Cache the bound SoulNetwork for rituals
Avoids looking up the map data once or more each tick
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commit
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29 changed files with 93 additions and 164 deletions
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@ -13,9 +13,7 @@ import WayofTime.bloodmagic.api.ritual.EnumRuneType;
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import WayofTime.bloodmagic.api.ritual.IMasterRitualStone;
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import WayofTime.bloodmagic.api.ritual.Ritual;
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import WayofTime.bloodmagic.api.ritual.RitualComponent;
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import WayofTime.bloodmagic.api.saving.SoulNetwork;
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import WayofTime.bloodmagic.api.soul.EnumDemonWillType;
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import WayofTime.bloodmagic.api.util.helper.NetworkHelper;
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import WayofTime.bloodmagic.demonAura.WorldDemonWillHandler;
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import WayofTime.bloodmagic.entity.projectile.EntityMeteor;
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import WayofTime.bloodmagic.meteor.MeteorRegistry;
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@ -36,8 +34,7 @@ public class RitualMeteor extends Ritual
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public void performRitual(IMasterRitualStone masterRitualStone)
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{
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World world = masterRitualStone.getWorldObj();
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SoulNetwork network = NetworkHelper.getSoulNetwork(masterRitualStone.getOwner());
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int currentEssence = network.getCurrentEssence();
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int currentEssence = masterRitualStone.getOwnerNetwork().getCurrentEssence();
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BlockPos pos = masterRitualStone.getBlockPos();
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@ -71,7 +68,7 @@ public class RitualMeteor extends Ritual
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if (destructiveWill >= destructiveWillDrain && currentEssence >= 1000000000)
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{
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network.syphon(1000000);
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masterRitualStone.getOwnerNetwork().syphon(1000000);
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} else
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{
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masterRitualStone.setActive(false);
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