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Keep a radius of cached regions loaded #2967

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4 changes: 4 additions & 0 deletions src/main/java/baritone/Baritone.java
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,7 @@
import baritone.api.utils.Helper;
import baritone.api.utils.IPlayerContext;
import baritone.behavior.*;
import baritone.cache.ChunkLoader;
import baritone.cache.WorldProvider;
import baritone.command.manager.CommandManager;
import baritone.event.GameEventHandler;
Expand Down Expand Up @@ -120,6 +121,9 @@ public class Baritone implements IBaritone {
this.worldProvider = new WorldProvider();
this.selectionManager = new SelectionManager(this);
this.commandManager = new CommandManager(this);

ChunkLoader chunkLoader = new ChunkLoader(this, 2); // load 3 by 3 area of chunks around the player.
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#324 suggested loading 3 by 3 regions around the player, not chunks.
Loading 3 by 3 chunks changes almost nothing, it now just loads the next region 16 blocks before you reach the region border instead of when you reach it.

this.gameEventHandler.registerEventListener(chunkLoader);
}

@Override
Expand Down
85 changes: 85 additions & 0 deletions src/main/java/baritone/cache/ChunkLoader.java
Original file line number Diff line number Diff line change
@@ -0,0 +1,85 @@
/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/

package baritone.cache;

import baritone.Baritone;
import baritone.api.cache.ICachedWorld;
import baritone.api.event.events.RenderEvent;
import baritone.api.event.events.TickEvent;
import baritone.api.event.listener.AbstractGameEventListener;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.entity.Entity;
import net.minecraft.world.World;

import static baritone.api.utils.Helper.mc;

/**
* Loads an area around the player and renderViewEntity to the cache.
* The
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Don't think you meant to leave that here.

*/
public class ChunkLoader implements AbstractGameEventListener {

private final Baritone baritone;
private final WorldProvider worldProvider;
/**
* The maximum length from the player to the edge of the loaded region.
* A radius of 0 does no caching. A radius of 1 only loads the chunk the player is on.
* A radius of 2 load a 3 by three grid around the player.
*/
private final int radius;

public ChunkLoader(Baritone baritone, int radius) {
this.baritone = baritone;
this.worldProvider = baritone.getWorldProvider();
this.radius = radius;
}

@Override
public void onTick(TickEvent event) {this.loadChunks();}

@Override
public void onRenderPass(RenderEvent event) {this.loadChunks();}

private void loadChunks() {
EntityPlayerSP player = mc.player;
Entity renderViewEntity = mc.getRenderViewEntity();
// Don't do anything before the player is loaded.
if (player == null || renderViewEntity == null) return;
WorldData worldData = this.worldProvider.getCurrentWorld();
// Don't do anything if the world doesn't exist. Like in the main menu.
if (worldData == null) return;
loadAroundChunk(player.chunkCoordX, player.chunkCoordZ);
// Only load around the renderViewEntity if it's in a different chunk.
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Maybe also don't do anything if the position didn't change since last tick?
Don't know whether the overhead of reloading every tick is more than the overhead of checking this.

if (player.chunkCoordX != renderViewEntity.chunkCoordX || player.chunkCoordZ != renderViewEntity.chunkCoordZ) {
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You should compare region coords here because you can only load entire regions at once.

loadAroundChunk(renderViewEntity.chunkCoordZ, renderViewEntity.chunkCoordZ);
}
}

private void loadAroundChunk(int chunkX, int chunkZ) {
CachedWorld cachedWorld = (CachedWorld) this.worldProvider.getCurrentWorld().getCachedWorld();
// If the radius is zero do nothing.
if (this.radius == 0) return;
World mcWorld = this.baritone.getPlayerContext().world();
// Load the chunks.
for (int xOffset = -(this.radius - 1); xOffset < this.radius; xOffset++) {
for (int zOffset = -(this.radius - 1); zOffset < this.radius; zOffset++) {
cachedWorld.tryLoadFromDisk((chunkX + xOffset) >> 5, (chunkZ + zOffset) >> 5);
}
}
}
}