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Get all logs in Tree Feller, and optimize performance
Tree Feller has been shown, both anecdotally and with timings, to put a strain on the server, and therefore is worthy of the effort of optimization. Prior to this change, on jungle trees, Tree Feller would take around 20-40 milliseconds to process a Jungle Tree after the JIT kicked in, and around 15-25 milliseconds for a normal tree. Additionally, logs would be left up in the air for jungle trees. After this change, Tree Feller takes 2-5 milliseconds on normal trees, and 10-15 milliseconds on jungle trees, and no logs are left up in the air.
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@ -1,9 +1,11 @@
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package com.gmail.nossr50.skills.woodcutting;
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import java.util.ArrayList;
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import java.util.LinkedHashSet;
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import java.util.List;
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import org.bukkit.Material;
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import org.bukkit.block.BlockFace;
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import org.bukkit.block.BlockState;
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import org.bukkit.enchantments.Enchantment;
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import org.bukkit.inventory.ItemStack;
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@ -121,56 +123,43 @@ public final class Woodcutting {
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}
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/**
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* Processes Tree Feller for generic Trees
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*
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* @param blockState Block being checked
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* @param treeFellerBlocks List of blocks to be removed
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* The x/y differences to the blocks in a flat cylinder around the center
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* block, which is excluded.
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*/
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protected static void processRegularTrees(BlockState blockState, List<BlockState> treeFellerBlocks) {
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List<BlockState> futureCenterBlocks = new ArrayList<BlockState>();
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// Handle the blocks around 'block'
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for (int y = 0; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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for (int z = -1; z <= 1; z++) {
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BlockState nextBlock = blockState.getBlock().getRelative(x, y, z).getState();
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handleBlock(nextBlock, futureCenterBlocks, treeFellerBlocks);
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if (WoodcuttingManager.treeFellerReachedThreshold) {
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return;
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}
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}
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}
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}
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// Recursive call for each log found
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for (BlockState futureCenterBlock : futureCenterBlocks) {
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if (WoodcuttingManager.treeFellerReachedThreshold) {
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return;
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}
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processRegularTrees(futureCenterBlock, treeFellerBlocks);
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}
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}
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private static final int[][] directions = {
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new int[] {-2, -1}, new int[] {-2, 0}, new int[] {-2, 1},
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new int[] {-1, -2}, new int[] {-1, -1}, new int[] {-1, 0}, new int[] {-1, 1}, new int[] {-1, 2},
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new int[] { 0, -2}, new int[] { 0, -1}, new int[] { 0, 1}, new int[] { 0, 2},
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new int[] { 1, -2}, new int[] { 1, -1}, new int[] { 1, 0}, new int[] { 1, 1}, new int[] { 1, 2},
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new int[] { 2, -1}, new int[] { 2, 0}, new int[] { 2, 1},
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};
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/**
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* Processes Tree Feller for Red Mushrooms (Dome Shaped)
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* Processes Tree Feller in a recursive manner
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*
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* @param blockState Block being checked
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* @param treeFellerBlocks List of blocks to be removed
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*/
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protected static void processRedMushroomTrees(BlockState blockState, List<BlockState> treeFellerBlocks) {
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protected static void processTree(BlockState blockState, LinkedHashSet<BlockState> treeFellerBlocks) {
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List<BlockState> futureCenterBlocks = new ArrayList<BlockState>();
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// Handle the blocks around 'block'
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for (int y = 0; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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for (int z = -1; z <= 1; z++) {
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BlockState nextBlock = blockState.getBlock().getRelative(x, y, z).getState();
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BlockState otherNextBlock = blockState.getBlock().getRelative(x, y - (y * 2), z).getState();
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// Check the block up and take different behavior (smaller search) if it's a log
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if (handleBlock(blockState.getBlock().getRelative(BlockFace.UP).getState(), futureCenterBlocks, treeFellerBlocks)) {
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for (int[] dir : directions) {
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handleBlock(blockState.getBlock().getRelative(dir[0], 0, dir[1]).getState(), futureCenterBlocks, treeFellerBlocks);
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handleBlock(nextBlock, futureCenterBlocks, treeFellerBlocks);
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handleBlock(otherNextBlock, futureCenterBlocks, treeFellerBlocks);
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if (WoodcuttingManager.treeFellerReachedThreshold) {
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return;
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}
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}
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}
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else {
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// Cover DOWN
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handleBlock(blockState.getBlock().getRelative(BlockFace.DOWN).getState(), futureCenterBlocks, treeFellerBlocks);
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// Search in a cube
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for (int y = -1; y <= 1; y++) {
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for (int[] dir : directions) {
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handleBlock(blockState.getBlock().getRelative(dir[0], y, dir[1]).getState(), futureCenterBlocks, treeFellerBlocks);
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if (WoodcuttingManager.treeFellerReachedThreshold) {
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return;
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@ -185,7 +174,7 @@ public final class Woodcutting {
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return;
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}
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processRedMushroomTrees(futureCenterBlock, treeFellerBlocks);
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processTree(futureCenterBlock, treeFellerBlocks);
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}
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}
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@ -196,7 +185,7 @@ public final class Woodcutting {
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* @param inHand tool being used
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* @return True if the tool can sustain the durability loss
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*/
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protected static boolean handleDurabilityLoss(List<BlockState> treeFellerBlocks, ItemStack inHand) {
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protected static boolean handleDurabilityLoss(LinkedHashSet<BlockState> treeFellerBlocks, ItemStack inHand) {
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Material inHandMaterial = inHand.getType();
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if (inHandMaterial == Material.AIR) {
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@ -221,27 +210,35 @@ public final class Woodcutting {
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}
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/**
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* Handle a block addition to the list of blocks to be removed and to the list of blocks used for future recursive calls of 'processRecursively()'
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* Handle a block addition to the list of blocks to be removed and to the
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* list of blocks used for future recursive calls of
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* 'processRecursively()'
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*
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* @param blockState Block to be added
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* @param futureCenterBlocks List of blocks that will be used to call 'processRecursively()'
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* @param futureCenterBlocks List of blocks that will be used to call
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* 'processRecursively()'
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* @param treeFellerBlocks List of blocks to be removed
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* @return true if and only if the given blockState was a Log not already
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* in treeFellerBlocks.
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*/
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private static void handleBlock(BlockState blockState, List<BlockState> futureCenterBlocks, List<BlockState> treeFellerBlocks) {
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if (!BlockUtils.affectedByTreeFeller(blockState) || mcMMO.getPlaceStore().isTrue(blockState) || treeFellerBlocks.contains(blockState)) {
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return;
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private static boolean handleBlock(BlockState blockState, List<BlockState> futureCenterBlocks, LinkedHashSet<BlockState> treeFellerBlocks) {
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if (mcMMO.getPlaceStore().isTrue(blockState) || treeFellerBlocks.contains(blockState)) {
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return false;
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}
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treeFellerBlocks.add(blockState);
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if (treeFellerBlocks.size() > treeFellerThreshold) {
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WoodcuttingManager.treeFellerReachedThreshold = true;
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return;
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}
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// Without this check Tree Feller propagates through leaves until the threshold is hit
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if (BlockUtils.isLog(blockState)) {
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treeFellerBlocks.add(blockState);
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futureCenterBlocks.add(blockState);
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}
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return true;
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} else if (BlockUtils.isLeaves(blockState)) {
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treeFellerBlocks.add(blockState);
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return false;
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}
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return false;
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}
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}
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@ -1,7 +1,6 @@
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package com.gmail.nossr50.skills.woodcutting;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.LinkedHashSet;
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import org.bukkit.Material;
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import org.bukkit.block.Block;
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@ -73,24 +72,9 @@ public class WoodcuttingManager extends SkillManager {
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*/
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public void processTreeFeller(BlockState blockState) {
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Player player = getPlayer();
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List<BlockState> treeFellerBlocks = new ArrayList<BlockState>();
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LinkedHashSet<BlockState> treeFellerBlocks = new LinkedHashSet<BlockState>();
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switch (blockState.getType()) {
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case LOG:
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case HUGE_MUSHROOM_1:
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Woodcutting.processRegularTrees(blockState, treeFellerBlocks);
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break;
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case HUGE_MUSHROOM_2:
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Woodcutting.processRedMushroomTrees(blockState, treeFellerBlocks);
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break;
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default:
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if (ModUtils.isCustomLogBlock(blockState)) {
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Woodcutting.processRegularTrees(blockState, treeFellerBlocks);
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}
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break;
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}
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Woodcutting.processTree(blockState, treeFellerBlocks);
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// If the player is trying to break too many blocks
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if (treeFellerReachedThreshold) {
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@ -122,7 +106,7 @@ public class WoodcuttingManager extends SkillManager {
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*
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* @param treeFellerBlocks List of blocks to be dropped
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*/
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private void dropBlocks(List<BlockState> treeFellerBlocks) {
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private void dropBlocks(LinkedHashSet<BlockState> treeFellerBlocks) {
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Player player = getPlayer();
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int xp = 0;
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