3 vec = Vec3.createVectorHelper(radProgress * 0.5, 0, 0);
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double circum = radProgress * 2 * Math.PI * 2;
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///
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if(circum == 0)
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circum = 1;
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///
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double part = 360D / circum;
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vec.rotateAroundY((float) (part * revProgress));
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int x = (int) (posX + vec.xCoord);
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int z = (int) (posZ + vec.zCoord);
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//int y = worldObj.getHeightValue(x, z) - 1;
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//if(worldObj.getBlock(x, y, z) == Blocks.grass)
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// worldObj.setBlock(x, y, z, ModBlocks.waste_earth);
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double dist = radProgress * 100 / getScale() * 0.5;
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stomp(x, z, dist);
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revProgress++;
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if(revProgress > circum) {
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revProgress = 0;
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radProgress++;
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}
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if(radProgress > getScale() * 2D) {
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this.setDead();
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}
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}
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if (firstTick) {
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if (chunksToProcess.isEmpty() && outerChunksToProcess.isEmpty()) gatherChunks();
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firstTick = false;
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}
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if (!chunksToProcess.isEmpty()) {
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long chunkPos = chunksToProcess.remove(chunksToProcess.size() - 1); // Just so it doesn't shift the whole list every time
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int chunkPosX = (int) (chunkPos & Integer.MAX_VALUE);
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int chunkPosZ = (int) (chunkPos >> 32 & Integer.MAX_VALUE);
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for (int x = chunkPosX << 4; x <= (chunkPosX << 4) + 16; x++) for (int z = chunkPosZ << 4; z <= (chunkPosZ << 4) + 16; z++)
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stomp(x, z, Math.hypot(x - posX, z - posZ) * 100 / getScale());
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} else if (!outerChunksToProcess.isEmpty()) {
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long chunkPos = outerChunksToProcess.remove(outerChunksToProcess.size() - 1);
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int chunkPosX = (int) (chunkPos & Integer.MAX_VALUE);
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int chunkPosZ = (int) (chunkPos >> 32 & Integer.MAX_VALUE);
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for (int x = chunkPosX << 4; x <= (chunkPosX << 4) + 16; x++) for (int z = chunkPosZ << 4; z <= (chunkPosZ << 4) + 16; z++) {
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double distance = Math.hypot(x - posX, z - posZ);
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if (distance <= getScale()) stomp(x, z, distance * 100 / getScale());
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}
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} else setDead();
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if(this.isDead) {
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if(RadiationConfig.rain > 0 && getScale() > 150) {
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worldObj.getWorldInfo().setRaining(true);
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@ -87,6 +67,32 @@ public class EntityFalloutRain extends Entity {
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}
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}
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}
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private final List<Long> chunksToProcess = new ArrayList<>();
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private final List<Long> outerChunksToProcess = new ArrayList<>();
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// Is it worth the effort to split this into a method that can be called over multiple ticks? I'd say it's fast enough anyway...
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private void gatherChunks() {
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Set<Long> chunks = new LinkedHashSet<>(); // LinkedHashSet preserves insertion order
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Set<Long> outerChunks = new LinkedHashSet<>();
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int outerRange = getScale();
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for (int angle = 0; angle <= 720; angle++) { // TODO Make this adjust to the fallout's scale
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Vec3 vector = Vec3.createVectorHelper(outerRange, 0, 0);
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vector.rotateAroundY((float) (angle / 180.0 * Math.PI)); // Ugh, mutable data classes (also, ugh, radians; it uses degrees in 1.18; took me two hours to debug)
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outerChunks.add(ChunkCoordIntPair.chunkXZ2Int((int) (posX + vector.xCoord) >> 4, (int) (posZ + vector.zCoord) >> 4));
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}
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for (int distance = 0; distance <= outerRange; distance += 8) for (int angle = 0; angle <= 720; angle++) {
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Vec3 vector = Vec3.createVectorHelper(distance, 0, 0);
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vector.rotateAroundY((float) (angle / 180.0 * Math.PI));
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long chunkCoord = ChunkCoordIntPair.chunkXZ2Int((int) (posX + vector.xCoord) >> 4, (int) (posZ + vector.zCoord) >> 4);
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if (!outerChunks.contains(chunkCoord)) chunks.add(chunkCoord);
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}
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chunksToProcess.addAll(chunks);
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outerChunksToProcess.addAll(outerChunks);
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Collections.reverse(chunksToProcess); // So it starts nicely from the middle
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Collections.reverse(outerChunksToProcess);
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}
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private void stomp(int x, int z, double dist) {
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@ -103,7 +109,7 @@ public class EntityFalloutRain extends Entity {
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if(b != ModBlocks.fallout && (ab == Blocks.air || (ab.isReplaceable(worldObj, x, y + 1, z) && !ab.getMaterial().isLiquid()))) {
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double d = (double) radProgress / (double) getScale() * 0.5;
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double d = dist / 100;
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double chance = 0.05 - Math.pow((d - 0.6) * 0.5, 2);
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@ -219,33 +225,50 @@ public class EntityFalloutRain extends Entity {
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@Override
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protected void entityInit() {
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this.dataWatcher.addObject(16, Integer.valueOf(0));
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this.dataWatcher.addObject(16, 0);
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}
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@Override
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protected void readEntityFromNBT(NBTTagCompound p_70037_1_) {
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setScale(p_70037_1_.getInteger("scale"));
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revProgress = p_70037_1_.getInteger("revProgress");
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radProgress = p_70037_1_.getInteger("radProgress");
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protected void readEntityFromNBT(NBTTagCompound tag) {
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setScale(tag.getInteger("scale"));
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chunksToProcess.addAll(readChunksFromIntArray(tag.getIntArray("chunks")));
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outerChunksToProcess.addAll(readChunksFromIntArray(tag.getIntArray("outerChunks")));
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}
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private Collection<Long> readChunksFromIntArray(int[] data) {
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List<Long> coords = new ArrayList<>();
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boolean firstPart = true;
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int x = 0;
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for (int coord : data) {
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if (firstPart) x = coord;
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else coords.add(ChunkCoordIntPair.chunkXZ2Int(x, coord));
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firstPart = !firstPart;
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}
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return coords;
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}
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@Override
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protected void writeEntityToNBT(NBTTagCompound p_70014_1_) {
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p_70014_1_.setInteger("scale", getScale());
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p_70014_1_.setInteger("revProgress", revProgress);
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p_70014_1_.setInteger("radProgress", radProgress);
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protected void writeEntityToNBT(NBTTagCompound tag) {
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tag.setInteger("scale", getScale());
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tag.setIntArray("chunks", writeChunksToIntArray(chunksToProcess));
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tag.setIntArray("outerChunks", writeChunksToIntArray(outerChunksToProcess));
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}
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private int[] writeChunksToIntArray(List<Long> coords) {
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int[] data = new int[coords.size() * 2];
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for (int i = 0; i < coords.size(); i++) {
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data[i * 2] = (int) (coords.get(i) & Integer.MAX_VALUE);
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data[i * 2 + 1] = (int) (coords.get(i) >> 32 & Integer.MAX_VALUE);
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}
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return data;
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}
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public void setScale(int i) {
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this.dataWatcher.updateObject(16, Integer.valueOf(i));
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this.dataWatcher.updateObject(16, i);
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}
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public int getScale() {
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int scale = this.dataWatcher.getWatchableObjectInt(16);
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return scale == 0 ? 1 : scale;
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}
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}
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