9
0
mirror of https://github.com/Samsuik/Sakura.git synced 2025-12-31 04:36:39 +00:00
Files
SakuraMC/patches/server/0009-Optimise-New-Liquid-Level.patch
Samsuik f88c97fcc0 Rewrite new liquid level optimisation
This fixes water sources not forming when theres a liquid above.
2025-03-07 19:08:20 +00:00

132 lines
7.1 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Samsuik <kfian294ma4@gmail.com>
Date: Wed, 6 Oct 2021 17:25:27 +0100
Subject: [PATCH] Optimise New Liquid Level
diff --git a/src/main/java/net/minecraft/world/level/material/FlowingFluid.java b/src/main/java/net/minecraft/world/level/material/FlowingFluid.java
index 1c0712295695727ee9c4d430d4157b8e17cbd71f..67a7141328382ba75f7f66b46f0a423757babe56 100644
--- a/src/main/java/net/minecraft/world/level/material/FlowingFluid.java
+++ b/src/main/java/net/minecraft/world/level/material/FlowingFluid.java
@@ -137,7 +137,7 @@ public abstract class FlowingFluid extends Fluid {
BlockState iblockdata = world.getBlockState(fluidPos);
BlockPos blockposition1 = fluidPos.below();
BlockState iblockdata1 = world.getBlockState(blockposition1);
- FluidState fluid1 = this.getNewLiquid(world, blockposition1, iblockdata1);
+ FluidState fluid1 = this.getLiquidFlowingDown(world, blockposition1, iblockdata1); // Sakura - optimise new liquid level
if (this.canSpreadTo(world, fluidPos, iblockdata, Direction.DOWN, blockposition1, iblockdata1, world.getFluidState(blockposition1), fluid1.getType())) {
// CraftBukkit start
@@ -196,7 +196,60 @@ public abstract class FlowingFluid extends Fluid {
}
}
+ // Sakura start - optimise new liquid level
+ private static final int FORM_LIQUID_SOURCE = 0xff;
+
+ private boolean canLiquidFlowDown(final Level level, final BlockPos pos, final BlockState state) {
+ final BlockPos abovePos = pos.above();
+ final BlockState stateAbove = level.getBlockState(abovePos);
+ final FluidState fluidStateAbove = stateAbove.getFluidState();
+
+ return !fluidStateAbove.isEmpty() && fluidStateAbove.getType().isSame(this)
+ && canPassThroughWall(Direction.UP, level, pos, state, abovePos, stateAbove);
+ }
+
+ @Deprecated
protected FluidState getNewLiquid(Level world, BlockPos pos, BlockState state) {
+ return this.getLiquidFromSurroundings(world, pos, state, null, false);
+ }
+
+ private FluidState getLiquidFlowingDown(final Level level, final BlockPos pos, final BlockState state) {
+ final BlockState stateBelow = level.getBlockState(pos.below());
+ final FluidState fluidStateBelow = stateBelow.getFluidState();
+
+ // There's no point checking the surroundings if the liquid is unable to turn into a source.
+ if (!stateBelow.isSolid() || !this.isSourceBlockOfThisType(fluidStateBelow)) {
+ return this.getFlowing(8, true);
+ }
+
+ return this.getLiquidFromSurroundings(level, pos, state, Direction.DOWN, true);
+ }
+
+ @org.jspecify.annotations.NullUnmarked
+ private FluidState getLiquidFromSurroundings(final Level level, final BlockPos pos, final BlockState state,
+ final Direction flowing, final boolean draining) {
+ final boolean flowingDown = flowing == Direction.DOWN || this.canLiquidFlowDown(level, pos, state);
+ if (draining && flowingDown) {
+ return this.getFlowing(8, true);
+ }
+
+ final Direction incoming = flowing != null ? flowing.getOpposite() : null;
+ final int liquidLevel = this.getLiquidLevelFromSurroundings(level, pos, state, incoming);
+ if (liquidLevel == FORM_LIQUID_SOURCE) {
+ return this.getSource(false);
+ }
+
+ if (flowingDown) {
+ return this.getFlowing(8, true);
+ } else {
+ final int newLiquidLevel = liquidLevel - this.getDropOff(level);
+ return newLiquidLevel <= 0 ? Fluids.EMPTY.defaultFluidState() : this.getFlowing(newLiquidLevel, false);
+ }
+ }
+
+ @org.jspecify.annotations.NullUnmarked
+ private int getLiquidLevelFromSurroundings(final Level world, final BlockPos pos, final BlockState state, final Direction incoming) {
+ // Sakura end - optimise new liquid level
int i = 0;
int j = 0;
Iterator iterator = Direction.Plane.HORIZONTAL.iterator();
@@ -208,7 +261,7 @@ public abstract class FlowingFluid extends Fluid {
if (iblockdata1 == null) continue; // Paper - Prevent chunk loading from fluid flowing
FluidState fluid = iblockdata1.getFluidState();
- if (fluid.getType().isSame(this) && this.canPassThroughWall(enumdirection, world, pos, state, blockposition1, iblockdata1)) {
+ if (fluid.getType().isSame(this) && (incoming == enumdirection || this.canPassThroughWall(enumdirection, world, pos, state, blockposition1, iblockdata1))) { // Sakura - optimise new liquid level
if (fluid.isSource()) {
++j;
}
@@ -222,21 +275,11 @@ public abstract class FlowingFluid extends Fluid {
FluidState fluid1 = iblockdata2.getFluidState();
if (iblockdata2.isSolid() || this.isSourceBlockOfThisType(fluid1)) {
- return this.getSource(false);
+ return FORM_LIQUID_SOURCE; // Sakura - optimise new liquid level
}
}
- BlockPos blockposition2 = pos.above();
- BlockState iblockdata3 = world.getBlockState(blockposition2);
- FluidState fluid2 = iblockdata3.getFluidState();
-
- if (!fluid2.isEmpty() && fluid2.getType().isSame(this) && this.canPassThroughWall(Direction.UP, world, pos, state, blockposition2, iblockdata3)) {
- return this.getFlowing(8, true);
- } else {
- int k = i - this.getDropOff(world);
-
- return k <= 0 ? Fluids.EMPTY.defaultFluidState() : this.getFlowing(k, false);
- }
+ return i; // Sakura - optimise new liquid level
}
private boolean canPassThroughWall(Direction face, BlockGetter world, BlockPos pos, BlockState state, BlockPos fromPos, BlockState fromState) {
@@ -418,7 +461,7 @@ public abstract class FlowingFluid extends Fluid {
// Paper end - Prevent chunk loading from fluid flowing
BlockState iblockdata1 = (BlockState) pair.getFirst();
FluidState fluid = (FluidState) pair.getSecond();
- FluidState fluid1 = this.getNewLiquid(world, blockposition1, iblockdata1);
+ FluidState fluid1 = this.getLiquidFromSurroundings(world, blockposition1, iblockdata1, enumdirection, false); // Sakura - optimise new liquid level
if (this.canPassThrough(world, fluid1.getType(), pos, state, enumdirection, blockposition1, iblockdata1, fluid)) {
BlockPos blockposition2 = blockposition1.below();
@@ -472,7 +515,7 @@ public abstract class FlowingFluid extends Fluid {
@Override
public void tick(Level world, BlockPos pos, FluidState state) {
if (!state.isSource()) {
- FluidState fluid1 = this.getNewLiquid(world, pos, world.getBlockState(pos));
+ FluidState fluid1 = this.getLiquidFromSurroundings(world, pos, world.getBlockState(pos), null, true); // Sakura - optimise new liquid level; liquid draining
int i = this.getSpreadDelay(world, pos, state, fluid1);
if (fluid1.isEmpty()) {