forked from thunderdog1138/star_wars
Tnt: Various optimisations
Pass nodename to tnt.burn function where possible to reduce use of 'get_node'. Change 'ipairs' to 'pairs'. Use 'nodeupdate_single(pos)' instead of 'nodeupdate(pos)' to avoid every node triggering recursion, the loop itself takes the place of recursion and works upwards through horizontal planes as required.
This commit is contained in:
parent
53179b8d10
commit
6fdfd2554c
|
@ -5,7 +5,7 @@ read_globals = {
|
|||
"DIR_DELIM",
|
||||
"minetest", "core",
|
||||
"dump",
|
||||
"vector", "nodeupdate",
|
||||
"vector", "nodeupdate", "nodeupdate_single",
|
||||
"VoxelManip", "VoxelArea",
|
||||
"PseudoRandom", "ItemStack",
|
||||
}
|
||||
|
|
|
@ -290,9 +290,9 @@ TNT API
|
|||
* `position` The center of explosion.
|
||||
* `definition` The TNT definion as passed to `tnt.register`
|
||||
|
||||
`tnt.burn(position)`
|
||||
`tnt.burn(position, [nodename])`
|
||||
|
||||
^ Ignite TNT at position
|
||||
^ Ignite TNT at position, nodename isn't required unless already known.
|
||||
|
||||
|
||||
To make dropping items from node inventories easier, you can use the
|
||||
|
|
|
@ -99,7 +99,7 @@ local function destroy(drops, npos, cid, c_air, c_fire, on_blast_queue, ignore_p
|
|||
return c_fire
|
||||
else
|
||||
local node_drops = minetest.get_node_drops(def.name, "")
|
||||
for _, item in ipairs(node_drops) do
|
||||
for _, item in pairs(node_drops) do
|
||||
add_drop(drops, item)
|
||||
end
|
||||
return c_air
|
||||
|
@ -181,7 +181,7 @@ local function entity_physics(pos, radius, drops)
|
|||
}, nil)
|
||||
end
|
||||
end
|
||||
for _, item in ipairs(entity_drops) do
|
||||
for _, item in pairs(entity_drops) do
|
||||
add_drop(drops, item)
|
||||
end
|
||||
end
|
||||
|
@ -248,8 +248,8 @@ local function add_effects(pos, radius, drops)
|
|||
})
|
||||
end
|
||||
|
||||
function tnt.burn(pos)
|
||||
local name = minetest.get_node(pos).name
|
||||
function tnt.burn(pos, nodename)
|
||||
local name = nodename or minetest.get_node(pos).name
|
||||
local group = minetest.get_item_group(name, "tnt")
|
||||
if group > 0 then
|
||||
minetest.sound_play("tnt_ignite", {pos = pos})
|
||||
|
@ -333,24 +333,25 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
|
|||
vm:update_liquids()
|
||||
|
||||
-- call nodeupdate for everything within 1.5x blast radius
|
||||
for y = -radius * 1.5, radius * 1.5 do
|
||||
for z = -radius * 1.5, radius * 1.5 do
|
||||
for x = -radius * 1.5, radius * 1.5 do
|
||||
for y = -radius * 1.5, radius * 1.5 do
|
||||
local s = vector.add(pos, {x = x, y = y, z = z})
|
||||
local r = vector.distance(pos, s)
|
||||
local rad = {x = x, y = y, z = z}
|
||||
local s = vector.add(pos, rad)
|
||||
local r = vector.length(rad)
|
||||
if r / radius < 1.4 then
|
||||
nodeupdate(s)
|
||||
nodeupdate_single(s)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for _, queued_data in ipairs(on_blast_queue) do
|
||||
for _, queued_data in pairs(on_blast_queue) do
|
||||
local dist = math.max(1, vector.distance(queued_data.pos, pos))
|
||||
local intensity = (radius * radius) / (dist * dist)
|
||||
local node_drops = queued_data.on_blast(queued_data.pos, intensity)
|
||||
if node_drops then
|
||||
for _, item in ipairs(node_drops) do
|
||||
for _, item in pairs(node_drops) do
|
||||
add_drop(drops, item)
|
||||
end
|
||||
end
|
||||
|
@ -408,11 +409,11 @@ minetest.register_node("tnt:gunpowder", {
|
|||
|
||||
on_punch = function(pos, node, puncher)
|
||||
if puncher:get_wielded_item():get_name() == "default:torch" then
|
||||
tnt.burn(pos)
|
||||
tnt.burn(pos, node.name)
|
||||
end
|
||||
end,
|
||||
on_blast = function(pos, intensity)
|
||||
tnt.burn(pos)
|
||||
tnt.burn(pos, "tnt:gunpowder")
|
||||
end,
|
||||
})
|
||||
|
||||
|
@ -511,7 +512,9 @@ if enable_tnt then
|
|||
neighbors = {"fire:basic_flame", "default:lava_source", "default:lava_flowing"},
|
||||
interval = 4,
|
||||
chance = 1,
|
||||
action = tnt.burn,
|
||||
action = function(pos, node)
|
||||
tnt.burn(pos, node.name)
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue