Example #1
0
  public SimulateBatch(
      BlockSpell spell,
      Location center,
      int radius,
      int yRadius,
      MaterialAndData birth,
      Material death,
      Set<Integer> liveCounts,
      Set<Integer> birthCounts) {
    super(spell);

    this.blockSpell = spell;
    this.mage = spell.getMage();
    this.yRadius = yRadius;
    this.radius = radius;
    this.center = center.clone();

    this.birthMaterial = birth;
    this.deathMaterial = death;

    this.powerSimMaterial = birthMaterial;
    this.powerSimMaterialBackup = new MaterialAndData(deathMaterial);
    mapIntegers(liveCounts, this.liveCounts);
    mapIntegers(birthCounts, this.birthCounts);
    this.world = center.getWorld();
    includeCommands = false;

    x = 0;
    y = 0;
    z = 0;
    r = 0;

    state = SimulationState.SCANNING_COMMAND;
    updatingIndex = 0;
  }
Example #2
0
  @Override
  public int process(int maxBlocks) {
    int processedBlocks = 0;
    if (state == SimulationState.SCANNING_COMMAND) {
      // Process the casting command block first, and only if specially configured to do so.
      if (includeCommands && castCommandBlock != null) {
        // We are going to rely on the block toggling to kick this back to life when the chunk
        // reloads, so for now just bail and hope the timing works out.
        if (!castCommandBlock.getChunk().isLoaded()) {
          finish();
          // TODO: Maybe Scatter-shot and register all 6 surrounding power blocks for reload toggle.
          // Can't really do it without the chunk being loaded though, so hrm.
          return processedBlocks;
        }

        // Check for death since activation (e.g. during delay period)
        if (castCommandBlock.getType() != Material.COMMAND) {
          die();
          finish();
          return processedBlocks;
        }

        // Check for power blocks
        for (BlockFace powerFace : POWER_FACES) {
          Block checkForPower = castCommandBlock.getRelative(powerFace);
          if (checkForPower.getType() == POWER_MATERIAL) {
            if (commandReload) {
              controller.unregisterAutomata(checkForPower);
            }
            powerSimMaterial.modify(checkForPower);
            commandPowered = true;
          }
        }

        if (!commandPowered) {
          die();
          finish();
          return processedBlocks;
        }

        // Make this a normal block so the sim will process it
        // this also serves to reset the command block for the next tick, if it lives.
        birthMaterial.modify(castCommandBlock);
      }

      processedBlocks++;
      state = SimulationState.SCANNING;
    }

    while (state == SimulationState.SCANNING && processedBlocks <= maxBlocks) {
      if (!simulateBlocks(x, y, z)) {
        return processedBlocks;
      }

      y++;
      if (y > yRadius) {
        y = 0;
        if (x < radius) {
          x++;
        } else {
          z--;
          if (z < 0) {
            r++;
            z = r;
            x = 0;
          }
        }
      }

      if (r > radius) {
        state = SimulationState.UPDATING;
      }
    }

    while (state == SimulationState.UPDATING && processedBlocks <= maxBlocks) {
      int deadIndex = updatingIndex;
      if (deadIndex >= 0 && deadIndex < deadBlocks.size()) {
        Block killBlock = deadBlocks.get(deadIndex);
        if (!killBlock.getChunk().isLoaded()) {
          killBlock.getChunk().load();
          return processedBlocks;
        }

        if (birthMaterial.is(killBlock)) {
          registerForUndo(killBlock);
          killBlock.setType(deathMaterial);
        } else {
          // If this block was destroyed while we were processing,
          // avoid spawning a random birth block.
          // This tries to make it so automata don't "cheat" when
          // getting destroyed. A bit hacky though, I'm not about
          // to re-simulate...
          if (bornBlocks.size() > 0) {
            bornBlocks.remove(bornBlocks.size() - 1);
          }
        }
        processedBlocks++;
      }

      int bornIndex = updatingIndex - deadBlocks.size();
      if (bornIndex >= 0 && bornIndex < bornBlocks.size()) {
        Block birthBlock = bornBlocks.get(bornIndex);
        if (!birthBlock.getChunk().isLoaded()) {
          birthBlock.getChunk().load();
          return processedBlocks;
        }
        registerForUndo(birthBlock);
        birthMaterial.modify(birthBlock);
      }

      updatingIndex++;
      if (updatingIndex >= deadBlocks.size() + bornBlocks.size()) {
        state = SimulationState.COMMAND_SEARCH;

        // Wait at least a tick before re-populating the command block.
        return maxBlocks;
      }
    }

    // Each of the following states will end in this tick, to give the
    // MC sim time to register power updates.
    if (state == SimulationState.COMMAND_SEARCH) {
      if (includeCommands && potentialCommandBlocks.size() > 0) {
        switch (targetMode) {
          case HUNT:
            Collections.sort(potentialCommandBlocks);
            break;
          case FLEE:
            Collections.sort(potentialCommandBlocks);
            break;
          default:
            Collections.shuffle(potentialCommandBlocks);
            break;
        }

        // Find a valid block for the command
        powerTargetBlock = null;
        commandTargetBlock = null;
        Block backupBlock = null;
        while (commandTargetBlock == null && potentialCommandBlocks.size() > 0) {
          Block block = potentialCommandBlocks.remove(0).getBlock();
          if (block != null && birthMaterial.is(block)) {
            // If we're powering the block, look for one with a powerable neighbor.
            if (!commandPowered) {
              commandTargetBlock = block;
            } else {
              backupBlock = block;
              BlockFace powerFace = findPowerLocation(block, powerSimMaterial);
              if (powerFace != null) {
                commandTargetBlock = block;
              }
            }
          }
        }

        // If we didn't find any powerable blocks, but we did find at least one valid sim block
        // just use that one.
        if (commandTargetBlock == null) commandTargetBlock = backupBlock;

        // Search for a power block
        if (commandTargetBlock != null) {
          // First try and replace a live cell
          BlockFace powerDirection = findPowerLocation(commandTargetBlock, powerSimMaterial);
          // Next try to replace a dead cell, which will affect the simulation outcome
          // but this is perhaps better than it dying?
          if (powerDirection == null) {
            if (DEBUG) {
              controller
                  .getLogger()
                  .info("Had to fall back to backup location, pattern may diverge");
            }
            powerDirection = findPowerLocation(commandTargetBlock, powerSimMaterialBackup);
          }
          // If it's *still* not valid, search for something breakable.
          if (powerDirection == null) {
            for (BlockFace face : POWER_FACES) {
              if (blockSpell.isDestructible(commandTargetBlock.getRelative(face))) {
                if (DEBUG) {
                  controller
                      .getLogger()
                      .info(
                          "Had to fall back to destructible location, pattern may diverge and may destroy blocks");
                }
                powerDirection = face;
                break;
              }
            }
          }

          if (powerDirection != null) {
            powerTargetBlock = commandTargetBlock.getRelative(powerDirection);
          }
        }
      }
      if (DEBUG) {
        if (commandTargetBlock != null) {
          controller
              .getLogger()
              .info(
                  "MOVED: "
                      + commandTargetBlock.getLocation().toVector().subtract(center.toVector()));
        }
      }
      state = SimulationState.COMMON_RESET_REDSTONE;
      return processedBlocks;
    }

    if (state == SimulationState.COMMON_RESET_REDSTONE) {
      if (includeCommands && commandTargetBlock != null) {
        DeprecatedUtils.setData(commandTargetBlock, (byte) 0);
      }
      if (includeCommands && powerTargetBlock != null) {
        DeprecatedUtils.setData(powerTargetBlock, (byte) 0);
      }
      state = SimulationState.COMMAND_UPDATE;
      return processedBlocks;
    }

    if (state == SimulationState.COMMAND_UPDATE) {
      if (includeCommands) {
        if (commandTargetBlock != null) {
          if (!commandTargetBlock.getChunk().isLoaded()) {
            commandTargetBlock.getChunk().load();
            return processedBlocks;
          }

          commandTargetBlock.setType(Material.COMMAND);
          BlockState commandData = commandTargetBlock.getState();
          if (castCommand != null && commandData != null && commandData instanceof CommandBlock) {
            CommandBlock copyCommand = (CommandBlock) commandData;
            copyCommand.setCommand(castCommand);
            copyCommand.setName(commandName);
            copyCommand.update();

            // Also move the mage
            Location newLocation = commandTargetBlock.getLocation();
            newLocation.setPitch(center.getPitch());
            newLocation.setYaw(center.getYaw());
            mage.setLocation(newLocation);
          } else {
            commandTargetBlock = null;
          }
        } else {
          die();
        }
      }
      powerDelayTicks = POWER_DELAY_TICKS;
      state = SimulationState.COMMAND_POWER;
      return processedBlocks;
    }

    if (state == SimulationState.COMMAND_POWER) {
      // Continue to power the command block
      if (commandPowered && powerTargetBlock != null && includeCommands) {
        // Wait a bit before powering for redstone signals to reset
        if (powerDelayTicks > 0) {
          powerDelayTicks--;
          return processedBlocks;
        }

        if (powerTargetBlock != null) {
          powerTargetBlock.setType(POWER_MATERIAL);
          if (commandReload) {
            String automataName = commandName;
            if (automataName == null || automataName.length() <= 1) {
              automataName = controller.getMessages().get("automata.default_name");
            }
            controller.registerAutomata(powerTargetBlock, automataName, "automata.awaken");
          }
        }
      }
      state = SimulationState.FINISHED;
      return processedBlocks;
    }

    if (state == SimulationState.FINISHED) {
      finish();
    }

    return processedBlocks;
  }