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Posted

Hello, I have made a custom TNT with a custom explosion, but I wanted the explosion to be huge, like 1,000,000+ blocks. It works fine but obviously there is a huge lag when detonating, I was wondering how I could add a very slight delay between each time a block is removed. Here is my code: 

static int tick = 0;
    @SubscribeEvent
	public static void onClientTick(TickEvent.ClientTickEvent event) {
    	
	if(tick == 80) {
	
		
	System.out.print("DELAY");
	tick = 0;
	
    }
	 tick++;
    }
    	

    /**
     * Does the first part of the explosion (destroy blocks)
     */
    @Override
    public void doExplosionA()
    {
    	
        Set<BlockPos> set = Sets.<BlockPos>newHashSet();
       
       long time = world.getWorldTime();
       int blocksDestroyed = 0; 
       int radius = this.size;
       int center = radius / 2;
       
       
    	   for (int j = center - radius; j < center + radius; j++)
        {
            for (int k = center - radius; k < center + radius; k++)
            {
                for (int l = center - radius; l < center + radius; l++)
                {
                	
                	double distSq = (j-center) * (j-center) + (k-center) * (k-center) + (l-center) * (l-center);
                	
                	
                	if(distSq <= (radius) * (radius)) {
                		
                		BlockPos pos = new BlockPos(x + j - center, y + k - center, z + l - center);
                		if(world.getBlockState (pos) != Blocks.BEDROCK.getDefaultState()){
                			
                			
                			world.setBlockState(pos, Blocks.AIR.getDefaultState());
                			
                			

I added the ClientTickEvent, because I thought it would be the way to go, but cant figure out how to add the delay after each block gets removed. Any help is appreciated, thanks.

Posted (edited)
  On 2/3/2019 at 10:02 PM, funsize888 said:

1,000,000+ blocks

Expand  

This isn’t viable. I would say 1024 blocks (16 chunks) is the absolute max, and I would reccomend something like 64-128.

You need to subscribe to the server tick event. I would do this by keeping track of what position I was at, and effectively distributing the nested for loop over multiple ticks. Remember to keep track of which explosion you’re doing

Edited by Cadiboo

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Posted
  On 2/4/2019 at 1:48 AM, Cadiboo said:

This isn’t viable. I would say 1024 blocks (16 chunks) is the absolute max, and I would reccomend something like 64-128.

You need to subscribe to the server tick event. I would do this by keeping track of what position I was at, and effectively distributing the nested for loop over multiple ticks. Remember to keep track of which explosion you’re doing

Expand  

What do you mean by keep track of the position im at? or which explosion, its only one explosion.

Posted
  On 2/4/2019 at 3:14 AM, funsize888 said:

What do you mean by keep track of the position im at?

Expand  

I would turn the for loop into something that executes every tick.

 

  On 2/4/2019 at 3:14 AM, funsize888 said:

which explosion, its only one explosion.

Expand  

What if another explosion happens while the first is still happening? Because you aren’t doing everything all at once, other stuff can happen in the meantime

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Posted
  On 2/4/2019 at 4:54 AM, Cadiboo said:

I would turn the for loop into something that executes every tick.

 

What if another explosion happens while the first is still happening? Because you aren’t doing everything all at once, other stuff can happen in the meantime

Expand  

ok so now I have this: 

 static int tick = 0;
    static int timer = 0;
    @SubscribeEvent
	public static void onServerTick(TickEvent.ServerTickEvent event) {
    	
    	if(tick == 40) {
    		
    		
    		
    		tick = 0;
    		timer++;
    		System.out.print(timer);
    		if(timer >= 20) {
    			timer = 0;
    		}
    	}tick++;
    }
    
    		
    		

    
    	

    /**
     * Does the first part of the explosion (destroy blocks)
     */
    @Override
    public void doExplosionA()
    {
    	
        Set<BlockPos> set = Sets.<BlockPos>newHashSet();
        Set<IBlockState> states = Sets.<IBlockState>newHashSet();
       
       long time = world.getWorldTime();
       int blocksDestroyed = 0; 
       int radius = this.size;
       int center = radius / 2;
       
       if(timer == 20) {
    	   for (int j = center - radius; j < center + radius; j++)
        {
            for (int k = center - radius; k < center + radius; k++)
            {
                for (int l = center - radius; l < center + radius; l++)
                {
                	
                	double distSq = (j-center) * (j-center) + (k-center) * (k-center) + (l-center) * (l-center);
                	
                	
                	if(distSq <= (radius) * (radius)) {
                		
                		BlockPos pos = new BlockPos(x + j - center, y + k - center, z + l - center);
                		if(world.getBlockState (pos) != Blocks.BEDROCK.getDefaultState()){
                			
                			
                			
                			
                			world.setBlockToAir(pos);
                			timer = 0;
                			
                				
                				blocksDestroyed++;
                				System.out.println(timer);
                				
               			
                		}
                	}
                }
                	
            }
            
        }
            
        }

but obviously the if statement will only run if the timer = 20. So the code isnt run at all. how do I wait for the timer to = 20?

Posted

What is that code meant to do? It’s not valid java

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Posted (edited)
  On 2/5/2019 at 4:58 AM, Cadiboo said:

What is that code meant to do? It’s not valid java

Expand  

That’s the part  struggling with, I’m not sure how I would delay the for loop for a certain amount of ticks. 

 

Maybe I could save all the blocks from the loop and place them one by one with a delay?

Edited by funsize888
Posted

You need to find a way to distribute your logic over multiple ticks. Pre-generating a list of coordinates would work, but would use up massive amounts of memory. I would distribute my loop over multiple ticks

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