Optimize variables.

This commit is contained in:
Duane Robertson 2016-05-24 19:20:17 -05:00
parent 26d4d7cc86
commit 1a9afc9ede
10 changed files with 317 additions and 317 deletions

View file

@ -7,7 +7,23 @@ local seed_noise = {offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y
local biome_noise = {offset = 0.0, scale = 1.0, spread = {x = 400, y = 400, z = 400}, seed = 903, octaves = 3, persist = 0.5, lacunarity = 2.0}
local node = fun_caves.node
local node_cache = {}
local function get_node(name)
if not node_cache then
node_cache = {}
end
if not node_cache[name] then
node_cache[name] = minetest.get_content_id(name)
if name ~= "ignore" and node_cache[name] == 127 then
print("*** Failure to find node: "..name)
end
end
return node_cache[name]
end
local node = get_node
local min_surface = -80
local data = {}
@ -15,80 +31,78 @@ local data = {}
local vm, emin, emax, area, noise_area, csize, minp, maxp
-- Create a table of biome ids, so I can use the biomemap.
if not fun_caves.biome_ids then
fun_caves.biome_ids = {}
for name, desc in pairs(minetest.registered_biomes) do
local i = minetest.get_biome_id(desc.name)
fun_caves.biome_ids[i] = desc.name
end
local biome_ids = {}
for name, desc in pairs(minetest.registered_biomes) do
local i = minetest.get_biome_id(desc.name)
biome_ids[i] = desc.name
end
local function place_schematic(pos, schem, center)
local rot = math.random(4) - 1
local yslice = {}
if schem.yslice_prob then
for _, ys in pairs(schem.yslice_prob) do
yslice[ys.ypos] = ys.prob
end
end
--local function place_schematic(pos, schem, center)
-- local rot = math.random(4) - 1
-- local yslice = {}
-- if schem.yslice_prob then
-- for _, ys in pairs(schem.yslice_prob) do
-- yslice[ys.ypos] = ys.prob
-- end
-- end
--
-- if center then
-- pos.x = pos.x - math.floor(schem.size.x / 2)
-- pos.z = pos.z - math.floor(schem.size.z / 2)
-- end
--
-- for z1 = 0, schem.size.z - 1 do
-- for x1 = 0, schem.size.x - 1 do
-- local x, z
-- if rot == 0 then
-- x, z = x1, z1
-- elseif rot == 1 then
-- x, z = schem.size.z - z1 - 1, x1
-- elseif rot == 2 then
-- x, z = schem.size.x - x1 - 1, schem.size.z - z1 - 1
-- elseif rot == 3 then
-- x, z = z1, schem.size.x - x1 - 1
-- end
-- local dz = pos.z - minp.z + z
-- local dx = pos.x - minp.x + x
-- if pos.x + x > minp.x and pos.x + x < maxp.x and pos.z + z > minp.z and pos.z + z < maxp.z then
-- local ivm = area:index(pos.x + x, pos.y, pos.z + z)
-- local isch = z1 * schem.size.y * schem.size.x + x1 + 1
-- for y = 0, schem.size.y - 1 do
-- local dy = pos.y - minp.y + y
-- if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) > bevel then
-- if yslice[y] or 255 >= math.random(255) then
-- local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
-- if prob >= math.random(255) and schem.data[isch].name ~= "air" then
-- data[ivm] = node(schem.data[isch].name)
-- end
-- local param2 = schem.data[isch].param2 or 0
-- p2data[ivm] = param2
-- end
-- end
--
-- ivm = ivm + area.ystride
-- isch = isch + schem.size.x
-- end
-- end
-- end
-- end
--end
if center then
pos.x = pos.x - math.floor(schem.size.x / 2)
pos.z = pos.z - math.floor(schem.size.z / 2)
end
for z1 = 0, schem.size.z - 1 do
for x1 = 0, schem.size.x - 1 do
local x, z
if rot == 0 then
x, z = x1, z1
elseif rot == 1 then
x, z = schem.size.z - z1 - 1, x1
elseif rot == 2 then
x, z = schem.size.x - x1 - 1, schem.size.z - z1 - 1
elseif rot == 3 then
x, z = z1, schem.size.x - x1 - 1
end
local dz = pos.z - minp.z + z
local dx = pos.x - minp.x + x
if pos.x + x > minp.x and pos.x + x < maxp.x and pos.z + z > minp.z and pos.z + z < maxp.z then
local ivm = area:index(pos.x + x, pos.y, pos.z + z)
local isch = z1 * schem.size.y * schem.size.x + x1 + 1
for y = 0, schem.size.y - 1 do
local dy = pos.y - minp.y + y
if math.min(dx, csize.x - dx) + math.min(dy, csize.y - dy) + math.min(dz, csize.z - dz) > bevel then
if yslice[y] or 255 >= math.random(255) then
local prob = schem.data[isch].prob or schem.data[isch].param1 or 255
if prob >= math.random(255) and schem.data[isch].name ~= "air" then
data[ivm] = node(schem.data[isch].name)
end
local param2 = schem.data[isch].param2 or 0
p2data[ivm] = param2
end
end
ivm = ivm + area.ystride
isch = isch + schem.size.x
end
end
end
end
end
local function get_decoration(biome)
for i, deco in pairs(fun_caves.decorations) do
if not deco.biomes or deco.biomes[biome] then
local range = 1000
if deco.deco_type == "simple" then
if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then
return deco.decoration
end
else
-- nop
end
end
end
end
--local function get_decoration(biome)
-- for i, deco in pairs(fun_caves.decorations) do
-- if not deco.biomes or deco.biomes[biome] then
-- local range = 1000
-- if deco.deco_type == "simple" then
-- if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then
-- return deco.decoration
-- end
-- else
-- -- nop
-- end
-- end
-- end
--end
local function detect_bull(heightmap, csize)
@ -115,7 +129,7 @@ local function detect_bull(heightmap, csize)
end
function fun_caves.generate(p_minp, p_maxp, seed)
local function generate(p_minp, p_maxp, seed)
minp, maxp = p_minp, p_maxp
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
@ -184,21 +198,21 @@ function fun_caves.generate(p_minp, p_maxp, seed)
for x = minp.x, maxp.x do
index = index + 1
local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
local biome = fun_caves.biome_ids[biomemap[index]]
local biome = biome_ids[biomemap[index]]
index3d = noise_area:index(x - minp.x, 0, z - minp.z)
local ivm = area:index(x, minp.y, z)
write = true
for y = minp.y, maxp.y do
if bullshit_heightmap or y <= heightmap[index] - 20 then
data[ivm] = fun_caves.decorate_cave(data, area, minp, y, ivm, biome_n[index3d]) or data[ivm]
data[ivm] = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d]) or data[ivm]
elseif y < heightmap[index] and not bullshit_heightmap then
--if data[ivm] == node("air") and data[ivm - area.ystride] ~= node('air') then
if data[ivm] == node("air") and (data[ivm - area.ystride] == node('default:stone') or data[ivm - area.ystride] == node('default:sandstone')) then
data[ivm - area.ystride] = node("dirt")
end
else
data[ivm] = fun_caves.decorate_water(data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) or data[ivm]
data[ivm] = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) or data[ivm]
end
ivm = ivm + area.ystride
@ -222,3 +236,7 @@ function fun_caves.generate(p_minp, p_maxp, seed)
vm, area, noise_area = nil, nil, nil
end
-- Inserting helps to ensure that fun_caves operates first.
table.insert(minetest.registered_on_generateds, 1, generate)