Reoptimize some variables.
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4 changed files with 40 additions and 52 deletions
41
mapgen.lua
41
mapgen.lua
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@ -29,7 +29,6 @@ local deco_depth = 30
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local data = {}
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--local p2data = {} -- vm rotation data buffer
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local vm, emin, emax, area, noise_area, csize, minp, maxp, heightmap, biomemap
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-- Create a table of biome ids, so I can use the biomemap.
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local biome_ids = {}
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@ -104,7 +103,7 @@ end
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-- end
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--end
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fun_caves.is_fortress = function(pos)
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fun_caves.is_fortress = function(pos, csize)
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local cs = csize
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if not cs then
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-- Fix this to get csize, somehow.
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@ -131,15 +130,15 @@ end
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local function generate(p_minp, p_maxp, seed)
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minp, maxp = p_minp, p_maxp
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vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local minp, maxp = p_minp, p_maxp
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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vm:get_data(data)
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--p2data = vm:get_param2_data()
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heightmap = minetest.get_mapgen_object("heightmap")
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biomemap = minetest.get_mapgen_object("biomemap")
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area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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csize = vector.add(vector.subtract(maxp, minp), 1)
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noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
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local heightmap = minetest.get_mapgen_object("heightmap")
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local biomemap = minetest.get_mapgen_object("biomemap")
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local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local csize = vector.add(vector.subtract(maxp, minp), 1)
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local noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
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local write = false
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@ -147,7 +146,7 @@ local function generate(p_minp, p_maxp, seed)
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math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
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local fortress = maxp.y / 3100
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if fun_caves.is_fortress(minp) then
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if fun_caves.is_fortress(minp, csize) then
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fun_caves.fortress(node, data, area, minp, maxp, math.ceil(maxp.y / 3100))
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write = true
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else
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@ -156,7 +155,6 @@ local function generate(p_minp, p_maxp, seed)
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local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
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local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp)
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local ivm, ivm2, height, new_node
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local index = 0
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local index3d = 0
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@ -164,9 +162,9 @@ local function generate(p_minp, p_maxp, seed)
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for x = minp.x, maxp.x do
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index = index + 1
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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ivm = area:index(x, minp.y, z)
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local ivm = area:index(x, minp.y, z)
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height = heightmap[index]
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local height = heightmap[index]
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if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node('air') then
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height = 31000
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heightmap[index] = height
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@ -182,7 +180,7 @@ local function generate(p_minp, p_maxp, seed)
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if y > 0 and cave_3[index] < 1 and y == height then
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-- Clear the air above a cave mouth.
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ivm2 = ivm
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local ivm2 = ivm
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for y2 = y + 1, maxp.y + 8 do
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ivm2 = ivm2 + area.ystride
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if data[ivm2] ~= node("default:water_source") then
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@ -201,18 +199,17 @@ local function generate(p_minp, p_maxp, seed)
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-- Air needs to be placed prior to decorations.
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local index = 0
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local index3d = 0
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local pn, biome
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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index = index + 1
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index3d = noise_area:index(x - minp.x, 0, z - minp.z)
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ivm = area:index(x, minp.y, z)
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local ivm = area:index(x, minp.y, z)
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height = heightmap[index]
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local height = heightmap[index]
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for y = minp.y, maxp.y do
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if y <= height - deco_depth and (height < 31000 or y < 0) then
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new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d])
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local new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d])
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if new_node then
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data[ivm] = new_node
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write = true
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@ -223,9 +220,9 @@ local function generate(p_minp, p_maxp, seed)
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write = true
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end
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else
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pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
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biome = biome_ids[biomemap[index]]
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new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
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local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
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local biome = biome_ids[biomemap[index]]
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local new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
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if new_node then
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data[ivm] = new_node
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write = true
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@ -252,8 +249,6 @@ local function generate(p_minp, p_maxp, seed)
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vm:write_to_map()
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end
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vm, area, noise_area, heightmap, biomemap = nil, nil, nil, nil, nil
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-- Deal with memory issues. This, of course, is supposed to be automatic.
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if math.floor(collectgarbage("count")/1024) > 400 then
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print("Fun Caves: Manually collecting garbage...")
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