use vector.new in mcl_dungeons (#4567)

No functional changes, just more vector API, which supposedly is faster?

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4567
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
This commit is contained in:
kno10 2024-09-09 20:08:30 +02:00 committed by the-real-herowl
parent 71881154e9
commit 72c7489976

View file

@ -3,11 +3,8 @@
mcl_dungeons = {} mcl_dungeons = {}
local mg_name = minetest.get_mapgen_setting("mg_name") local mg_name = minetest.get_mapgen_setting("mg_name")
-- Are dungeons disabled? -- Are dungeons disabled?
if mcl_vars.mg_dungeons == false or mg_name == "singlenode" then if mcl_vars.mg_dungeons == false or mg_name == "singlenode" then return end
return
end
--lua locals --lua locals
--minetest --minetest
@ -19,6 +16,7 @@ local get_meta = minetest.get_meta
local emerge_area = minetest.emerge_area local emerge_area = minetest.emerge_area
--vector --vector
local vector_new = vector.new
local vector_add = vector.add local vector_add = vector.add
local vector_subtract = vector.subtract local vector_subtract = vector.subtract
@ -43,24 +41,17 @@ local max_y = mcl_vars.mg_overworld_max - 1
local attempts = math_ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192 local attempts = math_ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192
local dungeonsizes = { local dungeonsizes = {
{ x=5, y=4, z=5}, vector_new(5, 4, 5),
{ x=5, y=4, z=7}, vector_new(5, 4, 7),
{ x=7, y=4, z=5}, vector_new(7, 4, 5),
{ x=7, y=4, z=7}, vector_new(7, 4, 7),
} }
--[[local dirs = {
{ x= 1, y=0, z= 0 },
{ x= 0, y=0, z= 1 },
{ x=-1, y=0, z= 0 },
{ x= 0, y=0, z=-1 },
}]]
local surround_vectors = { local surround_vectors = {
{ x=-1, y=0, z=0 }, vector_new(-1, 0, 0),
{ x=1, y=0, z=0 }, vector_new( 1, 0, 0),
{ x=0, y=0, z=-1 }, vector_new( 0, 0, -1),
{ x=0, y=0, z=1 }, vector_new( 0, 0, 1),
} }
local loottable = local loottable =
@ -138,8 +129,8 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
if check then if check then
for tx = x+1, x+dim.x do for tx = x+1, x+dim.x do
for tz = z+1, z+dim.z do for tz = z+1, z+dim.z do
local fdef = registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name] local fdef = registered_nodes[get_node(vector_new(tx, y_floor , tz)).name]
local cdef = registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name] local cdef = registered_nodes[get_node(vector_new(tx, y_ceiling, tz)).name]
if not fdef or not fdef.walkable or not cdef or not cdef.walkable then return false end if not fdef or not fdef.walkable or not cdef or not cdef.walkable then return false end
end end
end end
@ -155,25 +146,25 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
local x2,z2 = x+dim.x+1, z+dim.z+1 local x2,z2 = x+dim.x+1, z+dim.z+1
if get_node({x=x, y=y+1, z=z}).name == "air" and get_node({x=x, y=y+2, z=z}).name == "air" then if get_node(vector_new(x, y+1, z)).name == "air" and get_node(vector_new(x, y+2, z)).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if not openings[x] then openings[x]={} end if not openings[x] then openings[x]={} end
openings[x][z] = true openings[x][z] = true
table_insert(corners, {x=x, z=z}) table_insert(corners, {x=x, z=z})
end end
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 if get_node(vector_new(x2, y+1, z)).name == "air" and get_node(vector_new(x2, y+2, z)).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if not openings[x2] then openings[x2]={} end if not openings[x2] then openings[x2]={} end
openings[x2][z] = true openings[x2][z] = true
table_insert(corners, {x=x2, z=z}) table_insert(corners, {x=x2, z=z})
end end
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 if get_node(vector_new(x, y+1, z2)).name == "air" and get_node(vector_new(x, y+2, z2)).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if not openings[x] then openings[x]={} end if not openings[x] then openings[x]={} end
openings[x][z2] = true openings[x][z2] = true
table_insert(corners, {x=x, z=z2}) table_insert(corners, {x=x, z=z2})
end end
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 if get_node(vector_new(x2, y+1, z2)).name == "air" and get_node(vector_new(x2, y+2, z2)).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if not openings[x2] then openings[x2]={} end if not openings[x2] then openings[x2]={} end
openings[x2][z2] = true openings[x2][z2] = true
@ -181,13 +172,13 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
end end
for wx = x+1, x+dim.x do for wx = x+1, x+dim.x do
if get_node({x=wx, y=y+1, z=z}).name == "air" and get_node({x=wx, y=y+2, z=z}).name == "air" then if get_node(vector_new(wx, y+1, z)).name == "air" and get_node(vector_new(wx, y+2, z)).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if check and openings_counter > 5 then return end if check and openings_counter > 5 then return end
if not openings[wx] then openings[wx]={} end if not openings[wx] then openings[wx]={} end
openings[wx][z] = true openings[wx][z] = true
end end
if get_node({x=wx, y=y+1, z=z2}).name == "air" and get_node({x=wx, y=y+2, z=z2}).name == "air" then if get_node(vector_new(wx, y+1, z2)).name == "air" and get_node(vector_new(wx, y+2, z2)).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if check and openings_counter > 5 then return end if check and openings_counter > 5 then return end
if not openings[wx] then openings[wx]={} end if not openings[wx] then openings[wx]={} end
@ -195,13 +186,13 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
end end
end end
for wz = z+1, z+dim.z do for wz = z+1, z+dim.z do
if get_node({x=x, y=y+1, z=wz}).name == "air" and get_node({x=x, y=y+2, z=wz}).name == "air" then if get_node(vector_new(x, y+1, wz)).name == "air" and get_node(vector_new(x, y+2, wz)).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if check and openings_counter > 5 then return end if check and openings_counter > 5 then return end
if not openings[x] then openings[x]={} end if not openings[x] then openings[x]={} end
openings[x][wz] = true openings[x][wz] = true
end end
if get_node({x=x2, y=y+1, z=wz}).name == "air" and get_node({x=x2, y=y+2, z=wz}).name == "air" then if get_node(vector_new(x2, y+1, wz)).name == "air" and get_node(vector_new(x2, y+2, wz)).name == "air" then
openings_counter = openings_counter + 1 openings_counter = openings_counter + 1
if check and openings_counter > 5 then return end if check and openings_counter > 5 then return end
if not openings[x2] then openings[x2]={} end if not openings[x2] then openings[x2]={} end
@ -243,7 +234,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Check conditions. If okay, start generating -- Check conditions. If okay, start generating
if check and (openings_counter < 1 or openings_counter > 5) then return end if check and (openings_counter < 1 or openings_counter > 5) then return end
minetest.log("action","[mcl_dungeons] Placing new dungeon at "..minetest.pos_to_string({x=x,y=y,z=z})) minetest.log("action","[mcl_dungeons] Placing new dungeon at "..minetest.pos_to_string(vector_new(x, y, z)))
-- Okay! Spawning starts! -- Okay! Spawning starts!
-- Remember spawner chest positions to set metadata later -- Remember spawner chest positions to set metadata later
@ -276,7 +267,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
local currentChest = 1 local currentChest = 1
-- Calculate the mob spawner position, to be re-used for later -- Calculate the mob spawner position, to be re-used for later
local sp = {x = x + math_ceil(dim.x/2), y = y+1, z = z + math_ceil(dim.z/2)} local sp = vector_new(x + math_ceil(dim.x/2), y+1, z + math_ceil(dim.z/2))
local rn = registered_nodes[get_node(sp).name] local rn = registered_nodes[get_node(sp).name]
if rn and rn.is_ground_content then if rn and rn.is_ground_content then
table_insert(spawner_posses, sp) table_insert(spawner_posses, sp)
@ -288,7 +279,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
for tx = x, maxx do for tx = x, maxx do
for tz = z, maxz do for tz = z, maxz do
for ty = y, maxy do for ty = y, maxy do
local p = {x = tx, y=ty, z=tz} local p = vector_new(tx, ty, tz)
-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock) -- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
-- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other -- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other
@ -327,7 +318,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
else else
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 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
currentChest = currentChest + 1 currentChest = currentChest + 1
table_insert(chests, {x=tx, y=ty, z=tz}) table_insert(chests, vector_new(tx, ty, tz))
else else
swap_node(p, {name = "air"}) swap_node(p, {name = "air"})
end end
@ -337,7 +328,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Place next chest at the wall (if it was its chosen wall slot) -- Place next chest at the wall (if it was its chosen wall slot)
if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
currentChest = currentChest + 1 currentChest = currentChest + 1
table_insert(chests, {x=tx, y=ty, z=tz}) table_insert(chests, vector_new(tx, ty, tz))
-- else -- else
--swap_node(p, {name = "air"}) --swap_node(p, {name = "air"})
end end
@ -411,8 +402,8 @@ local function dungeons_nodes(minp, maxp, blockseed)
local x = pr:next(minp.x, maxp.x-dim.x-1) local x = pr:next(minp.x, maxp.x-dim.x-1)
local y = pr:next(ymin , ymax -dim.y-1) local y = pr:next(ymin , ymax -dim.y-1)
local z = pr:next(minp.z, maxp.z-dim.z-1) local z = pr:next(minp.z, maxp.z-dim.z-1)
local p1 = {x=x,y=y,z=z} local p1 = vector_new(x, y, z)
local p2 = {x = x+dim.x+1, y = y+dim.y+1, z = z+dim.z+1} local p2 = vector_new(x+dim.x+1, y+dim.y+1, z+dim.z+1)
minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2)) minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
emerge_area(p1, p2, ecb_spawn_dungeon, {p1=p1, p2=p2, dim=dim, pr=pr}) emerge_area(p1, p2, ecb_spawn_dungeon, {p1=p1, p2=p2, dim=dim, pr=pr})
end end
@ -422,7 +413,7 @@ end
function mcl_dungeons.spawn_dungeon(p1, _, pr) function mcl_dungeons.spawn_dungeon(p1, _, pr)
if not p1 or not pr or not p1.x or not p1.y or not p1.z then return end if not p1 or not pr or not p1.x or not p1.y or not p1.z then return end
local dim = dungeonsizes[pr:next(1, #dungeonsizes)] local dim = dungeonsizes[pr:next(1, #dungeonsizes)]
local p2 = {x = p1.x+dim.x+1, y = p1.y+dim.y+1, z = p1.z+dim.z+1} local p2 = vector_new(p1.x+dim.x+1, p1.y+dim.y+1, p1.z+dim.z+1)
minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2)) minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
emerge_area(p1, p2, ecb_spawn_dungeon, {p1=p1, p2=p2, dim=dim, pr=pr, dontcheck=true}) emerge_area(p1, p2, ecb_spawn_dungeon, {p1=p1, p2=p2, dim=dim, pr=pr, dontcheck=true})
end end