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Optimized cBlockFarmlandHandler in wet weather.

The area isn't read at all when the weather is wet, since it isn't needed.
This commit is contained in:
madmaxoft 2013-10-04 08:39:59 +02:00
parent dcea29ec30
commit 8fb80b6369

View File

@ -30,39 +30,38 @@ public:
virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
{
// TODO: Rain hydrates farmland, too. Check world weather, don't search for water if raining.
// NOTE: The desert biomes do not get precipitation, so another check needs to be made.
// Search for water in a close proximity:
// Ref.: http://www.minecraftwiki.net/wiki/Farmland#Hydrated_Farmland_Tiles
cBlockArea Area;
if (!Area.Read(a_World, a_BlockX - 4, a_BlockX + 4, a_BlockY, a_BlockY + 1, a_BlockZ - 4, a_BlockZ + 4))
{
// Too close to the world edge, cannot check surroudnings; don't tick at all
return;
}
bool Found = false;
int Biome = a_World->GetBiomeAt(a_BlockX, a_BlockZ);
if (a_World->GetWeather() != eWeather_Rain || Biome == biDesert || Biome == biDesertHills)
if (a_World->IsWeatherWet() && (Biome != biDesert) && (Biome != biDesertHills))
{
int NumBlocks = Area.GetBlockCount();
BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
for (int i = 0; i < NumBlocks; i++)
{
if (
(BlockTypes[i] == E_BLOCK_WATER) ||
(BlockTypes[i] == E_BLOCK_STATIONARY_WATER)
)
{
Found = true;
break;
}
}
// Rain hydrates farmland, too, except in Desert biomes.
Found = true;
}
else
{
Found = true;
// Search for water in a close proximity:
// Ref.: http://www.minecraftwiki.net/wiki/Farmland#Hydrated_Farmland_Tiles
cBlockArea Area;
if (!Area.Read(a_World, a_BlockX - 4, a_BlockX + 4, a_BlockY, a_BlockY + 1, a_BlockZ - 4, a_BlockZ + 4))
{
// Too close to the world edge, cannot check surroudnings; don't tick at all
return;
}
int NumBlocks = Area.GetBlockCount();
BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
for (int i = 0; i < NumBlocks; i++)
{
if (
(BlockTypes[i] == E_BLOCK_WATER) ||
(BlockTypes[i] == E_BLOCK_STATIONARY_WATER)
)
{
Found = true;
break;
}
} // for i - BlockTypes[]
}
NIBBLETYPE BlockMeta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);