Cache the bound SoulNetwork for rituals

Avoids looking up the map data once or more each tick
This commit is contained in:
Nicholas Ignoffo 2017-02-12 17:00:18 -08:00
parent 59c20971ab
commit c13be9ebce
29 changed files with 93 additions and 164 deletions

View file

@ -13,9 +13,7 @@ import WayofTime.bloodmagic.api.ritual.EnumRuneType;
import WayofTime.bloodmagic.api.ritual.IMasterRitualStone;
import WayofTime.bloodmagic.api.ritual.Ritual;
import WayofTime.bloodmagic.api.ritual.RitualComponent;
import WayofTime.bloodmagic.api.saving.SoulNetwork;
import WayofTime.bloodmagic.api.soul.EnumDemonWillType;
import WayofTime.bloodmagic.api.util.helper.NetworkHelper;
import WayofTime.bloodmagic.demonAura.WorldDemonWillHandler;
import WayofTime.bloodmagic.entity.projectile.EntityMeteor;
import WayofTime.bloodmagic.meteor.MeteorRegistry;
@ -36,8 +34,7 @@ public class RitualMeteor extends Ritual
public void performRitual(IMasterRitualStone masterRitualStone)
{
World world = masterRitualStone.getWorldObj();
SoulNetwork network = NetworkHelper.getSoulNetwork(masterRitualStone.getOwner());
int currentEssence = network.getCurrentEssence();
int currentEssence = masterRitualStone.getOwnerNetwork().getCurrentEssence();
BlockPos pos = masterRitualStone.getBlockPos();
@ -71,7 +68,7 @@ public class RitualMeteor extends Ritual
if (destructiveWill >= destructiveWillDrain && currentEssence >= 1000000000)
{
network.syphon(1000000);
masterRitualStone.getOwnerNetwork().syphon(1000000);
} else
{
masterRitualStone.setActive(false);