package de.ellpeck.naturesaura.blocks.tiles; import de.ellpeck.naturesaura.ModConfig; import de.ellpeck.naturesaura.api.aura.chunk.IAuraChunk; import net.minecraft.core.BlockPos; import net.minecraft.nbt.CompoundTag; import net.minecraft.server.level.ServerLevel; import net.minecraft.util.Mth; import net.minecraft.world.level.ChunkPos; import net.minecraft.world.level.block.state.BlockState; import java.util.ArrayList; import java.util.Arrays; import java.util.List; import java.util.stream.Collectors; public class BlockEntityChunkLoader extends BlockEntityImpl implements ITickableBlockEntity { private final List forcedChunks = new ArrayList<>(); private boolean firstTick = true; public BlockEntityChunkLoader(BlockPos pos, BlockState state) { super(ModTileEntities.CHUNK_LOADER, pos, state); } @Override public void setRemoved() { super.setRemoved(); this.loadChunks(true); } @Override public void onRedstonePowerChange(int newPower) { super.onRedstonePowerChange(newPower); if (!this.level.isClientSide) { this.loadChunks(false); this.sendToClients(); } } public int range() { return this.redstonePower * 2; } private void loadChunks(boolean unload) { if (this.level.isClientSide || !ModConfig.instance.chunkLoader.get()) return; var level = (ServerLevel) this.level; List shouldBeForced = new ArrayList<>(); if (!unload) { var range = this.range(); if (range > 0) { for (var x = (this.worldPosition.getX() - range) >> 4; x <= (this.worldPosition.getX() + range) >> 4; x++) { for (var z = (this.worldPosition.getZ() - range) >> 4; z <= (this.worldPosition.getZ() + range) >> 4; z++) { var pos = new ChunkPos(x, z); // Only force chunks that we're already forcing or that nobody else is forcing if (this.forcedChunks.contains(pos) || !level.getForcedChunks().contains(pos.toLong())) shouldBeForced.add(pos); } } } } // Unforce all the chunks that shouldn't be forced anymore for (var pos : this.forcedChunks) { if (!shouldBeForced.contains(pos)) level.setChunkForced(pos.x, pos.z, false); } this.forcedChunks.clear(); // Force all chunks that should be forced for (var pos : shouldBeForced) { level.setChunkForced(pos.x, pos.z, true); this.forcedChunks.add(pos); } } @Override public void tick() { if (!this.level.isClientSide && ModConfig.instance.chunkLoader.get()) { // defer loading chunks on load to here since, otherwise, deadlocks happen oof // since forced chunks are saved to disk by the game, this is only necessary for when the chunk loader config changes if (this.firstTick) { this.loadChunks(false); this.firstTick = false; } if (this.level.getGameTime() % 20 != 0) return; var toUse = Mth.ceil(this.range() / 2F); if (toUse > 0) { var spot = IAuraChunk.getHighestSpot(this.level, this.worldPosition, 35, this.worldPosition); IAuraChunk.getAuraChunk(this.level, spot).drainAura(spot, toUse); } } } @Override public void writeNBT(CompoundTag compound, SaveType type) { super.writeNBT(compound, type); if (type == SaveType.TILE) compound.putLongArray("forced_chunks", this.forcedChunks.stream().map(ChunkPos::toLong).collect(Collectors.toList())); } @Override public void readNBT(CompoundTag compound, SaveType type) { super.readNBT(compound, type); if (type == SaveType.TILE) { this.forcedChunks.clear(); Arrays.stream(compound.getLongArray("forced_chunks")).mapToObj(ChunkPos::new).forEach(this.forcedChunks::add); } } }