Avoid doing unnecessary range checks when we're looping from start to end.

Make EntityLiving call AI logic every tick again.
Rework PathfinderGoalSelector logic.

Adds UnsafeList for use in places where we use ArrayList and know we won't
get index out of range errors. Added usage to World's tickEntities, Chunk's
entitySlices to speed up searching for entities, and to PathfinderGoalSelector
to speed up dealing with AI goals.

Reworked logic in PathfinderGoalSelector with help from fullwall. This code
no longer uses an extra ArrayList for setting up goals and only updates which
goals should be run every other time it is called.

Removed only calling PathfinderGoalSelector every other tick from EntityLiving
as we now only setup new goals every other tick. This ensures existing goals
run every tick to properly update mob movement.
This commit is contained in:
Travis Watkins
2012-04-23 09:47:05 -05:00
committed by EvilSeph
parent e8459c1ff6
commit b7376e0865
5 changed files with 207 additions and 44 deletions

View File

@@ -20,6 +20,7 @@ import org.bukkit.generator.ChunkGenerator;
import org.bukkit.craftbukkit.CraftServer;
import org.bukkit.craftbukkit.CraftWorld;
import org.bukkit.craftbukkit.event.CraftEventFactory;
import org.bukkit.craftbukkit.util.UnsafeList;
import org.bukkit.event.block.BlockCanBuildEvent;
import org.bukkit.event.block.BlockPhysicsEvent;
import org.bukkit.event.block.BlockFormEvent;
@@ -40,7 +41,7 @@ public class World implements IBlockAccess {
private List J = new ArrayList();
private List K = new ArrayList();
public List players = new ArrayList();
public List e = new ArrayList();
public UnsafeList e = new UnsafeList(); // CraftBukkit - use UnsafeList
private long L = 16777215L;
public int f = 0;
protected int g = (new Random()).nextInt();
@@ -1104,7 +1105,7 @@ public class World implements IBlockAccess {
Entity entity;
for (i = 0; i < this.e.size(); ++i) {
entity = (Entity) this.e.get(i);
entity = (Entity) this.e.unsafeGet(i); // CraftBukkit - use unsafeGet
// CraftBukkit start - fixed an NPE
if (entity == null) {
continue;