reduce PrecomputedData memory usage
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@@ -22,46 +22,47 @@ import baritone.utils.BlockStateInterface;
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import net.minecraft.world.level.block.Block;
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import net.minecraft.world.level.block.state.BlockState;
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import static baritone.pathing.precompute.Ternary.MAYBE;
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import static baritone.pathing.precompute.Ternary.YES;
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public class PrecomputedData {
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private final int[] data = new int[Block.BLOCK_STATE_REGISTRY.size()];
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private final byte[] data = new byte[Block.BLOCK_STATE_REGISTRY.size()];
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private static final int COMPLETED_MASK = 1 << 0;
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private static final int CAN_WALK_ON_MASK = 1 << 1;
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private static final int CAN_WALK_ON_SPECIAL_MASK = 1 << 2;
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private static final int CAN_WALK_THROUGH_MASK = 1 << 3;
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private static final int CAN_WALK_THROUGH_SPECIAL_MASK = 1 << 4;
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private static final int FULLY_PASSABLE_MASK = 1 << 5;
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private static final int FULLY_PASSABLE_SPECIAL_MASK = 1 << 6;
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/**
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* byte layout
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*
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* 0 1 2 3 4 5 6 7
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* | | | | | | | |
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* unused canWalkOn maybe canWalkThrough maybe fullyPassable maybe completed
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*/
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private static final byte COMPLETED_MASK = (byte) 0x01;
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private static final byte FULLY_PASSABLE_MAYBE_MASK = (byte) 0x02;
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private static final byte FULLY_PASSABLE_MASK = (byte) 0x04;
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private static final byte CAN_WALK_THROUGH_MAYBE_MASK = (byte) 0x08;
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private static final byte CAN_WALK_THROUGH_MASK = (byte) 0x10;
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private static final byte CAN_WALK_ON_MAYBE_MASK = (byte) 0x20;
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private static final byte CAN_WALK_ON_MASK = (byte) 0x40;
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private static final byte zero = (byte) 0;
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private int fillData(int id, BlockState state) {
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int blockData = 0;
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byte blockData = zero;
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Ternary canWalkOnState = MovementHelper.canWalkOnBlockState(state);
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if (canWalkOnState == YES) {
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blockData |= CAN_WALK_ON_MASK;
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}
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if (canWalkOnState == MAYBE) {
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blockData |= CAN_WALK_ON_SPECIAL_MASK;
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switch (canWalkOnState) {
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case YES -> blockData |= CAN_WALK_ON_MASK;
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case MAYBE -> blockData |= CAN_WALK_ON_MAYBE_MASK;
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}
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Ternary canWalkThroughState = MovementHelper.canWalkThroughBlockState(state);
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if (canWalkThroughState == YES) {
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blockData |= CAN_WALK_THROUGH_MASK;
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}
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if (canWalkThroughState == MAYBE) {
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blockData |= CAN_WALK_THROUGH_SPECIAL_MASK;
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switch (canWalkThroughState) {
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case YES -> blockData |= CAN_WALK_THROUGH_MASK;
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case MAYBE -> blockData |= CAN_WALK_THROUGH_MAYBE_MASK;
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}
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Ternary fullyPassableState = MovementHelper.fullyPassableBlockState(state);
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if (fullyPassableState == YES) {
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blockData |= FULLY_PASSABLE_MASK;
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}
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if (fullyPassableState == MAYBE) {
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blockData |= FULLY_PASSABLE_SPECIAL_MASK;
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switch (fullyPassableState) {
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case YES -> blockData |= FULLY_PASSABLE_MASK;
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case MAYBE -> blockData |= FULLY_PASSABLE_MAYBE_MASK;
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}
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blockData |= COMPLETED_MASK;
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@@ -74,14 +75,14 @@ public class PrecomputedData {
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int id = Block.BLOCK_STATE_REGISTRY.getId(state);
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int blockData = data[id];
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if ((blockData & COMPLETED_MASK) == 0) { // we need to fill in the data
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if ((blockData & COMPLETED_MASK) == zero) { // we need to fill in the data
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blockData = fillData(id, state);
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}
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if ((blockData & CAN_WALK_ON_SPECIAL_MASK) != 0) {
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if ((blockData & CAN_WALK_ON_MAYBE_MASK) != zero) {
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return MovementHelper.canWalkOnPosition(bsi, x, y, z, state);
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} else {
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return (blockData & CAN_WALK_ON_MASK) != 0;
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return (blockData & CAN_WALK_ON_MASK) != zero;
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}
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}
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@@ -89,14 +90,14 @@ public class PrecomputedData {
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int id = Block.BLOCK_STATE_REGISTRY.getId(state);
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int blockData = data[id];
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if ((blockData & COMPLETED_MASK) == 0) { // we need to fill in the data
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if ((blockData & COMPLETED_MASK) == zero) { // we need to fill in the data
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blockData = fillData(id, state);
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}
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if ((blockData & CAN_WALK_THROUGH_SPECIAL_MASK) != 0) {
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if ((blockData & CAN_WALK_THROUGH_MAYBE_MASK) != zero) {
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return MovementHelper.canWalkThroughPosition(bsi, x, y, z, state);
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} else {
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return (blockData & CAN_WALK_THROUGH_MASK) != 0;
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return (blockData & CAN_WALK_THROUGH_MASK) != zero;
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}
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}
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@@ -104,14 +105,14 @@ public class PrecomputedData {
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int id = Block.BLOCK_STATE_REGISTRY.getId(state);
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int blockData = data[id];
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if ((blockData & COMPLETED_MASK) == 0) { // we need to fill in the data
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if ((blockData & COMPLETED_MASK) == zero) { // we need to fill in the data
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blockData = fillData(id, state);
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}
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if ((blockData & FULLY_PASSABLE_SPECIAL_MASK) != 0) {
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if ((blockData & FULLY_PASSABLE_MAYBE_MASK) != zero) {
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return MovementHelper.fullyPassablePosition(bsi, x, y, z, state);
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} else {
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return (blockData & FULLY_PASSABLE_MASK) != 0;
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return (blockData & FULLY_PASSABLE_MASK) != zero;
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}
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}
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}
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