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

@ -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...")