improve performances of mcl_playerplus
really noticeable gain with caching global functions
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9eda34b0ff
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@ -1,5 +1,21 @@
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local S = minetest.get_translator("mcl_playerplus")
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local get_connected_players = minetest.get_connected_players
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local dir_to_yaw = minetest.dir_to_yaw
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local get_item_group = minetest.get_item_group
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local check_player_privs = minetest.check_player_privs
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local find_node_near = minetest.find_node_near
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local get_name_from_content_id = minetest.get_name_from_content_id
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local get_voxel_manip = minetest.get_voxel_manip
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local add_particle = minetest.add_particle
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local add_particlespawner = minetest.add_particlespawner
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local is_sprinting = mcl_sprint.is_sprinting
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local exhaust = mcl_hunger.exhaust
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local playerphysics = playerphysics
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local vector = vector
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local math = math
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-- Internal player state
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local mcl_playerplus_internal = {}
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@ -25,7 +41,7 @@ minetest.register_globalstep(function(dtime)
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-- Update jump status immediately since we need this info in real time.
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-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
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for _,player in ipairs(minetest.get_connected_players()) do
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for _,player in ipairs(get_connected_players()) do
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local controls = player:get_player_control()
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name = player:get_player_name()
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@ -37,10 +53,10 @@ minetest.register_globalstep(function(dtime)
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local player_vel_yaw = 0
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if degrees(minetest.dir_to_yaw(player_velocity)) == 0 then
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if degrees(dir_to_yaw(player_velocity)) == 0 then
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yaw = 0
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else
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player_vel_yaw = degrees(minetest.dir_to_yaw(player_velocity))
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player_vel_yaw = degrees(dir_to_yaw(player_velocity))
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end
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-- controls right and left arms pitch when shooting a bow or punching
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@ -62,7 +78,7 @@ minetest.register_globalstep(function(dtime)
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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-- sneaking body conrols
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true then
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and is_sprinting(name) == true then
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-- set head pitch and yaw when swimming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
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-- sets eye height, and nametag color accordingly
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@ -127,18 +143,18 @@ minetest.register_globalstep(function(dtime)
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as of 0.4.15.
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]]
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if minetest.get_item_group(node_feet, "liquid") == 0 and
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minetest.get_item_group(node_stand, "liquid") == 0 and
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if get_item_group(node_feet, "liquid") == 0 and
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get_item_group(node_stand, "liquid") == 0 and
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not minetest.registered_nodes[node_feet].climbable and
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not minetest.registered_nodes[node_stand].climbable and
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(minetest.registered_nodes[node_stand].walkable or minetest.registered_nodes[node_stand_below].walkable)
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and minetest.get_item_group(node_stand, "disable_jump") == 0
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and minetest.get_item_group(node_stand_below, "disable_jump") == 0 then
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and get_item_group(node_stand, "disable_jump") == 0
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and get_item_group(node_stand_below, "disable_jump") == 0 then
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-- Cause exhaustion for jumping
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if mcl_sprint.is_sprinting(name) then
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
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if is_sprinting(name) then
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exhaust(name, mcl_hunger.EXHAUST_SPRINT_JUMP)
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else
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
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exhaust(name, mcl_hunger.EXHAUST_JUMP)
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end
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-- Reset cooldown timer
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@ -157,7 +173,7 @@ minetest.register_globalstep(function(dtime)
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time = 0
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-- check players
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for _,player in ipairs(minetest.get_connected_players()) do
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for _,player in ipairs(get_connected_players()) do
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-- who am I?
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local name = player:get_player_name()
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@ -198,7 +214,7 @@ minetest.register_globalstep(function(dtime)
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end
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-- Swimming? Check if boots are enchanted with depth strider
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if minetest.get_item_group(node_feet, "liquid") ~= 0 and mcl_enchanting.get_enchantment(player:get_inventory():get_stack("armor", 5), "depth_strider") then
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if get_item_group(node_feet, "liquid") ~= 0 and mcl_enchanting.get_enchantment(player:get_inventory():get_stack("armor", 5), "depth_strider") then
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local boots = player:get_inventory():get_stack("armor", 5)
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local depth_strider = mcl_enchanting.get_enchantment(boots, "depth_strider")
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@ -220,7 +236,7 @@ minetest.register_globalstep(function(dtime)
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and (ndef.groups.opaque == 1)
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and (node_head ~= "ignore")
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-- Check privilege, too
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and (not minetest.check_player_privs(name, {noclip = true})) then
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and (not check_player_privs(name, {noclip = true})) then
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if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, S("@1 suffocated to death.", name))
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player:set_hp(player:get_hp() - 1)
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@ -228,9 +244,9 @@ minetest.register_globalstep(function(dtime)
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end
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-- Am I near a cactus?
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local near = minetest.find_node_near(pos, 1, "mcl_core:cactus")
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local near = find_node_near(pos, 1, "mcl_core:cactus")
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if not near then
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near = minetest.find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
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near = find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus")
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end
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if near then
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-- Am I touching the cactus? If so, it hurts
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@ -247,15 +263,15 @@ minetest.register_globalstep(function(dtime)
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--[[ Swimming: Cause exhaustion.
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NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
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Head alone does not count. We respect that for now. ]]
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if not player:get_attach() and (minetest.get_item_group(node_feet, "liquid") ~= 0 or
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minetest.get_item_group(node_stand, "liquid") ~= 0) then
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if not player:get_attach() and (get_item_group(node_feet, "liquid") ~= 0 or
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get_item_group(node_stand, "liquid") ~= 0) then
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local lastPos = mcl_playerplus_internal[name].lastPos
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if lastPos then
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local dist = vector.distance(lastPos, pos)
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mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance + dist
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if mcl_playerplus_internal[name].swimDistance >= 1 then
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local superficial = math.floor(mcl_playerplus_internal[name].swimDistance)
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
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exhaust(name, mcl_hunger.EXHAUST_SWIM * superficial)
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mcl_playerplus_internal[name].swimDistance = mcl_playerplus_internal[name].swimDistance - superficial
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end
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end
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@ -263,9 +279,8 @@ minetest.register_globalstep(function(dtime)
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end
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-- Underwater: Spawn bubble particles
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if minetest.get_item_group(node_head, "water") ~= 0 then
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minetest.add_particlespawner({
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if get_item_group(node_head, "water") ~= 0 then
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add_particlespawner({
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amount = 10,
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time = 0.15,
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minpos = { x = -0.25, y = 0.3, z = -0.25 },
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@ -288,7 +303,7 @@ minetest.register_globalstep(function(dtime)
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if wi == "mcl_core:barrier" or wi == "mcl_core:realm_barrier" then
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local pos = vector.round(player:get_pos())
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local r = 8
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local vm = minetest.get_voxel_manip()
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local vm = get_voxel_manip()
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local emin, emax = vm:read_from_map({x=pos.x-r, y=pos.y-r, z=pos.z-r}, {x=pos.x+r, y=pos.y+r, z=pos.z+r})
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local area = VoxelArea:new{
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MinEdge = emin,
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@ -299,7 +314,7 @@ minetest.register_globalstep(function(dtime)
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for y=pos.y-r, pos.y+r do
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for z=pos.z-r, pos.z+r do
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local vi = area:indexp({x=x, y=y, z=z})
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local nodename = minetest.get_name_from_content_id(data[vi])
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local nodename = get_name_from_content_id(data[vi])
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local tex
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if nodename == "mcl_core:barrier" then
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tex = "mcl_core_barrier.png"
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@ -307,7 +322,7 @@ minetest.register_globalstep(function(dtime)
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tex = "mcl_core_barrier.png^[colorize:#FF00FF:127^[transformFX"
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end
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if tex then
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minetest.add_particle({
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add_particle({
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pos = {x=x, y=y, z=z},
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expirationtime = 1,
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size = 8,
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