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Directly access entity list
This replaces the very slow chunk dance that was being used.
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parent
98a7257c47
commit
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@ -87,17 +87,11 @@ public class BukkitWorld extends LocalWorld {
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public List<com.sk89q.worldedit.entity.Entity> getEntities(Region region) {
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World world = getWorld();
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List<Entity> ents = world.getEntities();
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List<com.sk89q.worldedit.entity.Entity> entities = new ArrayList<com.sk89q.worldedit.entity.Entity>();
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for (Vector2D pt : region.getChunks()) {
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if (!world.isChunkLoaded(pt.getBlockX(), pt.getBlockZ())) {
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continue;
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}
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final Entity[] ents = world.getChunkAt(pt.getBlockX(), pt.getBlockZ()).getEntities();
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for (Entity ent : ents) {
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if (region.contains(BukkitUtil.toVector(ent.getLocation()))) {
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entities.add(BukkitAdapter.adapt(ent));
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}
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for (Entity ent : ents) {
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if (region.contains(BukkitUtil.toVector(ent.getLocation()))) {
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entities.add(BukkitAdapter.adapt(ent));
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}
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}
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return entities;
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@ -373,18 +373,10 @@ public class ForgeWorld extends AbstractWorld {
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public List<? extends Entity> getEntities(Region region) {
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List<Entity> entities = new ArrayList<Entity>();
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World world = getWorld();
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for (Vector2D pt : region.getChunks()) {
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if (!world.getChunkProvider().chunkExists(pt.getBlockX(), pt.getBlockZ())) {
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continue;
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}
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Chunk chunk = world.getChunkProvider().provideChunk(pt.getBlockX(), pt.getBlockZ());
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for (List<net.minecraft.entity.Entity> entitySubList : chunk.entityLists) {
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for (net.minecraft.entity.Entity entity : entitySubList) {
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if (region.contains(new Vector(entity.posX, entity.posY, entity.posZ))) {
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entities.add(new ForgeEntity(entity));
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}
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}
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List<net.minecraft.entity.Entity> ents = world.loadedEntityList;
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for (net.minecraft.entity.Entity entity : ents) {
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if (region.contains(new Vector(entity.posX, entity.posY, entity.posZ))) {
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entities.add(new ForgeEntity(entity));
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}
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}
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return entities;
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