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https://github.com/Winds-Studio/Leaf.git
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fix bfs on getSlopeDistance
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@@ -9,7 +9,7 @@ Leaf: ~48ms (-36%)
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This should help drastically on the farms that use actively changing fluids.
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diff --git a/net/minecraft/world/level/material/FlowingFluid.java b/net/minecraft/world/level/material/FlowingFluid.java
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index 4c2c2efd5380ff1fa5ad7553b51babae20f516ae..618a8af8fe30c39bb8c93dcc324f4ae1c48e704e 100644
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index 4c2c2efd5380ff1fa5ad7553b51babae20f516ae..33e5c19362de8b4002c23959661535b835eb0ce5 100644
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--- a/net/minecraft/world/level/material/FlowingFluid.java
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+++ b/net/minecraft/world/level/material/FlowingFluid.java
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@@ -8,6 +8,8 @@ import it.unimi.dsi.fastutil.shorts.Short2ObjectMap;
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@@ -21,15 +21,15 @@ index 4c2c2efd5380ff1fa5ad7553b51babae20f516ae..618a8af8fe30c39bb8c93dcc324f4ae1
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.Direction;
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import net.minecraft.server.level.ServerLevel;
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@@ -341,31 +343,72 @@ public abstract class FlowingFluid extends Fluid {
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@@ -341,31 +343,76 @@ public abstract class FlowingFluid extends Fluid {
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protected void beforeDestroyingBlock(LevelAccessor level, BlockPos pos, BlockState state, BlockPos source) { beforeDestroyingBlock(level, pos, state); } // Paper - Add BlockBreakBlockEvent
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protected abstract void beforeDestroyingBlock(LevelAccessor level, BlockPos pos, BlockState state);
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- protected int getSlopeDistance(LevelReader level, BlockPos pos, int depth, Direction direction, BlockState state, FlowingFluid.SpreadContext spreadContext) {
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- int i = 1000;
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+ protected int getSlopeDistance(LevelReader level, BlockPos startPos, int initialDepth, Direction excludedDirection, BlockState startState, FlowingFluid.SpreadContext spreadContext) {
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+ it.unimi.dsi.fastutil.longs.LongSet visited = new it.unimi.dsi.fastutil.longs.LongOpenHashSet(512); // Pre-allocate capacity
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+ java.util.Queue<FlowingFluid.SlopeDistanceNode> queue = new java.util.ArrayDeque<>(64); // Optimized initial capacity
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+ it.unimi.dsi.fastutil.longs.LongSet visited = new it.unimi.dsi.fastutil.longs.LongOpenHashSet(512);
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+ java.util.Queue<FlowingFluid.SlopeDistanceNode> queue = new java.util.ArrayDeque<>(256);
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- for (Direction direction1 : Direction.Plane.HORIZONTAL) {
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- if (direction1 != direction) {
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@@ -54,9 +54,14 @@ index 4c2c2efd5380ff1fa5ad7553b51babae20f516ae..618a8af8fe30c39bb8c93dcc324f4ae1
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+ BlockState neighborState = spreadContext.getBlockStateIfLoaded(neighborPos);
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+ if (neighborState == null) continue;
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+
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+ // Check if the fluid can actually pass through to this first neighbor before adding
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+ FluidState neighborFluidState = neighborState.getFluidState();
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+ if (!this.canPassThrough(level, this.getFlowing(), startPos, startState, dir, neighborPos, neighborState, neighborFluidState)) {
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+ continue;
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+ }
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+ long visitKey = encodeSlopeNode(neighborPos, dir.getOpposite());
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+ if (visited.add(visitKey)) {
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+ queue.add(new FlowingFluid.SlopeDistanceNode(neighborPos, initialDepth + 1, dir.getOpposite(), neighborState));
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+ queue.add(new FlowingFluid.SlopeDistanceNode(neighborPos, initialDepth, dir.getOpposite(), neighborState));
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+ }
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+ }
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+
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@@ -66,12 +71,11 @@ index 4c2c2efd5380ff1fa5ad7553b51babae20f516ae..618a8af8fe30c39bb8c93dcc324f4ae1
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+ // Process the queue
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+ while (!queue.isEmpty()) {
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+ FlowingFluid.SlopeDistanceNode current = queue.poll();
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+ if (current.depth >= slopeFindDistance) continue;
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+
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+ if (spreadContext.isHole(current.pos)) {
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+ return current.depth;
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+ }
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+
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+ if (current.depth >= slopeFindDistance) continue;
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+ for (Direction dir : Direction.Plane.HORIZONTAL) {
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+ if (dir == current.excludedDir) continue;
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+
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@@ -92,7 +96,7 @@ index 4c2c2efd5380ff1fa5ad7553b51babae20f516ae..618a8af8fe30c39bb8c93dcc324f4ae1
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}
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- return i;
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+ return minDistance; // Return fallback value
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+ return minDistance;
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+ }
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+
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+ private static long encodeSlopeNode(BlockPos pos, Direction excludedDir) {
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