Hbm-s-Nuclear-Tech-GIT/src/main/java/com/hbm/handler/radiation/ChunkRadiationHandlerPRISM.java

420 lines
16 KiB
Java

package com.hbm.handler.radiation;
import java.util.HashMap;
import java.util.Iterator;
import java.util.Map.Entry;
import java.util.concurrent.ConcurrentHashMap;
import com.hbm.lib.Library;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.util.MathHelper;
import net.minecraft.world.ChunkCoordIntPair;
import net.minecraft.world.World;
import net.minecraft.world.WorldServer;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
import net.minecraftforge.common.DimensionManager;
import net.minecraftforge.common.util.ForgeDirection;
import net.minecraftforge.event.world.ChunkDataEvent;
import net.minecraftforge.event.world.ChunkEvent;
import net.minecraftforge.event.world.WorldEvent;
/**
* 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 {
public ConcurrentHashMap<World, RadPerWorld> perWorld = new ConcurrentHashMap();
public static int cycles = 0;
public static final float MAX_RADIATION = 1_000_000;
private static final String NBT_KEY_CHUNK_RADIATION = "hfr_prism_radiation_";
private static final String NBT_KEY_CHUNK_RESISTANCE = "hfr_prism_resistance_";
private static final String NBT_KEY_CHUNK_EXISTS = "hfr_prism_exists_";
@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) {
if(Float.isNaN(rad)) rad = 0;
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) {
subChunks = new SubChunk[16];
system.radiation.put(coords, subChunks);
}
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 receiveWorldLoad(WorldEvent.Load event) {
if(!event.world.isRemote) perWorld.put(event.world, new RadPerWorld());
}
@Override
public void receiveWorldUnload(WorldEvent.Unload event) {
if(!event.world.isRemote) perWorld.remove(event.world);
}
@Override
public void receiveChunkLoad(ChunkDataEvent.Load event) {
if(!event.world.isRemote) {
RadPerWorld radWorld = perWorld.get(event.world);
if(radWorld != null) {
SubChunk[] chunk = new SubChunk[16];
for(int i = 0; i < 16; i++) {
if(!event.getData().getBoolean(NBT_KEY_CHUNK_EXISTS + i)) {
chunk[i] = new SubChunk().rebuild(event.world, event.getChunk().xPosition << 4, i << 4, event.getChunk().zPosition << 4);
continue;
}
SubChunk sub = new SubChunk();
chunk[i] = sub;
sub.radiation = event.getData().getFloat(NBT_KEY_CHUNK_RADIATION + i);
for(int j = 0; j < 16; j++) sub.xResist[j] = event.getData().getFloat(NBT_KEY_CHUNK_RESISTANCE + "x_" + j + "_" + i);
for(int j = 0; j < 16; j++) sub.yResist[j] = event.getData().getFloat(NBT_KEY_CHUNK_RESISTANCE + "y_" + j + "_" + i);
for(int j = 0; j < 16; j++) sub.zResist[j] = event.getData().getFloat(NBT_KEY_CHUNK_RESISTANCE + "z_" + j + "_" + i);
}
radWorld.radiation.put(event.getChunk().getChunkCoordIntPair(), chunk);
}
}
}
@Override
public void receiveChunkSave(ChunkDataEvent.Save event) {
if(!event.world.isRemote) {
RadPerWorld radWorld = perWorld.get(event.world);
if(radWorld != null) {
SubChunk[] chunk = radWorld.radiation.get(event.getChunk().getChunkCoordIntPair());
if(chunk != null) {
for(int i = 0; i < 16; i++) {
SubChunk sub = chunk[i];
if(sub != null) {
float rad = sub.radiation;
event.getData().setFloat(NBT_KEY_CHUNK_RADIATION + i, rad);
for(int j = 0; j < 16; j++) event.getData().setFloat(NBT_KEY_CHUNK_RESISTANCE + "x_" + j + "_" + i, sub.xResist[j]);
for(int j = 0; j < 16; j++) event.getData().setFloat(NBT_KEY_CHUNK_RESISTANCE + "y_" + j + "_" + i, sub.yResist[j]);
for(int j = 0; j < 16; j++) event.getData().setFloat(NBT_KEY_CHUNK_RESISTANCE + "z_" + j + "_" + i, sub.zResist[j]);
event.getData().setBoolean(NBT_KEY_CHUNK_EXISTS + i, true);
}
}
}
}
}
}
@Override
public void receiveChunkUnload(ChunkEvent.Unload event) {
if(!event.world.isRemote) {
RadPerWorld radWorld = perWorld.get(event.world);
if(radWorld != null) {
radWorld.radiation.remove(event.getChunk().getChunkCoordIntPair());
}
}
}
public static final HashMap<ChunkCoordIntPair, SubChunk[]> newAdditions = new HashMap();
@Override
public void updateSystem() {
cycles++;
for(WorldServer world : DimensionManager.getWorlds()) { //only updates loaded worlds
RadPerWorld system = perWorld.get(world);
if(system == null) continue;
int rebuildAllowance = 25;
//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()) {
ChunkCoordIntPair coord = chunk.getKey();
for(int i = 0; i < 16; i++) {
SubChunk sub = chunk.getValue()[i];
boolean hasTriedRebuild = false;
if(sub != null) {
sub.prevRadiation = sub.radiation;
sub.radiation = 0;
//process some chunks that need extra rebuilding
if(rebuildAllowance > 0 && sub.needsRebuild) {
sub.rebuild(world, coord.chunkXPos << 4, i << 4, coord.chunkZPos << 4);
if(!sub.needsRebuild) {
rebuildAllowance--;
hasTriedRebuild = true;
}
}
if(!hasTriedRebuild && Math.abs(coord.chunkXPos * coord.chunkZPos) % 5 == cycles % 5 && world.getChunkProvider().chunkExists(coord.chunkXPos, coord.chunkZPos)) {
Chunk c = world.getChunkFromChunkCoords(coord.chunkXPos, coord.chunkZPos);
ExtendedBlockStorage[] xbs = c.getBlockStorageArray();
ExtendedBlockStorage subChunk = xbs[i];
int checksum = 0;
if(subChunk != null) {
for(int iX = 0; iX < 16; iX++) for(int iY = 0; iY < 16; iY ++) for(int iZ = 0; iZ < 16; iZ ++) checksum += subChunk.getBlockLSBArray()[MathHelper.clamp_int(iY << 8 | iZ << 4 | iX, 0, 4095)];
}
if(checksum != sub.checksum) {
sub.rebuild(world, coord.chunkXPos << 4, i << 4, coord.chunkZPos << 4);
}
}
}
}
}
//has to support additions while iterating
Iterator<Entry<ChunkCoordIntPair, SubChunk[]>> it = system.radiation.entrySet().iterator();
while(it.hasNext()) {
Entry<ChunkCoordIntPair, SubChunk[]> chunk = it.next();
if(this.getPrevChunkRadiation(chunk.getValue()) <= 0) continue;
for(int i = 0; i < 16; i++) {
SubChunk sub = chunk.getValue()[i];
if(sub != null) {
if(sub.prevRadiation <= 0 || Float.isNaN(sub.prevRadiation) || Float.isInfinite(sub.prevRadiation)) continue;
float radSpread = 0;
for(ForgeDirection dir : ForgeDirection.VALID_DIRECTIONS) radSpread += spreadRadiation(world, sub, i, chunk.getKey(), chunk.getValue(), system.radiation, dir);
sub.radiation += (sub.prevRadiation - radSpread) * 0.95F;
sub.radiation -= 1F;
sub.radiation = MathHelper.clamp_float(sub.radiation, 0, MAX_RADIATION);
}
}
}
system.radiation.putAll(newAdditions);
newAdditions.clear();
/*
//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
}
}
/** Returns the amount of radiation spread */
private static float spreadRadiation(World world, SubChunk source, int y, ChunkCoordIntPair origin, SubChunk[] chunk, ConcurrentHashMap<ChunkCoordIntPair, SubChunk[]> map, ForgeDirection dir) {
float spread = 0.1F;
float amount = source.prevRadiation * spread;
if(amount <= 1F) return 0;
if(dir.offsetY != 0) {
if(dir == Library.POS_Y && y == 15) return amount; // out of world
if(dir == Library.NEG_Y && y == 0) return amount; // out of world
if(chunk[y + dir.offsetY] == null) chunk[y + dir.offsetY] = new SubChunk().rebuild(world, origin.chunkXPos << 4, (y + dir.offsetY) << 4, origin.chunkZPos << 4);
SubChunk to = chunk[y + dir.offsetY];
return spreadRadiationTo(source, to, amount, dir);
} else {
ChunkCoordIntPair newPos = new ChunkCoordIntPair(origin.chunkXPos + dir.offsetX, origin.chunkZPos + dir.offsetZ);
if(!world.getChunkProvider().chunkExists(newPos.chunkXPos, newPos.chunkZPos)) return amount;
SubChunk[] newChunk = map.get(newPos);
if(newChunk == null) {
newChunk = new SubChunk[16];
newAdditions.put(newPos, newChunk);
}
if(newChunk[y] == null) newChunk[y] = new SubChunk().rebuild(world, newPos.chunkXPos << 4, y << 4, newPos.chunkZPos << 4);
SubChunk to = newChunk[y];
return spreadRadiationTo(source, to, amount, dir);
}
}
private static float spreadRadiationTo(SubChunk from, SubChunk to, float amount, ForgeDirection movement) {
float resistance = from.getResistanceValue(movement.getOpposite()) + to.getResistanceValue(movement);
double fun = Math.pow(Math.E, -resistance / 10_000D);
float toMove = (float) Math.min(amount * fun, amount);
to.radiation += toMove;
return toMove;
}
//private static float getTotalChunkRadiation(SubChunk[] chunk) { float rad = 0; for(SubChunk sub : chunk) if(sub != null) rad += sub.radiation; return rad; }
private static float getPrevChunkRadiation(SubChunk[] chunk) { float rad = 0; for(SubChunk sub : chunk) if(sub != null) rad += sub.prevRadiation; return rad; }
@Override
public void clearSystem(World world) {
RadPerWorld system = perWorld.get(world);
if(system != null) system.radiation.clear();
}
public static class RadPerWorld {
public ConcurrentHashMap<ChunkCoordIntPair, SubChunk[]> radiation = new ConcurrentHashMap();
}
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 int checksum = 0;
@Deprecated 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);
if(b.getMaterial() == Material.air) continue;
float resistance = Math.min(b.getExplosionResistance(null, world, tX + iX, tY + iY, tZ + iZ, x, y, z), 100);
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];
checksum = 0;
if(subChunk != null) {
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);
if(b.getMaterial() == Material.air) continue;
float resistance = Math.min(b.getExplosionResistance(null, world, tX + iX, tY + iY, tZ + iZ, x, y, z), 100);
xResist[iX] += resistance;
yResist[iY] += resistance;
zResist[iZ] += resistance;
checksum += subChunk.getBlockLSBArray()[MathHelper.clamp_int(iY << 8 | iZ << 4 | iX, 0, 4095)]; // the "good enough" approach
}
}
}
}
needsRebuild = false;
return this;
}
public float getResistanceValue(ForgeDirection movement) {
if(movement == Library.POS_X) return getResistanceFromArray(xResist, true);
if(movement == Library.NEG_X) return getResistanceFromArray(xResist, false);
if(movement == Library.POS_Y) return getResistanceFromArray(yResist, true);
if(movement == Library.NEG_Y) return getResistanceFromArray(yResist, false);
if(movement == Library.POS_Z) return getResistanceFromArray(zResist, true);
if(movement == Library.NEG_Z) return getResistanceFromArray(zResist, false);
return 0;
}
private float getResistanceFromArray(float[] resist, boolean reverse) {
float res = 0F;
for(int i = 1; i < 16; i++) {
int index = reverse ? 15 - i : i;
res += resist[index] / 15F * i;
}
return res;
}
}
}