reduce PrecomputedData memory usage

This commit is contained in:
rfresh2
2025-05-21 23:54:10 -07:00
parent de0b1f271e
commit 8f8ce30091

View File

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