mirror of
https://github.com/Samsuik/Sakura.git
synced 2025-12-24 01:09:16 +00:00
Rewrite new liquid level optimisation
This fixes water sources not forming when theres a liquid above.
This commit is contained in:
@@ -11,7 +11,7 @@
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FluidState fluidState1 = blockState1.getFluidState();
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if (this.canMaybePassThrough(level, pos, blockState, Direction.DOWN, blockPos, blockState1, fluidState1)) {
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- FluidState newLiquid = this.getNewLiquid(level, blockPos, blockState1);
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+ FluidState newLiquid = this.getLiquid(level, blockPos, blockState1, pos, blockState); // Sakura - optimise new liquid level
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+ FluidState newLiquid = this.getLiquidFlowingDown(level, blockPos, blockState1); // Sakura - optimise new liquid level
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Fluid type = newLiquid.getType();
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if (fluidState1.canBeReplacedWith(level, blockPos, type, Direction.DOWN) && canHoldSpecificFluid(level, blockPos, blockState1, type)) {
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// CraftBukkit start
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@@ -27,31 +27,87 @@
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// CraftBukkit start
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org.bukkit.block.Block source = org.bukkit.craftbukkit.block.CraftBlock.at(level, pos);
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org.bukkit.event.block.BlockFromToEvent event = new org.bukkit.event.block.BlockFromToEvent(source, org.bukkit.craftbukkit.block.CraftBlock.notchToBlockFace(direction));
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@@ -214,6 +_,23 @@
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@@ -213,17 +_,72 @@
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}
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}
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protected FluidState getNewLiquid(ServerLevel level, BlockPos pos, BlockState state) {
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+ // Sakura start - optimise new liquid level
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+ final BlockPos abovePos = pos.above();
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+ final BlockState aboveState = level.getBlockState(abovePos);
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+ return this.getLiquid(level, pos, state, abovePos, aboveState);
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+ // Sakura start - optimise new liquid level
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+ private static final int FORM_LIQUID_SOURCE = 0xff;
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+
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+ private boolean canLiquidFlowDown(final ServerLevel level, final BlockPos pos, final BlockState state,
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+ final BlockPos.MutableBlockPos mutableBlockPos) {
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+ final BlockPos abovePos = mutableBlockPos.setWithOffset(pos, Direction.UP);
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+ final BlockState stateAbove = level.getBlockState(abovePos);
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+ final FluidState fluidStateAbove = stateAbove.getFluidState();
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+
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+ return !fluidStateAbove.isEmpty() && fluidStateAbove.getType().isSame(this)
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+ && canPassThroughWall(Direction.UP, level, pos, state, abovePos, stateAbove);
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+ }
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+
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+ private FluidState getLiquid(final ServerLevel world, final BlockPos flowToPos, final BlockState flowToState, final BlockPos abovePos, final BlockState aboveState) {
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+ final FluidState aboveFluid = aboveState.getFluidState();
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+ if (!aboveFluid.isEmpty() && aboveFluid.getType().isSame(this) && FlowingFluid.canPassThroughWall(Direction.UP, world, flowToPos, flowToState, abovePos, aboveState)) {
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+ @Deprecated
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protected FluidState getNewLiquid(ServerLevel level, BlockPos pos, BlockState state) {
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+ return this.getLiquidFromSurroundings(level, pos, state, null, false);
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+ }
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+
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+ private FluidState getLiquidFlowingDown(final ServerLevel level, final BlockPos pos, final BlockState state) {
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+ final BlockState stateBelow = level.getBlockState(pos.below());
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+ final FluidState fluidStateBelow = stateBelow.getFluidState();
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+
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+ // There's no point checking the surroundings if the liquid is unable to turn into a source.
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+ if (!stateBelow.isSolid() || !this.isSourceBlockOfThisType(fluidStateBelow)) {
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+ return this.getFlowing(8, true);
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+ }
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+
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+ return this.getLiquidFromSurroundings(level, pos, state, Direction.DOWN, true);
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+ }
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+
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+ @org.jspecify.annotations.NullUnmarked
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+ private FluidState getLiquidFromSurroundings(final ServerLevel level, final BlockPos pos, final BlockState state,
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+ final Direction flowing, final boolean draining) {
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+ final BlockPos.MutableBlockPos mutableBlockPos = new BlockPos.MutableBlockPos();
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+ final boolean flowingDown = flowing == Direction.DOWN || this.canLiquidFlowDown(level, pos, state, mutableBlockPos);
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+ if (draining && flowingDown) {
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+ return this.getFlowing(8, true);
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+ }
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+
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+ final Direction incoming = flowing != null ? flowing.getOpposite() : null;
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+ final int liquidLevel = this.getLiquidLevelFromSurroundings(level, pos, state, mutableBlockPos, incoming);
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+ if (liquidLevel == FORM_LIQUID_SOURCE) {
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+ return this.getSource(false);
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+ }
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+
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+ if (flowingDown) {
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+ return this.getFlowing(8, true);
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+ } else {
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+ return this.getLiquidFromSurroundings(world, flowToPos, flowToState);
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+ final int newLiquidLevel = liquidLevel - this.getDropOff(level);
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+ return newLiquidLevel <= 0 ? Fluids.EMPTY.defaultFluidState() : this.getFlowing(newLiquidLevel, false);
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+ }
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+ }
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+
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+ private FluidState getLiquidFromSurroundings(final ServerLevel level, final BlockPos pos, final BlockState state) {
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+ // Sakura end - optimise new liquid level
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+ @org.jspecify.annotations.NullUnmarked
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+ private int getLiquidLevelFromSurroundings(final ServerLevel level, final BlockPos pos, final BlockState state,
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+ final BlockPos.MutableBlockPos mutableBlockPos, final Direction incoming) {
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int i = 0;
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int i1 = 0;
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BlockPos.MutableBlockPos mutableBlockPos = new BlockPos.MutableBlockPos();
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@@ -240,12 +_,7 @@
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- BlockPos.MutableBlockPos mutableBlockPos = new BlockPos.MutableBlockPos();
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+ // Sakura end - optimise new liquid level
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for (Direction direction : Direction.Plane.HORIZONTAL) {
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BlockPos blockPos = mutableBlockPos.setWithOffset(pos, direction);
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BlockState blockState = level.getBlockStateIfLoaded(blockPos); // Paper - Prevent chunk loading from fluid flowing
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if (blockState == null) continue; // Paper - Prevent chunk loading from fluid flowing
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FluidState fluidState = blockState.getFluidState();
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- if (fluidState.getType().isSame(this) && canPassThroughWall(direction, level, pos, state, blockPos, blockState)) {
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+ if (fluidState.getType().isSame(this) && (incoming == direction || canPassThroughWall(direction, level, pos, state, blockPos, blockState))) { // Sakura - optimise new liquid level
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if (fluidState.isSource()) {
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i1++;
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}
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@@ -236,19 +_,11 @@
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BlockState blockState1 = level.getBlockState(mutableBlockPos.setWithOffset(pos, Direction.DOWN));
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FluidState fluidState1 = blockState1.getFluidState();
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if (blockState1.isSolid() || this.isSourceBlockOfThisType(fluidState1)) {
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- return this.getSource(false);
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+ return FORM_LIQUID_SOURCE; // Sakura - optimise new liquid level
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}
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}
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@@ -61,10 +117,22 @@
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- if (!fluidState2.isEmpty() && fluidState2.getType().isSame(this) && canPassThroughWall(Direction.UP, level, pos, state, blockPos1, blockState2)) {
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- return this.getFlowing(8, true);
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- } else {
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+ { // Sakura - optimise new liquid level
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int i2 = i - this.getDropOff(level);
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return i2 <= 0 ? Fluids.EMPTY.defaultFluidState() : this.getFlowing(i2, false);
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}
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- int i2 = i - this.getDropOff(level);
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- return i2 <= 0 ? Fluids.EMPTY.defaultFluidState() : this.getFlowing(i2, false);
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- }
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+ return i; // Sakura - optimise new liquid level
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}
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// Paper start - fluid method optimisations
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@@ -413,7 +_,7 @@
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if (blockState == null) continue; // Paper - Prevent chunk loading from fluid flowing
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FluidState fluidState = blockState.getFluidState();
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if (this.canMaybePassThrough(level, pos, state, direction, blockPos, blockState, fluidState)) {
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- FluidState newLiquid = this.getNewLiquid(level, blockPos, blockState);
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+ FluidState newLiquid = this.getLiquidFromSurroundings(level, blockPos, blockState, direction, false); // Sakura - optimise new liquid level
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if (canHoldSpecificFluid(level, blockPos, blockState, newLiquid.getType())) {
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if (spreadContext == null) {
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spreadContext = new FlowingFluid.SpreadContext(level, pos);
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@@ -464,6 +_,11 @@
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}
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@@ -77,3 +145,12 @@
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return !(state.getBlock() instanceof LiquidBlockContainer liquidBlockContainer) || liquidBlockContainer.canPlaceLiquid(null, level, pos, state, fluid);
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}
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@@ -476,7 +_,7 @@
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@Override
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public void tick(ServerLevel level, BlockPos pos, BlockState blockState, FluidState fluidState) {
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if (!fluidState.isSource()) {
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- FluidState newLiquid = this.getNewLiquid(level, pos, level.getBlockState(pos));
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+ FluidState newLiquid = this.getLiquidFromSurroundings(level, pos, blockState, null, true); // Sakura - optimise new liquid level; liquid draining
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int spreadDelay = this.getSpreadDelay(level, pos, fluidState, newLiquid);
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if (newLiquid.isEmpty()) {
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fluidState = newLiquid;
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