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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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Ensure particles only travel through a given schottky direction ONCE. Also code cleanup
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@ -3,6 +3,7 @@ package com.hbm.tileentity.machine;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.List;
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import com.hbm.blocks.ModBlocks;
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@ -137,10 +138,10 @@ public class TileEntityHadron extends TileEntityMachineBase implements IEnergyUs
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particlesToRemove.clear();
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// Sort the virtual particles by momentum, and run through them until we have enough momentum to complete the recipe
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// If we succeed, "collapse" the cheapest particle that had enough momentum
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// If we fail to make anything, "collapse" the most expensive particle
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if (particles.isEmpty() && !particlesCompleted.isEmpty()) {
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//Sort the virtual particles by momentum, and run through them until we have enough momentum to complete the recipe
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//If we succeed, "collapse" the cheapest particle that had enough momentum
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//If we fail to make anything, "collapse" the most expensive particle
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if(particles.isEmpty() && !particlesCompleted.isEmpty()) {
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ItemStack[] result = null;
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Particle particle = null;
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@ -174,7 +175,7 @@ public class TileEntityHadron extends TileEntityMachineBase implements IEnergyUs
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}
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private void process(Particle p, ItemStack[] result) {
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// Collapse this particle to real by consuming power
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//Collapse this particle to real by consuming power
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p.consumePower();
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if(result == null) {
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@ -360,6 +361,9 @@ public class TileEntityHadron extends TileEntityMachineBase implements IEnergyUs
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}
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worldObj.newExplosion(null, particle.posX + 0.5, particle.posY + 0.5, particle.posZ + 0.5, 10, false, false);
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//If any particles expire, cancel any succeeding particles, since they'll confuse the player
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particlesCompleted.clear();
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TileEntityHadron.this.state = reason;
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TileEntityHadron.this.delay = delayError;
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TileEntityHadron.this.setExpireStats(reason, particle.momentum, particle.posX, particle.posY, particle.posZ);
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@ -390,6 +394,10 @@ public class TileEntityHadron extends TileEntityMachineBase implements IEnergyUs
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//Virtual particles traverse the accelerator without consuming electrical power
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//The cheapest valid route to the analysis chamber is then turned into a real particle, consuming power
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List<TileEntityHadronPower> plugs = new ArrayList<TileEntityHadronPower>();
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//Quantum particles should only traverse a schottky direction ONCE
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//Keep a list of traversed diodes and directions
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HashMap<TileEntityHadronDiode, List<ForgeDirection>> history = new HashMap<TileEntityHadronDiode, List<ForgeDirection>>();
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public Particle(ItemStack item1, ItemStack item2, ForgeDirection dir, int posX, int posY, int posZ) {
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this.item1 = item1.copy();
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@ -416,6 +424,7 @@ public class TileEntityHadron extends TileEntityMachineBase implements IEnergyUs
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p.cl1 = cl1;
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p.expired = expired;
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p.plugs = new ArrayList<TileEntityHadronPower>(plugs);
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p.history = new HashMap<TileEntityHadronDiode, List<ForgeDirection>>(history);
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p.cloned = true;
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return p;
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}
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@ -429,8 +438,8 @@ public class TileEntityHadron extends TileEntityMachineBase implements IEnergyUs
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if(expired) //just in case
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return;
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// Recently cloned particles have already set direction, disabling this causes infinite recursion
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if (cloned) {
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//Recently cloned particles have already a set direction, this prevents infinite recursion
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if(cloned) {
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cloned = false;
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} else {
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changeDirection(this);
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@ -646,7 +655,7 @@ public class TileEntityHadron extends TileEntityMachineBase implements IEnergyUs
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expire(p, EnumHadronState.ERROR_ANALYSIS_TOO_LONG);
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if(p.analysis == 2) {
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// Only pop for the first particle
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//Only pop for the first particle
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if(this.state != EnumHadronState.ANALYSIS) {
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this.worldObj.playSoundEffect(p.posX + 0.5, p.posY + 0.5, p.posZ + 0.5, "fireworks.blast", 2.0F, 2F);
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NBTTagCompound data = new NBTTagCompound();
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@ -721,20 +730,30 @@ public class TileEntityHadron extends TileEntityMachineBase implements IEnergyUs
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boolean hasTurnedCurrent = false;
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if(!p.history.containsKey(diode))
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p.history.put(diode, new ArrayList<ForgeDirection>());
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List<ForgeDirection> usedDirections = p.history.get(diode);
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//Instance a new particle for each required fork
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for(ForgeDirection d : ForgeDirection.VALID_DIRECTIONS) {
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if(diode.getConfig(d.ordinal()) == DiodeConfig.OUT) {
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if(!usedDirections.contains(d) && diode.getConfig(d.ordinal()) == DiodeConfig.OUT) {
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if(!hasTurnedCurrent) {
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p.dir = d;
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hasTurnedCurrent = true;
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} else {
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particlesToAdd.add(p.clone(d));
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Particle clone = p.clone(d);
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clone.history.get(diode).add(d);
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particlesToAdd.add(clone);
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}
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}
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}
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//Add the used direction to the main particle AFTER cloning, so the clones don't get incorrect travel history
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usedDirections.add(p.dir);
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//If we managed to exit, keep going
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if (hasTurnedCurrent) return;
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if(hasTurnedCurrent) return;
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}
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//next step is air or the core, proceed
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