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Add limitations to respawn search algorithm to make it work faster
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@ -9,6 +9,9 @@ local storage = minetest.get_mod_storage()
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local respawn_search_interval = 30 -- seconds
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local respawn_search_initial_delay = 30 -- seconds
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local trees_distance_max = 30 -- nodes
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local attempts_to_find_pos = 50
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local attempts_to_find_trees = 50
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local node_groups_white_list = {"group:soil"}
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local biomes_white_list = {
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"ColdTaiga",
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@ -74,6 +77,7 @@ local edge_len = storage:get_int("mcl_spawn_edge_len") or 1
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local edge_dist = storage:get_int("mcl_spawn_edge_dist") or 0
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local dir_step = storage:get_int("mcl_spawn_dir_step") or 0
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local dir_ind = storage:get_int("mcl_spawn_dir_ind") or 1
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local emerge_pos1, emerge_pos2
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-- Get world 'mapgen_limit' and 'chunksize' to calculate 'spawn_limit'.
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-- This accounts for how mapchunks are not generated if they or their shell exceed
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@ -96,6 +100,21 @@ local function get_far_node(pos)
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return minetest.get_node(pos)
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end
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local function get_trees(pos, pos2)
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if emerge_pos1 and emerge_pos2 and pos then
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if not pos2 then
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local b1 = {x = math.max(pos.x-trees_distance_max, emerge_pos1.x), y = math.max(pos.y-trees_distance_max, emerge_pos1.y), z = math.max(pos.z-trees_distance_max, emerge_pos1.z)}
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local b2 = {x = math.min(pos.x+trees_distance_max, emerge_pos2.x), y = math.min(pos.y+trees_distance_max, emerge_pos2.y), z = math.min(pos.z+trees_distance_max, emerge_pos2.z)}
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return minetest.find_nodes_in_area(b1, b2, {"group:tree"}, false)
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else
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local b1 = {x = math.max(pos.x , emerge_pos1.x), y = math.max(pos.y , emerge_pos1.y), z = math.max(pos.z, emerge_pos1.z)}
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local b2 = {x = math.min(pos2.x, emerge_pos2.x), y = math.min(pos2.y, emerge_pos2.y), z = math.min(pos2.z, emerge_pos2.z)}
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return minetest.find_nodes_in_area(b1, b2, {"group:tree"}, false)
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end
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end
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return nil
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end
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local function good_for_respawn(pos, player)
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local pos0 = {x = pos.x, y = pos.y - 1, z = pos.z}
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local pos1 = {x = pos.x, y = pos.y, z = pos.z}
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@ -116,6 +135,9 @@ local function good_for_respawn(pos, player)
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or minetest.is_protected(pos2, player or "")
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or (not player and minetest.get_node_light(pos1, 0.5) < 8)
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or (not player and minetest.get_node_light(pos2, 0.5) < 8)
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or nn0 == "ignore"
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or nn1 == "ignore"
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or nn2 == "ignore"
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then
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return false
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end
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@ -128,9 +150,15 @@ local function good_for_respawn(pos, player)
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(def1.damage_per_second == nil or def2.damage_per_second <= 0)
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end
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local function can_find_tree(pos1)
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local trees = minetest.find_nodes_in_area(vector.subtract(pos1,half_res), vector.add(pos1,half_res), {"group:tree"}, false)
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for _, pos2 in ipairs(trees) do
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local function can_find_tree(pos1, trees)
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if not emerge_pos1 or not emerge_pos2 then return false end
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local trees = trees or get_trees(pos1)
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if not trees then return false end
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if (attempts_to_find_trees * 3 < #trees) then
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-- random search
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for i = 1, attempts_to_find_trees do
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local pos2 = trees[math.random(1,#trees)]
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if not minetest.is_protected(pos2, "") then
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if pos2.x < pos1.x then
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pos2.x = pos2.x + 1
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@ -151,6 +179,29 @@ local function can_find_tree(pos1)
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return false
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end
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for i, pos2 in ipairs(trees) do
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-- full search
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if not minetest.is_protected(pos2, "") then
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if pos2.x < pos1.x then
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pos2.x = pos2.x + 1
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elseif pos2.x > pos1.x then
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pos2.x = pos2.x - 1
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end
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if pos2.z < pos1.z then
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pos2.z = pos2.z + 1
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elseif pos2.z > pos1.z then
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pos2.z = pos2.z - 1
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end
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local way = minetest.find_path(pos1, pos2, res, 1, 3, "A*_noprefetch")
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if way then
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return true
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end
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end
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if i > attempts_to_find_trees then return false end
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end
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return false
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end
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local function next_pos()
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if edge_dist >= edge_len then
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edge_dist = 1
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@ -208,16 +259,20 @@ end
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local function ecb_search_continue(blockpos, action, calls_remaining, param)
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if calls_remaining <= 0 then
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local pos1 = {x = wsp.x-half_res, y = alt_min, z = wsp.z-half_res}
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local pos2 = {x = wsp.x+half_res, y = alt_max, z = wsp.z+half_res}
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local nodes = minetest.find_nodes_in_area_under_air(pos1, pos2, node_groups_white_list)
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emerge_pos1 = {x = wsp.x-half_res, y = alt_min, z = wsp.z-half_res}
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emerge_pos2 = {x = wsp.x+half_res, y = alt_max, z = wsp.z+half_res}
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local nodes = minetest.find_nodes_in_area_under_air(emerge_pos1, emerge_pos2, node_groups_white_list)
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minetest.log("verbose", "[mcl_spawn] Data emerge callback: "..minetest.pos_to_string(wsp).." - "..tostring(nodes and #nodes) .. " node(s) found under air")
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if nodes then
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for i=1, #nodes do
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wsp = nodes[i]
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local trees = get_trees(emerge_pos1, emerge_pos2)
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if trees then
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if attempts_to_find_pos * 3 < #nodes then
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-- random
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for i=1, attempts_to_find_pos do
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wsp = nodes[math.random(1,#nodes)]
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if wsp then
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wsp.y = wsp.y + 1
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if good_for_respawn(wsp) and can_find_tree(wsp) then
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if good_for_respawn(wsp) and can_find_tree(wsp, trees) then
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minetest.log("action", "[mcl_spawn] Dynamic world spawn determined to be "..minetest.pos_to_string(wsp))
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searched = true
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success = true
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@ -225,6 +280,22 @@ local function ecb_search_continue(blockpos, action, calls_remaining, param)
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end
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end
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end
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else
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-- in a sequence
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for i=1, math.min(#nodes, attempts_to_find_pos) do
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wsp = nodes[i]
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if wsp then
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wsp.y = wsp.y + 1
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if good_for_respawn(wsp) and can_find_tree(wsp, trees) then
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minetest.log("action", "[mcl_spawn] Dynamic world spawn determined to be "..minetest.pos_to_string(wsp))
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searched = true
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success = true
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return
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end
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end
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end
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end
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end
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end
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next_pos()
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mcl_spawn.search()
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