"Optimized" EntityShockwave
Do less shit per onUpdate(), its good for your tps Split explosion into a bunch of phases that run every onUpdate, code is ass but stopped the server from crashing Will need to do the same to EntityFalloutRain too but that's tomorrows problem Also tomorrows problem: make this less ass Also vim fixed a lot of whitespace things and I dont feel like dealing with that right now
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1 changed files with 108 additions and 63 deletions
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@ -52,6 +52,21 @@ public class EntityShockwave extends Entity {
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public int revProgress;
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public int radProgress;
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private int iCounter = 0;
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private boolean needsInit = true;
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private int blastState = 0; // Not started
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private int blastCount = 0;
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private MutableBlockPos pos;
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private MutableBlockPos pos2;
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private MutableBlockPos pos3;
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private MutableBlockPos pos4;
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private MutableBlockPos pos5;
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private double dist;
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private double circum;
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public EntityShockwave(World p_i1582_1_) {
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super(p_i1582_1_);
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this.setSize(0, 0);
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@ -88,52 +103,82 @@ public class EntityShockwave extends Entity {
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public void onUpdate() {
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if(!world.isRemote) {
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MutableBlockPos pos = new BlockPos.MutableBlockPos();
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MutableBlockPos pos2 = new BlockPos.MutableBlockPos();
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MutableBlockPos pos3 = new BlockPos.MutableBlockPos();
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MutableBlockPos pos4 = new BlockPos.MutableBlockPos();
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MutableBlockPos pos5 = new BlockPos.MutableBlockPos();
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for(int i = 0; i < 512; i++) {
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if(needsInit) {
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pos = new BlockPos.MutableBlockPos();
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pos2 = new BlockPos.MutableBlockPos();
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pos3 = new BlockPos.MutableBlockPos();
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pos4 = new BlockPos.MutableBlockPos();
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pos5 = new BlockPos.MutableBlockPos();
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needsInit = false;
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}
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if(iCounter < 512*3) {
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if(blastState == 0) { // Not started
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Vec3 vec = Vec3.createVectorHelper(radProgress * 0.5, 0, 0);
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circum = radProgress * 2 * Math.PI * 2;
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Vec3 vec = Vec3.createVectorHelper(radProgress * 0.5, 0, 0);
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double circum = radProgress * 2 * Math.PI * 2;
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///
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if(circum == 0)
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circum = 1;
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///
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///
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if(circum == 0)
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circum = 1;
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///
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double part = 360D / circum;
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double part = 360D / circum;
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vec.rotateAroundY((float) (part * revProgress));
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vec.rotateAroundY((float) (part * revProgress));
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int x = (int) (posX + vec.xCoord);
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int z = (int) (posZ + vec.zCoord);
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int x = (int) (posX + vec.xCoord);
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int z = (int) (posZ + vec.zCoord);
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dist = radProgress * 100 / getScale() * 0.5;
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pos.setPos(x, posY, z);
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pos2.setPos(x-1, posY, z);
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pos3.setPos(x+1, posY, z);
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pos4.setPos(x, posY, z-1);
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pos5.setPos(x, posY, z-1);
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blastState = 1;
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} else if(blastState == 1) {
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switch(blastCount) {
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case 0:
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blast(pos, dist);
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blastCount++;
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break;
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case 1:
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blast(pos2, dist);
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blastCount++;
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break;
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case 2:
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blast(pos3, dist);
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blastCount++;
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break;
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case 3:
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blast(pos4, dist);
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blastCount++;
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break;
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case 4:
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blast(pos5, dist);
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blastCount++;
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break;
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case 5:
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blastState = 2;
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blastCount = 0;
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break;
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}
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} else if(blastState == 2) {
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revProgress++;
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double dist = radProgress * 100 / getScale() * 0.5;
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pos.setPos(x, posY, z);
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pos2.setPos(x-1, posY, z);
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pos3.setPos(x+1, posY, z);
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pos4.setPos(x, posY, z-1);
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pos5.setPos(x, posY, z-1);
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blast(pos, dist);
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blast(pos2, dist);
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blast(pos3, dist);
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blast(pos4, dist);
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blast(pos5, dist);
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if(revProgress > circum) {
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revProgress = 0;
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radProgress++;
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}
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revProgress++;
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if(radProgress > getScale() * 2D) {
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if(revProgress > circum) {
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revProgress = 0;
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radProgress++;
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}
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if(radProgress > getScale() * 2D) {
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this.setDead();
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}
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this.setDead();
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blastState = 4;
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}
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blastState = 0;
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}
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}
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iCounter++;
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}
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}
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