mirror of
https://github.com/Samsuik/Sakura.git
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132 lines
7.1 KiB
Diff
132 lines
7.1 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Samsuik <kfian294ma4@gmail.com>
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Date: Wed, 6 Oct 2021 17:25:27 +0100
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Subject: [PATCH] Optimise New Liquid Level
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diff --git a/src/main/java/net/minecraft/world/level/material/FlowingFluid.java b/src/main/java/net/minecraft/world/level/material/FlowingFluid.java
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index 1c0712295695727ee9c4d430d4157b8e17cbd71f..67a7141328382ba75f7f66b46f0a423757babe56 100644
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--- a/src/main/java/net/minecraft/world/level/material/FlowingFluid.java
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+++ b/src/main/java/net/minecraft/world/level/material/FlowingFluid.java
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@@ -137,7 +137,7 @@ public abstract class FlowingFluid extends Fluid {
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BlockState iblockdata = world.getBlockState(fluidPos);
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BlockPos blockposition1 = fluidPos.below();
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BlockState iblockdata1 = world.getBlockState(blockposition1);
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- FluidState fluid1 = this.getNewLiquid(world, blockposition1, iblockdata1);
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+ FluidState fluid1 = this.getLiquidFlowingDown(world, blockposition1, iblockdata1); // Sakura - optimise new liquid level
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if (this.canSpreadTo(world, fluidPos, iblockdata, Direction.DOWN, blockposition1, iblockdata1, world.getFluidState(blockposition1), fluid1.getType())) {
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// CraftBukkit start
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@@ -196,7 +196,60 @@ public abstract class FlowingFluid extends Fluid {
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}
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}
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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 Level level, final BlockPos pos, final BlockState state) {
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+ final BlockPos abovePos = pos.above();
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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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+ @Deprecated
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protected FluidState getNewLiquid(Level world, BlockPos pos, BlockState state) {
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+ return this.getLiquidFromSurroundings(world, pos, state, null, false);
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+ }
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+
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+ private FluidState getLiquidFlowingDown(final Level 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 Level level, final BlockPos pos, final BlockState state,
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+ final Direction flowing, final boolean draining) {
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+ final boolean flowingDown = flowing == Direction.DOWN || this.canLiquidFlowDown(level, pos, state);
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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, 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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+ 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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+ @org.jspecify.annotations.NullUnmarked
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+ private int getLiquidLevelFromSurroundings(final Level world, final BlockPos pos, final BlockState state, final Direction incoming) {
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+ // Sakura end - optimise new liquid level
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int i = 0;
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int j = 0;
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Iterator iterator = Direction.Plane.HORIZONTAL.iterator();
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@@ -208,7 +261,7 @@ public abstract class FlowingFluid extends Fluid {
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if (iblockdata1 == null) continue; // Paper - Prevent chunk loading from fluid flowing
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FluidState fluid = iblockdata1.getFluidState();
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- if (fluid.getType().isSame(this) && this.canPassThroughWall(enumdirection, world, pos, state, blockposition1, iblockdata1)) {
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+ if (fluid.getType().isSame(this) && (incoming == enumdirection || this.canPassThroughWall(enumdirection, world, pos, state, blockposition1, iblockdata1))) { // Sakura - optimise new liquid level
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if (fluid.isSource()) {
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++j;
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}
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@@ -222,21 +275,11 @@ public abstract class FlowingFluid extends Fluid {
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FluidState fluid1 = iblockdata2.getFluidState();
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if (iblockdata2.isSolid() || this.isSourceBlockOfThisType(fluid1)) {
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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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- BlockPos blockposition2 = pos.above();
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- BlockState iblockdata3 = world.getBlockState(blockposition2);
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- FluidState fluid2 = iblockdata3.getFluidState();
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-
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- if (!fluid2.isEmpty() && fluid2.getType().isSame(this) && this.canPassThroughWall(Direction.UP, world, pos, state, blockposition2, iblockdata3)) {
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- return this.getFlowing(8, true);
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- } else {
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- int k = i - this.getDropOff(world);
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-
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- return k <= 0 ? Fluids.EMPTY.defaultFluidState() : this.getFlowing(k, false);
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- }
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+ return i; // Sakura - optimise new liquid level
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}
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private boolean canPassThroughWall(Direction face, BlockGetter world, BlockPos pos, BlockState state, BlockPos fromPos, BlockState fromState) {
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@@ -418,7 +461,7 @@ public abstract class FlowingFluid extends Fluid {
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// Paper end - Prevent chunk loading from fluid flowing
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BlockState iblockdata1 = (BlockState) pair.getFirst();
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FluidState fluid = (FluidState) pair.getSecond();
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- FluidState fluid1 = this.getNewLiquid(world, blockposition1, iblockdata1);
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+ FluidState fluid1 = this.getLiquidFromSurroundings(world, blockposition1, iblockdata1, enumdirection, false); // Sakura - optimise new liquid level
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if (this.canPassThrough(world, fluid1.getType(), pos, state, enumdirection, blockposition1, iblockdata1, fluid)) {
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BlockPos blockposition2 = blockposition1.below();
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@@ -472,7 +515,7 @@ public abstract class FlowingFluid extends Fluid {
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@Override
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public void tick(Level world, BlockPos pos, FluidState state) {
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if (!state.isSource()) {
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- FluidState fluid1 = this.getNewLiquid(world, pos, world.getBlockState(pos));
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+ FluidState fluid1 = this.getLiquidFromSurroundings(world, pos, world.getBlockState(pos), null, true); // Sakura - optimise new liquid level; liquid draining
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int i = this.getSpreadDelay(world, pos, state, fluid1);
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if (fluid1.isEmpty()) {
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