increase the likelihood of aura spreading happening even if there are no fully filled spots

This commit is contained in:
Ell 2020-11-16 22:17:50 +01:00
parent 46b7d2bd69
commit 843da49676

View file

@ -7,6 +7,7 @@ import de.ellpeck.naturesaura.api.aura.type.IAuraType;
import net.minecraft.util.Direction;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.chunk.Chunk;
@ -16,10 +17,11 @@ public class SpreadEffect implements IDrainSpotEffect {
@Override
public void update(World world, Chunk chunk, IAuraChunk auraChunk, BlockPos pos, Integer spot) {
if (Math.abs(spot) < 1000000)
if (Math.abs(spot) < 500000 || Math.abs(IAuraChunk.getAuraInArea(world, pos, 25)) < 2000000)
return;
boolean drain = spot > 0;
int toMove = 720000;
int toMove = MathHelper.ceil(Math.abs(spot) * 0.72F);
int perSide = toMove / 6;
while (toMove > 0) {
BlockPos bestOffset = null;
int bestAmount = drain ? Integer.MAX_VALUE : Integer.MIN_VALUE;
@ -42,10 +44,10 @@ public class SpreadEffect implements IDrainSpotEffect {
int moved;
if (drain) {
moved = bestChunk.storeAura(bestPos, 120000);
moved = bestChunk.storeAura(bestPos, perSide);
auraChunk.drainAura(pos, moved);
} else {
moved = bestChunk.drainAura(bestPos, 120000);
moved = bestChunk.drainAura(bestPos, perSide);
auraChunk.storeAura(pos, moved);
}
toMove -= moved;