Merge pull request 'When mob out of range, avoid processing expensive or unneccessary things' (#3517) from improve_mob_step_performance into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/3517
This commit is contained in:
ancientmarinerdev 2023-03-11 00:16:48 +00:00
commit 987760749f
3 changed files with 90 additions and 100 deletions

View file

@ -9,6 +9,8 @@ local CRASH_WARN_FREQUENCY = 60
-- Localize
local S = minetest.get_translator("mcl_mobs")
local DEVELOPMENT = minetest.settings:get_bool("mcl_development",false)
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local function mcl_log (message)
if LOGGING_ON then
@ -38,15 +40,6 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
end)
end
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
function mob_class:update_tag() --update nametag and/or the debug box
local tag
if mobs_debug then
@ -392,7 +385,10 @@ local function on_step_work (self, dtime)
end
if self:falling(pos) then return end
self:check_suspend()
local player_in_active_range = self:player_in_active_range()
self:check_suspend(player_in_active_range)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
@ -411,53 +407,58 @@ local function on_step_work (self, dtime)
self:check_water_flow()
self:env_danger_movement_checks (dtime)
self:follow_flop() -- Mob following code.
self:set_animation_speed() -- set animation speed relative to velocity
-- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
self:check_follow()
self:flop()
self:check_smooth_rotation(dtime)
self:check_head_swivel(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump()
if player_in_active_range then
self:set_animation_speed() -- set animation speed relative to velocity
self:check_head_swivel(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump()
self:check_runaway_from()
self:monster_attack()
self:npc_attack()
self:check_herd(dtime)
end
self:check_runaway_from()
self:monster_attack()
self:npc_attack()
self:check_aggro(dtime)
if self.do_custom and self.do_custom(self, dtime) == false then return end
-- In certain circumstances, we abandon processing of certain functionality
local skip_processing = false
if update_timers(self, dtime) then
skip_processing = true
end
if not skip_processing then
self:check_breeding()
self:check_item_pickup()
self:set_armor_texture()
if player_in_active_range then
self:check_item_pickup()
self:set_armor_texture()
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end
self:check_particlespawners(dtime)
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
if self:do_states(dtime) then return end
end
if mobs_debug then self:update_tag() end
if not self.object:get_luaentity() then
@ -487,12 +488,19 @@ local on_step_error_handler = function ()
minetest.log("action", "--- Bug report end ---")
end
-- main mob function
function mob_class:on_step(dtime)
local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
if status then
return retVal
if not DEVELOPMENT then
local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
if status then
return retVal
end
else
return on_step_work (self, dtime)
end
end
local timer = 0

View file

@ -3,10 +3,7 @@ local mob_class = mcl_mobs.mob_class
local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local PATHFINDING = "gowp"
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow"
@ -21,14 +18,19 @@ local function atan(x)
end
end
local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
if fallback then
return minetest.registered_nodes[fallback]
else
return registered_fallback_node
end
end
-- Returns true is node can deal damage to self
@ -200,14 +202,19 @@ function mob_class:can_jump_cliff()
end
-- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger()
if self.fear_height == 0 or self:can_jump_cliff() or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
function mob_class:is_at_cliff_or_danger(can_jump_cliff)
if can_jump_cliff == nil then
can_jump_cliff = self:can_jump_cliff()
end
if self.fear_height == 0 or can_jump_cliff or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false
end
local yaw = self.object:get_yaw()
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
@ -234,8 +241,12 @@ end
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
function mob_class:is_at_water_danger()
if not self.object:get_luaentity() or self:can_jump_cliff() or self._jumping_cliff then
function mob_class:is_at_water_danger(can_jump_cliff)
if can_jump_cliff == nil then
can_jump_cliff = self:can_jump_cliff()
end
if not self.object:get_luaentity() or can_jump_cliff or self._jumping_cliff then
return false
end
local yaw = self.object:get_yaw()
@ -276,7 +287,9 @@ end
function mob_class:env_danger_movement_checks(dtime)
local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
local can_jump_cliff = self:can_jump_cliff()
if self.state ~= "attack" and self:is_at_water_danger(can_jump_cliff) then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
@ -284,14 +297,9 @@ function mob_class:env_danger_movement_checks(dtime)
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
else
-- This code should probably be moved to movement code
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end
if self:is_at_cliff_or_danger() then
if self:is_at_cliff_or_danger(can_jump_cliff) then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
@ -614,75 +622,51 @@ end
-- follow player if owner or holding item, if fish outta water then flop
function mob_class:follow_flop()
function mob_class:check_follow()
-- find player to follow
if (self.follow ~= ""
or self.order == "follow")
and not self.following
if (self.follow ~= "" or self.order == "follow") and not self.following
and self.state ~= "attack"
and self.order ~= "sit"
and self.state ~= "runaway" then
local s = self.object:get_pos()
local players = minetest.get_connected_players()
for n = 1, #players do
if (self:object_in_range(players[n]))
and not mcl_mobs.invis[ players[n]:get_player_name() ] then
if (self:object_in_range(players[n])) and not mcl_mobs.invis[ players[n]:get_player_name() ] then
self.following = players[n]
break
end
end
end
if self.type == "npc"
and self.order == "follow"
and self.state ~= "attack"
and self.order ~= "sit"
and self.owner ~= "" then
if self.type == "npc" and self.order == "follow"
and self.state ~= "attack" and self.order ~= "sit" and self.owner ~= "" then
-- npc stop following player if not owner
if self.following
and self.owner
and self.owner ~= self.following:get_player_name() then
if self.following and self.owner and self.owner ~= self.following:get_player_name() then
self.following = nil
end
else
-- stop following player if not holding specific item,
-- mob is horny, fleeing or attacking
if self.following
and self.following:is_player()
and (self:follow_holding(self.following) == false or
self.horny or self.state == "runaway") then
if self.following and self.following:is_player()
and (self:follow_holding(self.following) == false or self.horny or self.state == "runaway") then
self.following = nil
end
end
-- follow that thing
if self.following then
local s = self.object:get_pos()
local p
if self.following:is_player() then
p = self.following:get_pos()
elseif self.following.object then
p = self.following.object:get_pos()
end
if p then
local dist = vector.distance(p, s)
-- dont follow if out of range
if (not self:object_in_range(self.following)) then
self.following = nil
else
@ -692,17 +676,12 @@ function mob_class:follow_flop()
}
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
self:set_yaw( yaw, 2.35)
-- anyone but standing npc's can move along
if dist > 3
and self.order ~= "stand" then
if dist > 3 and self.order ~= "stand" then
self:set_velocity(self.follow_velocity)
if self.walk_chance ~= 0 then
self:set_animation( "run")
end
@ -710,17 +689,18 @@ function mob_class:follow_flop()
self:set_velocity(0)
self:set_animation( "stand")
end
return
end
end
end
end
function mob_class:flop()
-- swimmers flop when out of their element, and swim again when back in
if self.fly then
local s = self.object:get_pos()
if self:flight_check( s) == false then
if self:flight_check(s) == false then
self.state = "flop"
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
@ -739,7 +719,6 @@ function mob_class:follow_flop()
end
self:set_animation( "stand", true)
return
elseif self.state == "flop" then
self.state = "stand"
@ -770,7 +749,10 @@ end
local check_herd_timer = 0
function mob_class:check_herd(dtime)
local pos = self.object:get_pos()
if not pos then return end
if not pos or self.state == "attack" then return end
-- Does any mob not move in group. Weird check for something not set?
if self.move_in_group == false then return end
check_herd_timer = check_herd_timer + dtime
if check_herd_timer < 4 then return end
check_herd_timer = 0

View file

@ -995,10 +995,10 @@ function mob_class:check_dying()
end
end
function mob_class:check_suspend()
function mob_class:check_suspend(player_in_active_range)
local pos = self.object:get_pos()
if pos and not self:player_in_active_range() then
if pos and not player_in_active_range then
local node_under = node_ok(vector.offset(pos,0,-1,0)).name
self:set_animation( "stand", true)
@ -1006,8 +1006,8 @@ function mob_class:check_suspend()
local acc = self.object:get_acceleration()
if acc then
if acc.y > 0 or node_under ~= "air" then
self.object:set_acceleration(vector.new(0,0,0))
self.object:set_velocity(vector.new(0,0,0))
self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.zero())
end
if acc.y == 0 and node_under == "air" then
self:falling(pos)