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DivineMC/divinemc-server/minecraft-patches/features/0026-Reduce-chunk-loading-lookups.patch
NONPLAYT d9c4e8a199 Updated Upstream (Purpur)
Upstream has released updates that appear to apply and compile correctly

Purpur Changes:
PurpurMC/Purpur@efc76215 Add missing copper blocks to waxables and weatherables options (#1712)
PurpurMC/Purpur@3ca0d663 Updated Upstream (Paper)
PurpurMC/Purpur@917675d0 Updated Upstream (Paper)
PurpurMC/Purpur@ffe2f809 Add option to disable Warden Sonic Boom (#1713)
2025-10-28 03:51:29 +03:00

45 lines
2.2 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: NONPLAYT <76615486+NONPLAYT@users.noreply.github.com>
Date: Wed, 11 Jun 2025 19:12:00 +0300
Subject: [PATCH] Reduce chunk loading & lookups
Original license: GPL v3
Original project: https://github.com/pufferfish-gg/Pufferfish
diff --git a/net/minecraft/world/entity/monster/EnderMan.java b/net/minecraft/world/entity/monster/EnderMan.java
index e4d6610c43a019e9e1e296703e80eecc4ffdd36c..5607e5712795a0c979bc11ac335f9bb38668d503 100644
--- a/net/minecraft/world/entity/monster/EnderMan.java
+++ b/net/minecraft/world/entity/monster/EnderMan.java
@@ -336,11 +336,28 @@ public class EnderMan extends Monster implements NeutralMob {
private boolean teleport(double x, double y, double z) {
BlockPos.MutableBlockPos mutableBlockPos = new BlockPos.MutableBlockPos(x, y, z);
- while (mutableBlockPos.getY() > this.level().getMinY() && !this.level().getBlockState(mutableBlockPos).blocksMotion()) {
- mutableBlockPos.move(Direction.DOWN);
+ // DivineMC start - Reduce chunk loading & lookups
+ BlockState blockState;
+ if (org.bxteam.divinemc.config.DivineConfig.PerformanceCategory.reduceChuckLoadAndLookup) {
+ net.minecraft.world.level.chunk.LevelChunk chunk = this.level().getChunkIfLoaded(mutableBlockPos);
+ if (chunk == null) {
+ return false;
+ }
+
+ while (mutableBlockPos.getY() > this.level().getMinY() && !chunk.getBlockState(mutableBlockPos).blocksMotion()) {
+ mutableBlockPos.move(Direction.DOWN);
+ }
+
+ blockState = chunk.getBlockState(mutableBlockPos);
+ } else {
+ while (mutableBlockPos.getY() > this.level().getMinY() && !this.level().getBlockState(mutableBlockPos).blocksMotion()) {
+ mutableBlockPos.move(Direction.DOWN);
+ }
+
+ blockState = this.level().getBlockState(mutableBlockPos);
}
+ // DivineMC end - Reduce chunk loading & lookups
- BlockState blockState = this.level().getBlockState(mutableBlockPos);
boolean flag = blockState.blocksMotion();
boolean isWater = blockState.getFluidState().is(FluidTags.WATER);
if (flag && !isWater) {