From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Martijn Muijsers Date: Mon, 21 Aug 2023 21:05:09 +0200 Subject: [PATCH] Optimize nearest structure border iteration Getting the nearest generated structure contains a nested set of loops that iterates over all chunks at a specific chessboard distance. It does this by iterating over the entire square of chunks within that distance, and checking if the coordinates are at exactly the right distance to be on the border. This patch optimizes the iteration by only iterating over the border chunks. This evaluated chunks are the same, and in the same order, as before, to ensure that the returned found structure (which may for example be a buried treasure that will be marked on a treasure map) is the same as in vanilla. diff --git a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java index 9cdfc9e7614708934cc05146f1464c187d736aed..c32351d357552698836a865f8155462c461779ed 100644 --- a/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java +++ b/src/main/java/net/minecraft/world/level/chunk/ChunkGenerator.java @@ -260,12 +260,15 @@ public abstract class ChunkGenerator { int i1 = placement.spacing(); for (int j1 = -radius; j1 <= radius; ++j1) { - boolean flag1 = j1 == -radius || j1 == radius; + // Paper start - iterate over border chunks instead of entire square chunk area + boolean flag1 = j1 == -radius || j1 == radius; final boolean onBorderAlongZAxis = flag1; // Paper - OBFHELPER - for (int k1 = -radius; k1 <= radius; ++k1) { - boolean flag2 = k1 == -radius || k1 == radius; + for (int k1 = -radius; k1 <= radius; k1 += onBorderAlongZAxis ? 1 : radius * 2) { + // boolean flag2 = k1 == -radius || k1 == radius; - if (flag1 || flag2) { + // if (flag1 || flag2) { + if (true) { + // Paper end int l1 = centerChunkX + i1 * j1; int i2 = centerChunkZ + i1 * k1; ChunkPos chunkcoordintpair = placement.getPotentialStructureChunk(seed, l1, i2);