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Add lua locals into mcl_dungeons for performance
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@ -9,15 +9,38 @@ if mcl_vars.mg_dungeons == false or mg_name == "singlenode" then
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return
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end
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local min_y = math.max(mcl_vars.mg_overworld_min, mcl_vars.mg_bedrock_overworld_max) + 1
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local max_y = mcl_vars.mg_overworld_max - 1
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--lua locals
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--minetest
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local registered_nodes = minetest.registered_nodes
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local swap_node = minetest.swap_node
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local set_node = minetest.set_node
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local dir_to_facedir = minetest.dir_to_facedir
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local get_meta = minetest.get_meta
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local emerge_area = minetest.emerge_area
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--vector
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local vector_add = vector.add
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local vector_subtract = vector.subtract
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--table
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local table_insert = table.insert
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local table_sort = table.sort
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--math
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local math_min = math.min
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local math_max = math.max
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local math_ceil = math.ceil
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--custom mcl_vars
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local get_node = mcl_vars.get_node
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local min_y = math_max(mcl_vars.mg_overworld_min, mcl_vars.mg_bedrock_overworld_max) + 1
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local max_y = mcl_vars.mg_overworld_max - 1
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-- Calculate the number of dungeon spawn attempts
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-- In Minecraft, there 8 dungeon spawn attempts Minecraft chunk (16*256*16 = 65536 blocks).
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-- Minetest chunks don't have this size, so scale the number accordingly.
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local attempts = math.ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192
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local attempts = math_ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192
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local dungeonsizes = {
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{ x=5, y=4, z=5},
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@ -51,8 +74,8 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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local y_floor = y
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local y_ceiling = y + dim.y + 1
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if check then for tx = x+1, x+dim.x do for tz = z+1, z+dim.z do
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if not minetest.registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name].walkable
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or not minetest.registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end
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if not registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name].walkable
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or not registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end
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end end end
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-- Check for air openings (2 stacked air at ground level) in wall positions
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@ -69,25 +92,25 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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openings_counter = openings_counter + 1
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if not openings[x] then openings[x]={} end
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openings[x][z] = true
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table.insert(corners, {x=x, z=z})
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table_insert(corners, {x=x, z=z})
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end
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if get_node({x=x2, y=y+1, z=z}).name == "air" and get_node({x=x2, y=y+2, z=z}).name == "air" then
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openings_counter = openings_counter + 1
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if not openings[x2] then openings[x2]={} end
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openings[x2][z] = true
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table.insert(corners, {x=x2, z=z})
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table_insert(corners, {x=x2, z=z})
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end
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if get_node({x=x, y=y+1, z=z2}).name == "air" and get_node({x=x, y=y+2, z=z2}).name == "air" then
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openings_counter = openings_counter + 1
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if not openings[x] then openings[x]={} end
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openings[x][z2] = true
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table.insert(corners, {x=x, z=z2})
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table_insert(corners, {x=x, z=z2})
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end
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if get_node({x=x2, y=y+1, z=z2}).name == "air" and get_node({x=x2, y=y+2, z=z2}).name == "air" then
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openings_counter = openings_counter + 1
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if not openings[x2] then openings[x2]={} end
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openings[x2][z2] = true
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table.insert(corners, {x=x2, z=z2})
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table_insert(corners, {x=x2, z=z2})
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end
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for wx = x+1, x+dim.x do
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@ -180,16 +203,16 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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secondChance = false
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end
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lastRandom = r
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table.insert(chestSlots, r)
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table_insert(chestSlots, r)
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end
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table.sort(chestSlots)
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table_sort(chestSlots)
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local currentChest = 1
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-- Calculate the mob spawner position, to be re-used for later
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local sp = {x = x + math.ceil(dim.x/2), y = y+1, z = z + math.ceil(dim.z/2)}
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local rn = minetest.registered_nodes[get_node(sp).name]
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local sp = {x = x + math_ceil(dim.x/2), y = y+1, z = z + math_ceil(dim.z/2)}
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local rn = registered_nodes[get_node(sp).name]
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if rn and rn.is_ground_content then
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table.insert(spawner_posses, sp)
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table_insert(spawner_posses, sp)
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end
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-- Generate walls and floor
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@ -203,13 +226,13 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
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-- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other
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local name = get_node(p).name
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if minetest.registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then
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if registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then
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-- Floor
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if ty == y then
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if pr:next(1,4) == 1 then
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minetest.swap_node(p, {name = "mcl_core:cobble"})
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swap_node(p, {name = "mcl_core:cobble"})
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else
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minetest.swap_node(p, {name = "mcl_core:mossycobble"})
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swap_node(p, {name = "mcl_core:mossycobble"})
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end
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-- Generate walls
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@ -221,14 +244,14 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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-- Check if it's an opening first
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if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then
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-- Place wall or ceiling
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minetest.swap_node(p, {name = "mcl_core:cobble"})
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swap_node(p, {name = "mcl_core:cobble"})
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elseif ty < maxy - 1 then
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-- Normally the openings are already clear, but not if it is a corner
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-- widening. Make sure to clear at least the bottom 2 nodes of an opening.
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if name ~= "air" then minetest.swap_node(p, {name = "air"}) end
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if name ~= "air" then swap_node(p, {name = "air"}) end
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elseif name ~= "air" then
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-- This allows for variation between 2-node and 3-node high openings.
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minetest.swap_node(p, {name = "mcl_core:cobble"})
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swap_node(p, {name = "mcl_core:cobble"})
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end
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-- If it was an opening, the lower 3 blocks are not touched at all
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@ -236,9 +259,9 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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else
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if (ty==y+1) and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1) and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
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currentChest = currentChest + 1
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table.insert(chests, {x=tx, y=ty, z=tz})
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table_insert(chests, {x=tx, y=ty, z=tz})
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else
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minetest.swap_node(p, {name = "air"})
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swap_node(p, {name = "air"})
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end
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local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1)
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@ -246,9 +269,9 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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-- Place next chest at the wall (if it was its chosen wall slot)
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if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
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currentChest = currentChest + 1
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table.insert(chests, {x=tx, y=ty, z=tz})
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table_insert(chests, {x=tx, y=ty, z=tz})
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-- else
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--minetest.swap_node(p, {name = "air"})
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--swap_node(p, {name = "air"})
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end
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if forChest then
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chestSlotCounter = chestSlotCounter + 1
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@ -263,15 +286,15 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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local surroundings = {}
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for s=1, #surround_vectors do
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-- Detect the 4 horizontal neighbors
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local spos = vector.add(pos, surround_vectors[s])
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local wpos = vector.subtract(pos, surround_vectors[s])
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local spos = vector_add(pos, surround_vectors[s])
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local wpos = vector_subtract(pos, surround_vectors[s])
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local nodename = get_node(spos).name
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local nodename2 = get_node(wpos).name
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local nodedef = minetest.registered_nodes[nodename]
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local nodedef2 = minetest.registered_nodes[nodename2]
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local nodedef = registered_nodes[nodename]
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local nodedef2 = registered_nodes[nodename2]
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-- The chest needs an open space in front of it and a walkable node (except chest) behind it
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if nodedef and nodedef.walkable == false and nodedef2 and nodedef2.walkable == true and nodename2 ~= "mcl_chests:chest" then
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table.insert(surroundings, spos)
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table_insert(surroundings, spos)
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end
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end
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-- Set param2 (=facedir) of this chest
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@ -282,11 +305,11 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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else
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-- 1 or multiple possible open directions: Choose random facedir
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local face_to = surroundings[pr:next(1, #surroundings)]
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facedir = minetest.dir_to_facedir(vector.subtract(pos, face_to))
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facedir = dir_to_facedir(vector_subtract(pos, face_to))
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end
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minetest.set_node(pos, {name="mcl_chests:chest", param2=facedir})
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local meta = minetest.get_meta(pos)
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set_node(pos, {name="mcl_chests:chest", param2=facedir})
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local meta = get_meta(pos)
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local loottable =
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{
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@ -336,7 +359,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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-- Bonus loot for v6 mapgen: Otherwise unobtainable saplings.
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if mg_name == "v6" then
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table.insert(loottable, {
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table_insert(loottable, {
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stacks_min = 1,
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stacks_max = 3,
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items = {
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@ -356,7 +379,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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for s=#spawner_posses, 1, -1 do
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local sp = spawner_posses[s]
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-- ... and place it and select a random mob
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minetest.set_node(sp, {name = "mcl_mobspawners:spawner"})
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set_node(sp, {name = "mcl_mobspawners:spawner"})
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local mobs = {
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"mobs_mc:zombie",
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"mobs_mc:zombie",
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@ -370,7 +393,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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end
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local function dungeons_nodes(minp, maxp, blockseed)
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local ymin, ymax = math.max(min_y, minp.y), math.min(max_y, maxp.y)
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local ymin, ymax = math_max(min_y, minp.y), math_min(max_y, maxp.y)
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if ymax < ymin then return false end
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local pr = PseudoRandom(blockseed)
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for a=1, attempts do
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@ -382,7 +405,7 @@ local function dungeons_nodes(minp, maxp, blockseed)
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local p2 = {x = x+dim.x+1, y = y+dim.y+1, z = z+dim.z+1}
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minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
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local param = {p1=p1, p2=p2, dim=dim, pr=pr}
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minetest.emerge_area(p1, p2, ecb_spawn_dungeon, param)
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emerge_area(p1, p2, ecb_spawn_dungeon, param)
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end
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end
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@ -392,7 +415,7 @@ function mcl_dungeons.spawn_dungeon(p1, _, pr)
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local p2 = {x = p1.x+dim.x+1, y = p1.y+dim.y+1, z = p1.z+dim.z+1}
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minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
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local param = {p1=p1, p2=p2, dim=dim, pr=pr, dontcheck=true}
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minetest.emerge_area(p1, p2, ecb_spawn_dungeon, param)
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emerge_area(p1, p2, ecb_spawn_dungeon, param)
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end
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mcl_mapgen_core.register_generator("dungeons", nil, dungeons_nodes, 999999)
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