Compare commits

..

2 commits

Author SHA1 Message Date
4472b68eca
"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
2021-11-15 02:43:01 -05:00
f351d614d6
gradlew +x 2021-11-15 02:42:04 -05:00
2 changed files with 108 additions and 63 deletions

0
gradlew vendored Normal file → Executable file
View file

View file

@ -52,6 +52,21 @@ public class EntityShockwave extends Entity {
public int revProgress; public int revProgress;
public int radProgress; public int radProgress;
private int iCounter = 0;
private boolean needsInit = true;
private int blastState = 0; // Not started
private int blastCount = 0;
private MutableBlockPos pos;
private MutableBlockPos pos2;
private MutableBlockPos pos3;
private MutableBlockPos pos4;
private MutableBlockPos pos5;
private double dist;
private double circum;
public EntityShockwave(World p_i1582_1_) { public EntityShockwave(World p_i1582_1_) {
super(p_i1582_1_); super(p_i1582_1_);
this.setSize(0, 0); this.setSize(0, 0);
@ -88,15 +103,18 @@ public class EntityShockwave extends Entity {
public void onUpdate() { public void onUpdate() {
if(!world.isRemote) { if(!world.isRemote) {
MutableBlockPos pos = new BlockPos.MutableBlockPos(); if(needsInit) {
MutableBlockPos pos2 = new BlockPos.MutableBlockPos(); pos = new BlockPos.MutableBlockPos();
MutableBlockPos pos3 = new BlockPos.MutableBlockPos(); pos2 = new BlockPos.MutableBlockPos();
MutableBlockPos pos4 = new BlockPos.MutableBlockPos(); pos3 = new BlockPos.MutableBlockPos();
MutableBlockPos pos5 = new BlockPos.MutableBlockPos(); pos4 = new BlockPos.MutableBlockPos();
for(int i = 0; i < 512; i++) { pos5 = new BlockPos.MutableBlockPos();
needsInit = false;
}
if(iCounter < 512*3) {
if(blastState == 0) { // Not started
Vec3 vec = Vec3.createVectorHelper(radProgress * 0.5, 0, 0); Vec3 vec = Vec3.createVectorHelper(radProgress * 0.5, 0, 0);
double circum = radProgress * 2 * Math.PI * 2; circum = radProgress * 2 * Math.PI * 2;
/// ///
if(circum == 0) if(circum == 0)
@ -110,18 +128,41 @@ public class EntityShockwave extends Entity {
int x = (int) (posX + vec.xCoord); int x = (int) (posX + vec.xCoord);
int z = (int) (posZ + vec.zCoord); int z = (int) (posZ + vec.zCoord);
double dist = radProgress * 100 / getScale() * 0.5; dist = radProgress * 100 / getScale() * 0.5;
pos.setPos(x, posY, z); pos.setPos(x, posY, z);
pos2.setPos(x-1, posY, z); pos2.setPos(x-1, posY, z);
pos3.setPos(x+1, posY, z); pos3.setPos(x+1, posY, z);
pos4.setPos(x, posY, z-1); pos4.setPos(x, posY, z-1);
pos5.setPos(x, posY, z-1); pos5.setPos(x, posY, z-1);
blastState = 1;
} else if(blastState == 1) {
switch(blastCount) {
case 0:
blast(pos, dist); blast(pos, dist);
blastCount++;
break;
case 1:
blast(pos2, dist); blast(pos2, dist);
blastCount++;
break;
case 2:
blast(pos3, dist); blast(pos3, dist);
blastCount++;
break;
case 3:
blast(pos4, dist); blast(pos4, dist);
blastCount++;
break;
case 4:
blast(pos5, dist); blast(pos5, dist);
blastCount++;
break;
case 5:
blastState = 2;
blastCount = 0;
break;
}
} else if(blastState == 2) {
revProgress++; revProgress++;
if(revProgress > circum) { if(revProgress > circum) {
@ -132,8 +173,12 @@ public class EntityShockwave extends Entity {
if(radProgress > getScale() * 2D) { if(radProgress > getScale() * 2D) {
this.setDead(); this.setDead();
blastState = 4;
}
blastState = 0;
} }
} }
iCounter++;
} }
} }