This commit is contained in:
Boblet 2024-06-07 14:45:28 +02:00
parent 6a4552a858
commit 443d73e3ad
2 changed files with 228 additions and 4 deletions

View File

@ -3,6 +3,8 @@ package com.hbm.handler.radiation;
import java.util.HashMap;
import java.util.Map.Entry;
import com.hbm.interfaces.Untested;
import net.minecraft.util.MathHelper;
import net.minecraft.world.ChunkCoordIntPair;
import net.minecraft.world.World;
@ -19,7 +21,7 @@ public class ChunkRadiationHandler3D extends ChunkRadiationHandler {
private HashMap<World, ThreeDimRadiationPerWorld> perWorld = new HashMap();
@Override
@Override @Untested
public float getRadiation(World world, int x, int y, int z) {
ThreeDimRadiationPerWorld radWorld = perWorld.get(world);
@ -28,7 +30,7 @@ public class ChunkRadiationHandler3D extends ChunkRadiationHandler {
int yReg = MathHelper.clamp_int(y >> 4, 0, 15);
Float rad = radWorld.radiation.get(coords)[yReg];
Float rad = radWorld.radiation.get(coords)[yReg]; // this will crash if the coord pair isn't nullchecked
return rad == null ? 0F : rad;
}
@ -66,7 +68,7 @@ public class ChunkRadiationHandler3D extends ChunkRadiationHandler {
setRadiation(world, x, y, z, Math.max(getRadiation(world, x, y, z) - rad, 0));
}
@Override
@Override @Untested //will most definitely crash, for this to work i need to figure out what it even was i wanted to do in the first place
public void updateSystem() {
for(Entry<World, ThreeDimRadiationPerWorld> entry : perWorld.entrySet()) {
@ -96,7 +98,7 @@ public class ChunkRadiationHandler3D extends ChunkRadiationHandler {
if(buff.containsKey(newCoord)) {
int newY = MathHelper.clamp_int(y + j, 0, 15);
Float[] vals = radiation.get(newCoord);
Float[] vals = radiation.get(newCoord); // ????????? but radiation was cleared!
float newRad = vals[newY] + chunk.getValue()[newY] * percent;
vals[newY] = Math.max(0F, newRad * 0.999F - 0.05F);
}

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@ -0,0 +1,222 @@
package com.hbm.handler.radiation;
import java.util.HashMap;
import java.util.Map.Entry;
import net.minecraft.block.Block;
import net.minecraft.util.MathHelper;
import net.minecraft.world.ChunkCoordIntPair;
import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
import net.minecraftforge.common.util.ForgeDirection;
/**
* The PRISM system aims to make a semi-realistic containment system with simplified and variable resistance values.
* The general basis for this system is the simplified 3D system with its 16x16x16 regions, but in addition to those
* sub-chunks, each sub-chunk has several arrays of resistance values (three arrays, one for each axis) where each
* value represents the resistance of one "slice" of the sub-chunk. This allows resistances to be handled differently
* depending on the direction the radiation is coming from, and depending on the sub-chunk's localized block resistance
* density. While not as accurate as the pocket-based system from 1.12, it does a better job at simulating resistances
* of various block types instead of a binary sealing/not sealing system. For example it is therefore possible to
* safely store radioactive waste in a cave, shielded by many layers of rock and dirt, without needing extra concrete.
* The system's name stems from the "gradient"-like handling of the resistance values per axis, multiple color
* gradients make a rainbow, and rainbows come from prisms. Just like a prism, sub-chunks too handle the radiation
* going through them differently depending on the angle of approach.
*
* @author hbm
*
*/
public class ChunkRadiationHandlerPRISM extends ChunkRadiationHandler {
private HashMap<World, RadPerWorld> perWorld = new HashMap();
public static final float MAX_RADIATION = 1_000_000;
@Override
public float getRadiation(World world, int x, int y, int z) {
RadPerWorld system = perWorld.get(world);
if(system != null) {
ChunkCoordIntPair coords = new ChunkCoordIntPair(x >> 4, z >> 4);
int yReg = MathHelper.clamp_int(y >> 4, 0, 15);
SubChunk[] subChunks = system.radiation.get(coords);
if(subChunks != null) {
SubChunk rad = subChunks[yReg];
if(rad != null) return rad.radiation;
}
}
return 0;
}
@Override
public void setRadiation(World world, int x, int y, int z, float rad) {
RadPerWorld system = perWorld.get(world);
if(system != null) {
ChunkCoordIntPair coords = new ChunkCoordIntPair(x >> 4, z >> 4);
int yReg = MathHelper.clamp_int(y >> 4, 0, 15);
SubChunk[] subChunks = system.radiation.get(coords);
if(subChunks[yReg] == null) subChunks[yReg] = new SubChunk().rebuild(world, x, y, z);
subChunks[yReg].radiation = MathHelper.clamp_float(rad, 0, MAX_RADIATION);
world.getChunkFromBlockCoords(x, z).isModified = true;
}
}
@Override
public void incrementRad(World world, int x, int y, int z, float rad) {
setRadiation(world, x, y, z, getRadiation(world, x, y, z) + rad);
}
@Override
public void decrementRad(World world, int x, int y, int z, float rad) {
setRadiation(world, x, y, z, getRadiation(world, x, y, z) - rad);
}
@Override
public void updateSystem() {
for(Entry<World, RadPerWorld> entries : perWorld.entrySet()) {
RadPerWorld system = entries.getValue();
//it would be way to expensive to replace the sub-chunks entirely like with the old system
//(that only used floats anyway...) so instead we shift the radiation into the prev value
for(Entry<ChunkCoordIntPair, SubChunk[]> chunk : system.radiation.entrySet()) for(SubChunk sub : chunk.getValue()) if(sub != null) {
sub.prevRadiation = sub.radiation;
sub.radiation = 0;
}
for(Entry<ChunkCoordIntPair, SubChunk[]> chunk : system.radiation.entrySet()) {
for(int i = 0; i < 16; i++) {
SubChunk sub = chunk.getValue()[i];
if(sub != null) {
float radSpread = 0;
for(ForgeDirection dir : ForgeDirection.VALID_DIRECTIONS) radSpread += spreadRadiation(sub, i, chunk.getKey(), system.radiation, dir);
sub.radiation += (sub.prevRadiation - radSpread) * 0.9F;
}
}
}
/*
//reap chunks with no radiation at all
system.radiation.entrySet().removeIf(x -> getTotalChunkRadiation(x.getValue()) <= 0F);
*/ //is this even a good idea? by reaping unused chunks we still lose our cached resistance values
}
}
private static float spreadRadiation(SubChunk source, int y, ChunkCoordIntPair origin, HashMap<ChunkCoordIntPair, SubChunk[]> map, ForgeDirection dir) {
//TODO
return 0F;
}
public static float getTotalChunkRadiation(SubChunk[] chunk) {
float rad = 0;
for(SubChunk sub : chunk) if(sub != null) rad += sub.radiation;
return rad;
}
@Override
public void clearSystem(World world) {
RadPerWorld system = perWorld.get(world);
if(system != null) system.radiation.clear();
}
public static class RadPerWorld {
public HashMap<ChunkCoordIntPair, SubChunk[]> radiation = new HashMap();
}
public static class SubChunk {
public float prevRadiation;
public float radiation;
public float[] xResist = new float[16];
public float[] yResist = new float[16];
public float[] zResist = new float[16];
public boolean needsRebuild = false;
public void updateBlock(World world, int x, int y, int z) {
int cX = x >> 4;
int cY = MathHelper.clamp_int(y >> 4, 0, 15);
int cZ = z >> 4;
if(!world.getChunkProvider().chunkExists(cX, cZ)) return;
int tX = cX << 4;
int tY = cY << 4;
int tZ = cX << 4;
int sX = MathHelper.clamp_int(x - tX, 0, 15);
int sY = MathHelper.clamp_int(y - tY, 0, 15);
int sZ = MathHelper.clamp_int(z - tZ, 0, 15);
Chunk chunk = world.getChunkFromChunkCoords(cX, cZ);
ExtendedBlockStorage[] xbs = chunk.getBlockStorageArray();
ExtendedBlockStorage subChunk = xbs[cY];
xResist[sX] = yResist[sY] = zResist[sZ] = 0;
for(int iX = 0; iX < 16; iX++) {
for(int iY = 0; iY < 16; iY ++) {
for(int iZ = 0; iZ < 16; iZ ++) {
if(iX == sX || iY == sY || iZ == sZ) { //only redo the three affected slices by this position change
Block b = subChunk.getBlockByExtId(iX, iY, iZ);
float resistance = b.getExplosionResistance(null, world, tX + iX, tY + iY, tZ + iZ, x, y, z);
if(iX == sX) xResist[iX] += resistance;
if(iY == sY) yResist[iY] += resistance;
if(iZ == sZ) zResist[iZ] += resistance;
}
}
}
}
}
public SubChunk rebuild(World world, int x, int y, int z) {
needsRebuild = true;
int cX = x >> 4;
int cY = MathHelper.clamp_int(y >> 4, 0, 15);
int cZ = z >> 4;
if(!world.getChunkProvider().chunkExists(cX, cZ)) return this; //if the chunk isn't actually loaded, quit (but needsRebuild is still set!)
int tX = cX << 4;
int tY = cY << 4;
int tZ = cX << 4;
for(int i = 0; i < 16; i++) xResist[i] = yResist[i] = zResist[i] = 0;
Chunk chunk = world.getChunkFromChunkCoords(cX, cZ);
ExtendedBlockStorage[] xbs = chunk.getBlockStorageArray();
ExtendedBlockStorage subChunk = xbs[cY];
for(int iX = 0; iX < 16; iX++) {
for(int iY = 0; iY < 16; iY ++) {
for(int iZ = 0; iZ < 16; iZ ++) {
Block b = subChunk.getBlockByExtId(iX, iY, iZ);
float resistance = b.getExplosionResistance(null, world, tX + iX, tY + iY, tZ + iZ, x, y, z);
xResist[iX] += resistance;
yResist[iY] += resistance;
zResist[iZ] += resistance;
}
}
}
needsRebuild = false;
return this;
}
public float getResistanceValue(ForgeDirection movement) {
//TODO
return 0;
}
}
}