Reoptimize some variables.

This commit is contained in:
Duane Robertson 2016-05-28 06:16:04 -05:00
parent 65a6df1e44
commit fac68f46a5
4 changed files with 40 additions and 52 deletions

View file

@ -21,19 +21,17 @@ local find_nodes_in_area = minetest.find_nodes_in_area
local get_item_group = minetest.get_item_group
minetest.register_globalstep(function(dtime)
local minp, maxp, counts
local time = get_us_time()
if last_dps_check and time - last_dps_check < dps_delay then
return
end
local pos, factor, mob
for _, mob in pairs(minetest.luaentities) do
if not mob.initial_promotion then
pos = mob.object:getpos()
local pos = mob.object:getpos()
if mob.hp_max and mob.object and mob.health and mob.damage then
factor = 1 + (max(abs(pos.x), abs(pos.y), abs(pos.z)) / 6200)
local factor = 1 + (max(abs(pos.x), abs(pos.y), abs(pos.z)) / 6200)
if fun_caves.is_fortress(pos) then
factor = factor * 1.5
end
@ -49,13 +47,12 @@ minetest.register_globalstep(function(dtime)
end
local players = get_connected_players()
local player
for i = 1, #players do
player = players[i]
minp = vector.subtract(player:getpos(), 0.5)
maxp = vector.add(player:getpos(), 0.5)
local player = players[i]
local minp = vector.subtract(player:getpos(), 0.5)
local maxp = vector.add(player:getpos(), 0.5)
counts = find_nodes_in_area(minp, maxp, {"group:surface_hot"})
local counts = find_nodes_in_area(minp, maxp, {"group:surface_hot"})
if #counts > 1 then
player:set_hp(player:get_hp() - 1)
end

View file

@ -13,13 +13,11 @@ end
plant_noise = {offset = 0.0, scale = 1.0, spread = {x = 200, y = 200, z = 200}, seed = 33, octaves = 3, persist = 0.7, lacunarity = 2.0}
local function surround(node, data, area, ivm)
local n
-- Check to make sure that a plant root is fully surrounded.
-- This is due to the kludgy way you have to make water plants
-- in minetest, to avoid bubbles.
for x1 = -1,1,2 do
n = data[ivm+x1]
local n = data[ivm+x1]
if n == node("default:river_water_source") or n == node("default:water_source") or n == node("air") then
return false
end
@ -68,7 +66,6 @@ function fun_caves.decorate_water(node, data, area, minp, maxp, pos, ivm, biome_
return
end
local posm, count
for _, desc in pairs(fun_caves.water_plants) do
if desc.content_id then
if not node_match_cache[desc.content_id] then
@ -80,7 +77,7 @@ function fun_caves.decorate_water(node, data, area, minp, maxp, pos, ivm, biome_
-- against a given node (or nodes). However, it's slow.
-- To speed it up, we cache the results for each plant
-- on each node, and avoid calling find_nodes every time.
posm, count = minetest.find_nodes_in_area(pos, pos, desc.place_on)
local posm, count = minetest.find_nodes_in_area(pos, pos, desc.place_on)
if #posm > 0 then
node_match_cache[desc.content_id][data[ivm]] = "good"
else

View file

@ -8,7 +8,6 @@
fun_caves.fortress = function(node, data, area, minp, maxp, level)
local n = 16
local walls = {}
local a, b, c, i, j, u, v, x, y, z, ivm, set, dox, doz
local floor = node('fun_caves:dungeon_floor_1')
local outer_wall = node('fun_caves:dungeon_wall_2')
local inner_wall = node('fun_caves:dungeon_wall_1')
@ -21,10 +20,10 @@ fun_caves.fortress = function(node, data, area, minp, maxp, level)
end
table.shuffle(walls)
dox, doz = math.random(0, n-1), math.random(0, n-1)
local dox, doz = math.random(0, n-1), math.random(0, n-1)
for z = minp.z, maxp.z do
for y = minp.y + y2 * 5, minp.y + y2 * 5 + 4 do
ivm = area:index(minp.x, y, z)
local ivm = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
if (y - minp.y) % 5 == 0 then
if math.floor((z - minp.z) / 5) == doz and math.floor((x - minp.x) / 5) == dox and (z - minp.z) % 5 ~= 0 and (x - minp.x) % 5 ~= 0 and y ~= minp.y then
@ -44,21 +43,21 @@ fun_caves.fortress = function(node, data, area, minp, maxp, level)
end
end
set = unionfind(n * n)
local set = unionfind(n * n)
for m = 0, #walls do
c = walls[m]
a = math.floor(c / 2)
i = a % n
j = math.floor(a / n)
u = c % 2 == 0 and 1 or 0
v = c % 2 == 1 and 1 or 0
b = a + u + n * v
local c = walls[m]
local a = math.floor(c / 2)
local i = a % n
local j = math.floor(a / n)
local u = c % 2 == 0 and 1 or 0
local v = c % 2 == 1 and 1 or 0
local b = a + u + n * v
if i < n - u and j < n - v and set:find(a) ~= set:find(b) then
set:union(a, b)
x = (i + u) * 5 + minp.x
y = minp.y + y2 * 5
z = (j + v) * 5 + minp.z
local x = (i + u) * 5 + minp.x
local y = minp.y + y2 * 5
local z = (j + v) * 5 + minp.z
--if y > minp.y and math.random(20) == 1 then
-- for z1 = z + 1, z + 4 do
-- ivm = area:index(x+1, y, z1)
@ -71,7 +70,7 @@ fun_caves.fortress = function(node, data, area, minp, maxp, level)
for z1 = z + (1-v), z + (1-v) * 4 do
for y1 = y + 1, y + 4 do
ivm = area:index(x + (1-u), y1, z1)
local ivm = area:index(x + (1-u), y1, z1)
for x1 = x + (1-u), x + (1-u) * 4 do
if x1 < maxp.x and z1 < maxp.z and x1 > minp.x and z1 > minp.z then
data[ivm] = node("air")

View file

@ -29,7 +29,6 @@ local deco_depth = 30
local data = {}
--local p2data = {} -- vm rotation data buffer
local vm, emin, emax, area, noise_area, csize, minp, maxp, heightmap, biomemap
-- Create a table of biome ids, so I can use the biomemap.
local biome_ids = {}
@ -104,7 +103,7 @@ end
-- end
--end
fun_caves.is_fortress = function(pos)
fun_caves.is_fortress = function(pos, csize)
local cs = csize
if not cs then
-- Fix this to get csize, somehow.
@ -131,15 +130,15 @@ end
local function generate(p_minp, p_maxp, seed)
minp, maxp = p_minp, p_maxp
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local minp, maxp = p_minp, p_maxp
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
--p2data = vm:get_param2_data()
heightmap = minetest.get_mapgen_object("heightmap")
biomemap = minetest.get_mapgen_object("biomemap")
area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
csize = vector.add(vector.subtract(maxp, minp), 1)
noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
local heightmap = minetest.get_mapgen_object("heightmap")
local biomemap = minetest.get_mapgen_object("biomemap")
local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local csize = vector.add(vector.subtract(maxp, minp), 1)
local noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
local write = false
@ -147,7 +146,7 @@ local function generate(p_minp, p_maxp, seed)
math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
local fortress = maxp.y / 3100
if fun_caves.is_fortress(minp) then
if fun_caves.is_fortress(minp, csize) then
fun_caves.fortress(node, data, area, minp, maxp, math.ceil(maxp.y / 3100))
write = true
else
@ -156,7 +155,6 @@ local function generate(p_minp, p_maxp, seed)
local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp)
local ivm, ivm2, height, new_node
local index = 0
local index3d = 0
@ -164,9 +162,9 @@ local function generate(p_minp, p_maxp, seed)
for x = minp.x, maxp.x do
index = index + 1
index3d = noise_area:index(x - minp.x, 0, z - minp.z)
ivm = area:index(x, minp.y, z)
local ivm = area:index(x, minp.y, z)
height = heightmap[index]
local height = heightmap[index]
if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node('air') then
height = 31000
heightmap[index] = height
@ -182,7 +180,7 @@ local function generate(p_minp, p_maxp, seed)
if y > 0 and cave_3[index] < 1 and y == height then
-- Clear the air above a cave mouth.
ivm2 = ivm
local ivm2 = ivm
for y2 = y + 1, maxp.y + 8 do
ivm2 = ivm2 + area.ystride
if data[ivm2] ~= node("default:water_source") then
@ -201,18 +199,17 @@ local function generate(p_minp, p_maxp, seed)
-- Air needs to be placed prior to decorations.
local index = 0
local index3d = 0
local pn, biome
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
index = index + 1
index3d = noise_area:index(x - minp.x, 0, z - minp.z)
ivm = area:index(x, minp.y, z)
local ivm = area:index(x, minp.y, z)
height = heightmap[index]
local height = heightmap[index]
for y = minp.y, maxp.y do
if y <= height - deco_depth and (height < 31000 or y < 0) then
new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d])
local new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d])
if new_node then
data[ivm] = new_node
write = true
@ -223,9 +220,9 @@ local function generate(p_minp, p_maxp, seed)
write = true
end
else
pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
biome = biome_ids[biomemap[index]]
new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
local biome = biome_ids[biomemap[index]]
local new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
if new_node then
data[ivm] = new_node
write = true
@ -252,8 +249,6 @@ local function generate(p_minp, p_maxp, seed)
vm:write_to_map()
end
vm, area, noise_area, heightmap, biomemap = nil, nil, nil, nil, nil
-- Deal with memory issues. This, of course, is supposed to be automatic.
if math.floor(collectgarbage("count")/1024) > 400 then
print("Fun Caves: Manually collecting garbage...")