diff --git a/abms.lua b/abms.lua index b0a9f42..4efe919 100644 --- a/abms.lua +++ b/abms.lua @@ -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 diff --git a/deco_water.lua b/deco_water.lua index 927e93b..4740af8 100644 --- a/deco_water.lua +++ b/deco_water.lua @@ -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 diff --git a/fortress.lua b/fortress.lua index da3ab06..3189ade 100644 --- a/fortress.lua +++ b/fortress.lua @@ -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") diff --git a/mapgen.lua b/mapgen.lua index b0a726f..b29e8fb 100644 --- a/mapgen.lua +++ b/mapgen.lua @@ -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...")