2025-03-05 21:58:20 +01:00

62 lines
2.7 KiB
Java

package api.hbm.energymk2;
import com.hbm.interfaces.NotableComments;
import com.hbm.uninos.GenNode;
import com.hbm.uninos.UniNodespace;
import com.hbm.uninos.networkproviders.PowerNetProvider;
import com.hbm.util.fauxpointtwelve.BlockPos;
import com.hbm.util.fauxpointtwelve.DirPos;
import net.minecraft.world.World;
/**
* The dead fucking corpse of nodespace MK1.
* A fantastic proof of concept, but ultimately it was killed for being just not that versatile.
* This class is mostly just a compatibility husk that should allow uninodespace to slide into the mod with as much lubrication as it deserves.
*
* @author hbm
*/
public class Nodespace {
public static final PowerNetProvider THE_POWER_PROVIDER = new PowerNetProvider();
@Deprecated public static PowerNode getNode(World world, int x, int y, int z) {
return (PowerNode) UniNodespace.getNode(world, x, y, z, THE_POWER_PROVIDER);
}
@Deprecated public static void createNode(World world, PowerNode node) {
UniNodespace.createNode(world, node);
}
@Deprecated public static void destroyNode(World world, int x, int y, int z) {
UniNodespace.destroyNode(world, x, y, z, THE_POWER_PROVIDER);
}
@NotableComments
public static class PowerNode extends GenNode<PowerNetMK2> {
/**
* Okay so here's the deal: The code has shit idiot brain fungus. I don't know why. I re-tested every part involved several times.
* I don't know why. But for some reason, during neighbor checks, on certain arbitrary fucking places, the joining operation just fails.
* Disallowing nodes to create new networks fixed the problem completely, which is hardly surprising since they wouldn't be able to make
* a new net anyway and they will re-check neighbors until a net is found, so the solution is tautological in nature. So I tried limiting
* creation of new networks. Didn't work. So what's there left to do? Hand out a mark to any node that has changed networks, and let those
* recently modified nodes do another re-check. This creates a second layer of redundant operations, and in theory doubles (in practice,
* it might be an extra 20% due to break-off section sizes) the amount of CPU time needed for re-building the networks after joining or
* breaking, but it seems to allow those parts to connect back to their neighbor nets as they are supposed to. I am not proud of this solution,
* this issue shouldn't exist to begin with and I am going fucking insane but it is what it is.
*/
public PowerNode(BlockPos... positions) {
super(THE_POWER_PROVIDER, positions);
this.positions = positions;
}
@Override
public PowerNode setConnections(DirPos... connections) {
super.setConnections(connections);
return this;
}
}
}