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authorTiger Wang <ziwei.tiger@outlook.com>2021-04-10 21:01:01 +0200
committerTiger Wang <ziwei.tiger@outlook.com>2021-04-12 23:35:07 +0200
commitd06930de7592e731493cbe5f3004ee3d1457a38f (patch)
tree292b6ab71cea21b83dd6068c338802750b7f6598 /src
parentHoppers: use 'locked' bit in meta (diff)
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Diffstat (limited to '')
-rw-r--r--src/Chunk.cpp34
-rw-r--r--src/Chunk.h2
2 files changed, 22 insertions, 14 deletions
diff --git a/src/Chunk.cpp b/src/Chunk.cpp
index aa2a2887c..aa1544c7d 100644
--- a/src/Chunk.cpp
+++ b/src/Chunk.cpp
@@ -849,27 +849,35 @@ void cChunk::CheckBlocks()
void cChunk::TickBlocks(void)
{
- cChunkInterface ChunkInterface(this->GetWorld()->GetChunkMap());
- cBlockInServerPluginInterface PluginInterface(*this->GetWorld());
+ cChunkInterface ChunkInterface(m_World->GetChunkMap());
+ cBlockInServerPluginInterface PluginInterface(*m_World);
+
+ // Tick random blocks, but the first one should be m_BlockToTick (so that SetNextBlockToTick() works):
+ cBlockHandler::For(GetBlock(m_BlockToTick)).OnUpdate(ChunkInterface, *m_World, PluginInterface, *this, m_BlockToTick);
- // Tick random blocks, but the first one should be m_BlockToTick (so that SetNextBlockToTick() works)
- auto Idx = cChunkDef::MakeIndexNoCheck(m_BlockToTick);
auto & Random = GetRandomProvider();
- for (int i = 0; i < 50; ++i)
+ // Set a new random coord for the next tick:
+ m_BlockToTick = cChunkDef::IndexToCoordinate(Random.RandInt<size_t>(cChunkDef::NumBlocks - 1));
+
+ // Choose a number of blocks for each section to randomly tick.
+ // http://minecraft.fandom.com/wiki/Tick#Random_tick
+ for (size_t Y = 0; Y < cChunkDef::NumSections; ++Y)
{
- auto Pos = cChunkDef::IndexToCoordinate(static_cast<size_t>(Idx));
- Idx = Random.RandInt(cChunkDef::NumBlocks - 1);
- if (Pos.y > cChunkDef::GetHeight(m_HeightMap, Pos.x, Pos.z))
+ const auto Section = m_BlockData.GetSection(Y);
+ if (Section == nullptr)
{
- continue; // It's all air up here
+ continue;
}
- cBlockHandler::For(GetBlock(Pos)).OnUpdate(ChunkInterface, *this->GetWorld(), PluginInterface, *this, Pos);
- } // for i
+ for (int Tick = 0; Tick != 3; Tick++) // TODO: configurability via gamerule randomTickSpeed
+ {
+ const auto Index = Random.RandInt<size_t>(ChunkBlockData::SectionBlockCount - 1);
+ const auto Position = cChunkDef::IndexToCoordinate(Y * ChunkBlockData::SectionBlockCount + Index);
- // Set a new random coord for the next tick:
- m_BlockToTick = cChunkDef::IndexToCoordinate(static_cast<size_t>(Idx));
+ cBlockHandler::For((*Section)[Index]).OnUpdate(ChunkInterface, *m_World, PluginInterface, *this, Position);
+ }
+ }
}
diff --git a/src/Chunk.h b/src/Chunk.h
index b8c9b75ae..9178c6f1b 100644
--- a/src/Chunk.h
+++ b/src/Chunk.h
@@ -552,7 +552,7 @@ private:
/** Checks the block scheduled for checking in m_ToTickBlocks[] */
void CheckBlocks();
- /** Ticks several random blocks in the chunk */
+ /** Ticks several random blocks in the chunk. */
void TickBlocks(void);
/** Adds snow to the top of snowy biomes and hydrates farmland / fills cauldrons in rainy biomes */