Repaired the index
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01817fbec1
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@@ -0,0 +1,55 @@
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package dev.lumareth.improvedAerodynamics;
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import net.minecraftforge.common.ForgeConfigSpec;
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public final class Config {
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private static final ForgeConfigSpec.Builder BUILDER = new ForgeConfigSpec.Builder();
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static {
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BUILDER.push("terrainStreaming");
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}
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public static final ForgeConfigSpec.DoubleValue LOOKAHEAD_SECONDS = BUILDER
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.comment("How many seconds of flight ahead of each ship terrain is loaded for")
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.defineInRange("lookaheadSeconds", 3.0D, 0.5D, 20.0D);
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public static final ForgeConfigSpec.DoubleValue MIN_SHIP_SPEED = BUILDER
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.comment("Ships slower than this (blocks per second) are left to normal player chunk loading")
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.defineInRange("minShipSpeed", 8.0D, 0.0D, 1000.0D);
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public static final ForgeConfigSpec.IntValue CORRIDOR_MARGIN_CHUNKS = BUILDER
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.comment("Extra chunks loaded on each side of a ship's predicted path")
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.defineInRange("corridorMarginChunks", 1, 0, 8);
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public static final ForgeConfigSpec.IntValue MAX_NEW_CHUNKS_PER_TICK = BUILDER
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.comment("Upper limit of chunks newly requested (and newly given an air placeholder) per tick, protects the tick rate")
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.defineInRange("maxNewChunksPerTick", 64, 1, 1024);
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static {
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BUILDER.pop();
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BUILDER.push("airPlaceholder");
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}
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public static final ForgeConfigSpec.BooleanValue ENABLE_AIR_PLACEHOLDER = BUILDER
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.comment("Valkyrien Skies treats terrain it has not received yet as solid, so ships hit a wall at unloaded chunks.",
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"When enabled, chunks on a ship's path that are not loaded yet are treated as air above the estimated",
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"world generation surface until the real terrain arrives. Everything below that stays solid.")
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.define("enableAirPlaceholder", false);
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public static final ForgeConfigSpec.IntValue PLACEHOLDER_SURFACE_MARGIN = BUILDER
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.comment("Blocks above the estimated surface that stay solid, covers trees and structures")
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.defineInRange("placeholderSurfaceMargin", 32, 0, 256);
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public static final ForgeConfigSpec.IntValue PLACEHOLDER_RELEASE_TICKS = BUILDER
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.comment("Ticks a placeholder chunk stays air after no ship needs it anymore, then it goes back to solid")
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.defineInRange("placeholderReleaseTicks", 100, 20, 6000);
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static {
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BUILDER.pop();
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}
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static final ForgeConfigSpec SPEC = BUILDER.build();
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private Config() {
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}
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}
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@@ -0,0 +1,21 @@
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package dev.lumareth.improvedAerodynamics;
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import com.mojang.logging.LogUtils;
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import dev.lumareth.improvedAerodynamics.terrain.LookaheadLoader;
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import net.minecraftforge.common.MinecraftForge;
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import net.minecraftforge.fml.ModLoadingContext;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.config.ModConfig;
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import org.slf4j.Logger;
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@Mod(ImprovedAerodynamics.MOD_ID)
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public class ImprovedAerodynamics {
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public static final String MOD_ID = "improved_aerodynamics";
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public static final Logger LOGGER = LogUtils.getLogger();
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public ImprovedAerodynamics() {
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MinecraftForge.EVENT_BUS.register(LookaheadLoader.class);
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ModLoadingContext.get().registerConfig(ModConfig.Type.SERVER, Config.SPEC);
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}
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}
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@@ -0,0 +1,169 @@
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package dev.lumareth.improvedAerodynamics.terrain;
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import dev.lumareth.improvedAerodynamics.Config;
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import dev.lumareth.improvedAerodynamics.ImprovedAerodynamics;
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import it.unimi.dsi.fastutil.longs.Long2ObjectMap;
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import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap;
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import it.unimi.dsi.fastutil.longs.LongLinkedOpenHashSet;
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import it.unimi.dsi.fastutil.objects.ObjectIterator;
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import net.minecraft.resources.ResourceKey;
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import net.minecraft.server.level.ServerChunkCache;
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import net.minecraft.server.level.ServerLevel;
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import net.minecraft.world.level.ChunkPos;
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import net.minecraft.world.level.Level;
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import net.minecraft.world.level.levelgen.Heightmap;
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import org.valkyrienskies.core.internal.VsiCore;
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import org.valkyrienskies.core.internal.world.chunks.VsiTerrainUpdate;
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import org.valkyrienskies.mod.common.VSGameUtilsKt;
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import org.valkyrienskies.mod.common.ValkyrienSkiesMod;
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import java.lang.reflect.Field;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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/**
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* Optional: hands VS empty sections for not yet loaded chunks on a ship's path, so physics sees air there instead of
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* its solid "unloaded" fallback. Only sections fully above the generator's estimated surface (plus a margin) are
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* replaced, everything lower stays solid so a ship can never end up inside terrain that has not loaded yet.
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* Once the real chunk loads, VS overwrites every section of it with the actual terrain.
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* <p>
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* This uses VS internals (its terrain update API and the mixin field listing its loaded chunks), so it switches
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* itself off if those are missing.
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*/
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final class AirPlaceholder {
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// Chunks VS has handed to physics, merged into ServerLevel by its MixinServerLevel
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private static final Field KNOWN_CHUNKS = findKnownChunks();
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private static final int[][] SURFACE_SAMPLES = {{0, 0}, {15, 0}, {0, 15}, {15, 15}, {8, 8}};
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private static final Map<ResourceKey<Level>, Long2ObjectOpenHashMap<Placeholder>> PLACEHOLDERS = new HashMap<>();
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/** Sections of one chunk that were replaced with air, and the last tick a ship's path still covered it. */
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private static final class Placeholder {
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final int minSectionY;
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final int maxSectionY;
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long lastWanted;
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Placeholder(int minSectionY, int maxSectionY, long lastWanted) {
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this.minSectionY = minSectionY;
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this.maxSectionY = maxSectionY;
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this.lastWanted = lastWanted;
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}
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}
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private AirPlaceholder() {
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}
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static void update(ServerLevel level, LongLinkedOpenHashSet corridor, long tick) {
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boolean enabled = Config.ENABLE_AIR_PLACEHOLDER.get() && KNOWN_CHUNKS != null;
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Long2ObjectOpenHashMap<Placeholder> placeholders = PLACEHOLDERS.get(level.dimension());
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if (!enabled && placeholders == null) {
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return;
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}
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Map<ChunkPos, ?> knownChunks = getKnownChunks(level);
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if (knownChunks == null) {
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return;
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}
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if (placeholders == null) {
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placeholders = new Long2ObjectOpenHashMap<>();
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PLACEHOLDERS.put(level.dimension(), placeholders);
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}
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VsiCore core = ValkyrienSkiesMod.getVsCore();
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List<VsiTerrainUpdate> updates = new ArrayList<>();
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if (enabled) {
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int budget = Config.MAX_NEW_CHUNKS_PER_TICK.get();
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int surfaceMargin = Config.PLACEHOLDER_SURFACE_MARGIN.get();
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for (long chunk : corridor) {
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Placeholder placeholder = placeholders.get(chunk);
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if (placeholder != null) {
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placeholder.lastWanted = tick;
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continue;
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}
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ChunkPos pos = new ChunkPos(chunk);
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// Loaded or already in physics: the real terrain is there or arrives next tick, never cover it with air
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if (knownChunks.containsKey(pos) || level.getChunkSource().getChunkNow(pos.x, pos.z) != null) {
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continue;
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}
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if (budget-- <= 0) {
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break;
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}
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int minSectionY = Math.floorDiv(estimateSurface(level, pos) + surfaceMargin, 16) + 1;
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int maxSectionY = level.getMaxSection() - 1;
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if (minSectionY > maxSectionY) {
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continue;
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}
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for (int sectionY = minSectionY; sectionY <= maxSectionY; sectionY++) {
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updates.add(core.newEmptyVoxelShapeUpdate(pos.x, sectionY, pos.z, true));
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}
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placeholders.put(chunk, new Placeholder(minSectionY, maxSectionY, tick));
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}
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}
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int releaseTicks = Config.PLACEHOLDER_RELEASE_TICKS.get();
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ObjectIterator<Long2ObjectMap.Entry<Placeholder>> iterator = placeholders.long2ObjectEntrySet().fastIterator();
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while (iterator.hasNext()) {
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Long2ObjectMap.Entry<Placeholder> entry = iterator.next();
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ChunkPos pos = new ChunkPos(entry.getLongKey());
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Placeholder placeholder = entry.getValue();
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if (knownChunks.containsKey(pos)) {
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// VS loaded the chunk and replaced every section with the real terrain
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iterator.remove();
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} else if (!enabled || tick - placeholder.lastWanted > releaseTicks) {
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// Deleting the sections puts the chunk back to VS's solid "unloaded" state. Terrain updates apply
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// in order, so if the chunk loads later its real terrain still wins
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for (int sectionY = placeholder.minSectionY; sectionY <= placeholder.maxSectionY; sectionY++) {
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updates.add(core.newDeleteTerrainUpdate(pos.x, sectionY, pos.z));
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}
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iterator.remove();
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}
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}
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if (!updates.isEmpty()) {
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VSGameUtilsKt.getShipObjectWorld(level).addTerrainUpdates(VSGameUtilsKt.getDimensionId(level), updates);
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}
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if (!enabled && placeholders.isEmpty()) {
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PLACEHOLDERS.remove(level.dimension());
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}
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}
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static void clear() {
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PLACEHOLDERS.clear();
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}
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/** Highest world generation surface at the chunk's corners and center, sampled from noise without generating the chunk. */
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private static int estimateSurface(ServerLevel level, ChunkPos pos) {
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ServerChunkCache chunkSource = level.getChunkSource();
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int surface = level.getMinBuildHeight();
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for (int[] sample : SURFACE_SAMPLES) {
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surface = Math.max(surface, chunkSource.getGenerator().getBaseHeight(pos.getMinBlockX() + sample[0],
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pos.getMinBlockZ() + sample[1], Heightmap.Types.WORLD_SURFACE_WG, level, chunkSource.randomState()));
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}
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return surface;
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}
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@SuppressWarnings("unchecked")
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private static Map<ChunkPos, ?> getKnownChunks(ServerLevel level) {
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if (KNOWN_CHUNKS == null) {
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return null;
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}
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try {
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return (Map<ChunkPos, ?>) KNOWN_CHUNKS.get(level);
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} catch (IllegalAccessException e) {
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return null;
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}
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}
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private static Field findKnownChunks() {
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try {
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Field field = ServerLevel.class.getDeclaredField("vs$knownChunks");
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field.setAccessible(true);
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return field;
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} catch (ReflectiveOperationException | RuntimeException e) {
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ImprovedAerodynamics.LOGGER.warn("VS's loaded chunk list was not found, the air placeholder is disabled", e);
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return null;
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}
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}
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}
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@@ -0,0 +1,116 @@
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package dev.lumareth.improvedAerodynamics.terrain;
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import dev.lumareth.improvedAerodynamics.Config;
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import it.unimi.dsi.fastutil.longs.Long2LongMap;
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import it.unimi.dsi.fastutil.longs.Long2LongOpenHashMap;
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import it.unimi.dsi.fastutil.longs.LongLinkedOpenHashSet;
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import net.minecraft.resources.ResourceKey;
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import net.minecraft.server.level.ServerLevel;
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import net.minecraft.server.level.TicketType;
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import net.minecraft.world.level.ChunkPos;
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import net.minecraft.world.level.Level;
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import net.minecraftforge.event.TickEvent;
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import net.minecraftforge.event.server.ServerStoppedEvent;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import org.joml.Vector3dc;
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import org.joml.primitives.AABBdc;
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import org.valkyrienskies.core.api.ships.LoadedServerShip;
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import org.valkyrienskies.mod.common.VSGameUtilsKt;
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import java.util.Comparator;
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import java.util.HashMap;
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import java.util.Map;
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/**
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* Valkyrien Skies only gives its physics engine the terrain of chunks Minecraft has fully loaded, and treats every
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* other chunk as solid. Nothing loads terrain ahead of a ship, so fast ships slam into an invisible wall wherever
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* the player's view distance has not caught up yet.
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* <p>
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* This puts a short-lived ticket on every chunk along each fast ship's predicted path, so the terrain is loaded
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* (and handed to physics by VS) before the ship gets there.
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*/
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public final class LookaheadLoader {
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private static final int TICKET_LIFETIME = 40;
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// Distance 0 gives ticket level 33 (FULL), the lowest level VS feeds to physics. VS also requires the ticket on the chunk itself.
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private static final int TICKET_DISTANCE = 0;
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private static final TicketType<ChunkPos> SHIP_LOOKAHEAD = TicketType.create("improved_aerodynamics_lookahead",
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Comparator.comparingLong(ChunkPos::toLong), TICKET_LIFETIME);
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// Last tick each chunk was ticketed, per dimension
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private static final Map<ResourceKey<Level>, Long2LongMap> TICKETED = new HashMap<>();
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private LookaheadLoader() {
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}
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// Runs after ServerLevel.tick, so VS has already fed this tick's loaded chunks to physics
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@SubscribeEvent
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public static void onLevelTick(TickEvent.LevelTickEvent event) {
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if (event.phase != TickEvent.Phase.END || !(event.level instanceof ServerLevel level)) {
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return;
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}
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LongLinkedOpenHashSet corridor = collectCorridor(level);
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long tick = level.getGameTime();
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int budget = Config.MAX_NEW_CHUNKS_PER_TICK.get();
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Long2LongMap ticketed = TICKETED.computeIfAbsent(level.dimension(), key -> new Long2LongOpenHashMap());
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ticketed.values().removeIf(lastTick -> tick - lastTick >= TICKET_LIFETIME);
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for (long chunk : corridor) {
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boolean isNew = !ticketed.containsKey(chunk);
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if (isNew && budget-- <= 0) {
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continue;
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}
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// Re-adding an existing ticket only refreshes its timeout
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ChunkPos pos = new ChunkPos(chunk);
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level.getChunkSource().addRegionTicket(SHIP_LOOKAHEAD, pos, TICKET_DISTANCE, pos);
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ticketed.put(chunk, tick);
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}
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AirPlaceholder.update(level, corridor, tick);
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}
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@SubscribeEvent
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public static void onServerStopped(ServerStoppedEvent event) {
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TICKETED.clear();
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AirPlaceholder.clear();
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}
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/** World chunks swept by every fast ship's AABB over the lookahead time, nearest first. */
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private static LongLinkedOpenHashSet collectCorridor(ServerLevel level) {
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LongLinkedOpenHashSet corridor = new LongLinkedOpenHashSet();
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String dimension = VSGameUtilsKt.getDimensionId(level);
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double minSpeed = Config.MIN_SHIP_SPEED.get();
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double lookahead = Config.LOOKAHEAD_SECONDS.get();
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int margin = Config.CORRIDOR_MARGIN_CHUNKS.get();
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for (LoadedServerShip ship : VSGameUtilsKt.getShipObjectWorld(level).getLoadedShips()) {
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if (!dimension.equals(ship.getChunkClaimDimension())) {
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continue;
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}
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Vector3dc velocity = ship.getVelocity();
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double speed = Math.sqrt(velocity.x() * velocity.x() + velocity.z() * velocity.z());
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if (speed < minSpeed) {
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continue;
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}
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AABBdc box = ship.getWorldAABB();
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// Step at most one chunk at a time so no chunk on the path is skipped
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int steps = (int) Math.ceil(speed * lookahead / 16D);
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for (int step = 0; step <= steps; step++) {
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double t = lookahead * step / Math.max(steps, 1);
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double dx = velocity.x() * t;
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double dz = velocity.z() * t;
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int minX = ((int) Math.floor(box.minX() + dx) >> 4) - margin;
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int maxX = ((int) Math.floor(box.maxX() + dx) >> 4) + margin;
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int minZ = ((int) Math.floor(box.minZ() + dz) >> 4) - margin;
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int maxZ = ((int) Math.floor(box.maxZ() + dz) >> 4) + margin;
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for (int x = minX; x <= maxX; x++) {
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for (int z = minZ; z <= maxZ; z++) {
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if (!VSGameUtilsKt.isChunkInShipyard(level, x, z)) {
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corridor.add(ChunkPos.asLong(x, z));
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}
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}
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}
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}
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}
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return corridor;
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}
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}
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@@ -0,0 +1,39 @@
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modLoader = "javafml"
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loaderVersion = "${loader_version_range}"
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license = "${mod_license}"
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[[mods]]
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modId = "${mod_id}"
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version = "${mod_version}"
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displayName = "${mod_name}"
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authors = "${mod_authors}"
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description = '''${mod_description}'''
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[[dependencies."${mod_id}"]]
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modId = "forge"
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mandatory = true
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versionRange = "${forge_version_range}"
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ordering = "NONE"
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side = "BOTH"
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[[dependencies."${mod_id}"]]
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modId = "minecraft"
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mandatory = true
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versionRange = "${minecraft_version_range}"
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ordering = "NONE"
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side = "BOTH"
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[[dependencies."${mod_id}"]]
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modId = "valkyrienskies"
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mandatory = true
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versionRange = "[2.4.11,)"
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ordering = "AFTER"
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side = "BOTH"
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# Optional, for the planned Warium VS flight physics overhaul
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[[dependencies."${mod_id}"]]
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modId = "valkyrien_warium"
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mandatory = false
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versionRange = "[1.1.6,)"
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ordering = "AFTER"
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side = "BOTH"
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@@ -0,0 +1,6 @@
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{
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"pack": {
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"description": "improved_aerodynamics resources",
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"pack_format": 15
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}
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}
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Reference in new issue
Block a user