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performance improvement in lightning

cache global functions used in globalstep
This commit is contained in:
AFCMS 2021-03-15 00:12:59 +01:00
parent 9d19c3db4b
commit 9eda34b0ff
1 changed files with 30 additions and 18 deletions

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@ -11,6 +11,18 @@ of the license, or (at your option) any later version.
local S = minetest.get_translator("lightning") local S = minetest.get_translator("lightning")
local has_mcl_death_msg = minetest.get_modpath("mcl_death_messages")
local get_connected_players = minetest.get_connected_players
local line_of_sight = minetest.line_of_sight
local get_node = minetest.get_node
local set_node = minetest.set_node
local sound_play = minetest.sound_play
local add_particlespawner = minetest.add_particlespawner
local after = minetest.after
local add_entity = minetest.add_entity
local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_item_group = minetest.get_item_group
lightning = {} lightning = {}
lightning.interval_low = 17 lightning.interval_low = 17
@ -45,7 +57,7 @@ minetest.register_globalstep(revertsky)
-- select a random strike point, midpoint -- select a random strike point, midpoint
local function choose_pos(pos) local function choose_pos(pos)
if not pos then if not pos then
local playerlist = minetest.get_connected_players() local playerlist = get_connected_players()
local playercount = table.getn(playerlist) local playercount = table.getn(playerlist)
-- nobody on -- nobody on
@ -67,14 +79,14 @@ local function choose_pos(pos)
pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h)) pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
end end
local b, pos2 = minetest.line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1) local b, pos2 = line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1)
-- nothing but air found -- nothing but air found
if b then if b then
return nil, nil return nil, nil
end end
local n = minetest.get_node({x = pos2.x, y = pos2.y - 1/2, z = pos2.z}) local n = get_node({x = pos2.x, y = pos2.y - 1/2, z = pos2.z})
if n.name == "air" or n.name == "ignore" then if n.name == "air" or n.name == "ignore" then
return nil, nil return nil, nil
end end
@ -87,7 +99,7 @@ end
-- * returns: bool - success if a strike happened -- * returns: bool - success if a strike happened
lightning.strike = function(pos) lightning.strike = function(pos)
if lightning.auto then if lightning.auto then
minetest.after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike) after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike)
end end
local pos2 local pos2
@ -97,7 +109,7 @@ lightning.strike = function(pos)
return false return false
end end
minetest.add_particlespawner({ add_particlespawner({
amount = 1, amount = 1,
time = 0.2, time = 0.2,
-- make it hit the top of a block exactly with the bottom -- make it hit the top of a block exactly with the bottom
@ -120,16 +132,16 @@ lightning.strike = function(pos)
glow = minetest.LIGHT_MAX, glow = minetest.LIGHT_MAX,
}) })
minetest.sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true) sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true)
-- damage nearby objects, transform mobs -- damage nearby objects, transform mobs
local objs = minetest.get_objects_inside_radius(pos2, 3.5) local objs = get_objects_inside_radius(pos2, 3.5)
for o=1, #objs do for o=1, #objs do
local obj = objs[o] local obj = objs[o]
local lua = obj:get_luaentity() local lua = obj:get_luaentity()
if obj:is_player() then if obj:is_player() then
-- Player damage -- Player damage
if minetest.get_modpath("mcl_death_messages") then if has_mcl_death_msg then
mcl_death_messages.player_damage(obj, S("@1 was struck by lightning.", obj:get_player_name())) mcl_death_messages.player_damage(obj, S("@1 was struck by lightning.", obj:get_player_name()))
end end
obj:set_hp(obj:get_hp()-5, { type = "punch", from = "mod" }) obj:set_hp(obj:get_hp()-5, { type = "punch", from = "mod" })
@ -139,7 +151,7 @@ lightning.strike = function(pos)
if lua.name == "mobs_mc:pig" then if lua.name == "mobs_mc:pig" then
local rot = obj:get_yaw() local rot = obj:get_yaw()
obj:remove() obj:remove()
obj = minetest.add_entity(pos2, "mobs_mc:pigman") obj = add_entity(pos2, "mobs_mc:pigman")
obj:set_yaw(rot) obj:set_yaw(rot)
-- mooshroom: toggle color red/brown (no damage) -- mooshroom: toggle color red/brown (no damage)
elseif lua.name == "mobs_mc:mooshroom" then elseif lua.name == "mobs_mc:mooshroom" then
@ -163,7 +175,7 @@ lightning.strike = function(pos)
elseif lua.name == "mobs_mc:creeper" then elseif lua.name == "mobs_mc:creeper" then
local rot = obj:get_yaw() local rot = obj:get_yaw()
obj:remove() obj:remove()
obj = minetest.add_entity(pos2, "mobs_mc:creeper_charged") obj = add_entity(pos2, "mobs_mc:creeper_charged")
obj:set_yaw(rot) obj:set_yaw(rot)
-- Other mobs: Just damage -- Other mobs: Just damage
else else
@ -172,7 +184,7 @@ lightning.strike = function(pos)
end end
end end
local playerlist = minetest.get_connected_players() local playerlist = get_connected_players()
for i = 1, #playerlist do for i = 1, #playerlist do
local player = playerlist[i] local player = playerlist[i]
local sky = {} local sky = {}
@ -197,25 +209,25 @@ lightning.strike = function(pos)
if rng:next(1,100) <= 3 then if rng:next(1,100) <= 3 then
skeleton_lightning = true skeleton_lightning = true
end end
if minetest.get_item_group(minetest.get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then if get_item_group(get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then
if minetest.get_node(pos2).name == "air" then if get_node(pos2).name == "air" then
-- Low chance for a lightning to spawn skeleton horse + skeletons -- Low chance for a lightning to spawn skeleton horse + skeletons
if skeleton_lightning then if skeleton_lightning then
minetest.add_entity(pos2, "mobs_mc:skeleton_horse") add_entity(pos2, "mobs_mc:skeleton_horse")
local angle, posadd local angle, posadd
angle = math.random(0, math.pi*2) angle = math.random(0, math.pi*2)
for i=1,3 do for i=1,3 do
posadd = {x=math.cos(angle),y=0,z=math.sin(angle)} posadd = {x=math.cos(angle),y=0,z=math.sin(angle)}
posadd = vector.normalize(posadd) posadd = vector.normalize(posadd)
local mob = minetest.add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton") local mob = add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton")
mob:set_yaw(angle-math.pi/2) mob:set_yaw(angle-math.pi/2)
angle = angle + (math.pi*2) / 3 angle = angle + (math.pi*2) / 3
end end
-- Cause a fire -- Cause a fire
else else
minetest.set_node(pos2, {name = "mcl_fire:fire"}) set_node(pos2, {name = "mcl_fire:fire"})
end end
end end
end end
@ -223,9 +235,9 @@ lightning.strike = function(pos)
end end
-- if other mods disable auto lightning during initialization, don't trigger the first lightning. -- if other mods disable auto lightning during initialization, don't trigger the first lightning.
minetest.after(5, function(dtime) after(5, function(dtime)
if lightning.auto then if lightning.auto then
minetest.after(rng:next(lightning.interval_low, after(rng:next(lightning.interval_low,
lightning.interval_high), lightning.strike) lightning.interval_high), lightning.strike)
end end
end) end)