rewrite flowlib to be more efficient

This commit is contained in:
AFCMS 2021-05-25 01:22:25 +02:00
parent 03c9c0b830
commit 540508638c

View File

@ -1,95 +1,100 @@
local math = math
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local registered_nodes = minetest.registered_nodes
flowlib = {} flowlib = {}
--sum of direction vectors must match an array index --sum of direction vectors must match an array index
--(sum,root)
--(0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
local inv_roots = {
[0] = 1,
[1] = 1,
[2] = 0.70710678118655,
[4] = 0.5,
[5] = 0.44721359549996,
[8] = 0.35355339059327,
}
local function to_unit_vector(dir_vector) local function to_unit_vector(dir_vector)
--(sum,root) local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
-- (0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8) return {x = dir_vector.x * inv_roots[sum], y = dir_vector.y, z = dir_vector.z * inv_roots[sum]}
local inv_roots = {[0] = 1, [1] = 1, [2] = 0.70710678118655, [4] = 0.5
, [5] = 0.44721359549996, [8] = 0.35355339059327}
local sum = dir_vector.x*dir_vector.x + dir_vector.z*dir_vector.z
return {x=dir_vector.x*inv_roots[sum],y=dir_vector.y
,z=dir_vector.z*inv_roots[sum]}
end end
local is_touching = function(realpos,nodepos,radius) local function is_touching(realpos,nodepos,radius)
local boarder = 0.5 - radius local boarder = 0.5 - radius
return (math.abs(realpos - nodepos) > (boarder)) return math.abs(realpos - nodepos) > (boarder)
end end
flowlib.is_touching = is_touching flowlib.is_touching = is_touching
local is_water = function(pos) local function is_water(pos)
return (minetest.get_item_group(minetest.get_node( return get_item_group(get_node(pos).name, "water") ~= 0
{x=pos.x,y=pos.y,z=pos.z}).name
, "water") ~= 0)
end end
flowlib.is_water = is_water flowlib.is_water = is_water
local node_is_water = function(node) local function node_is_water(node)
return (minetest.get_item_group(node.name, "water") ~= 0) return get_item_group(node.name, "water") ~= 0
end end
flowlib.node_is_water = node_is_water flowlib.node_is_water = node_is_water
local is_lava = function(pos) local function is_lava(pos)
return (minetest.get_item_group(minetest.get_node( return get_item_group(get_node(pos).name, "lava") ~= 0
{x=pos.x,y=pos.y,z=pos.z}).name
, "lava") ~= 0)
end end
flowlib.is_lava = is_lava flowlib.is_lava = is_lava
local node_is_lava = function(node) local function node_is_lava(node)
return (minetest.get_item_group(node.name, "lava") ~= 0) return get_item_group(node.name, "lava") ~= 0
end end
flowlib.node_is_lava = node_is_lava flowlib.node_is_lava = node_is_lava
local is_liquid = function(pos) local function is_liquid(pos)
return (minetest.get_item_group(minetest.get_node( return get_item_group(get_node(pos).name, "liquid") ~= 0
{x=pos.x,y=pos.y,z=pos.z}).name
, "liquid") ~= 0)
end end
flowlib.is_liquid = is_liquid flowlib.is_liquid = is_liquid
local node_is_liquid = function(node) local function node_is_liquid(node)
return (minetest.get_item_group(node.name, "liquid") ~= 0) return minetest.get_item_group(node.name, "liquid") ~= 0
end end
flowlib.node_is_liquid = node_is_liquid flowlib.node_is_liquid = node_is_liquid
--This code is more efficient --This code is more efficient
local function quick_flow_logic(node,pos_testing,direction) local function quick_flow_logic(node, pos_testing, direction)
local name = node.name local name = node.name
if not minetest.registered_nodes[name] then if not registered_nodes[name] then
return 0 return 0
end end
if minetest.registered_nodes[name].liquidtype == "source" then if registered_nodes[name].liquidtype == "source" then
local node_testing = minetest.get_node(pos_testing) local node_testing = get_node(pos_testing)
local param2_testing = node_testing.param2 if not registered_nodes[node_testing.name] then
if not minetest.registered_nodes[node_testing.name] then
return 0 return 0
end end
if minetest.registered_nodes[node_testing.name].liquidtype if registered_nodes[node_testing.name].liquidtype ~= "flowing" then
~= "flowing" then
return 0 return 0
else else
return direction return direction
end end
elseif minetest.registered_nodes[name].liquidtype == "flowing" then elseif registered_nodes[name].liquidtype == "flowing" then
local node_testing = minetest.get_node(pos_testing) local node_testing = get_node(pos_testing)
local param2_testing = node_testing.param2 local param2_testing = node_testing.param2
if not minetest.registered_nodes[node_testing.name] then if not registered_nodes[node_testing.name] then
return 0 return 0
end end
if minetest.registered_nodes[node_testing.name].liquidtype if registered_nodes[node_testing.name].liquidtype == "source" then
== "source" then
return -direction return -direction
elseif minetest.registered_nodes[node_testing.name].liquidtype elseif registered_nodes[node_testing.name].liquidtype == "flowing" then
== "flowing" then
if param2_testing < node.param2 then if param2_testing < node.param2 then
if (node.param2 - param2_testing) > 6 then if (node.param2 - param2_testing) > 6 then
return -direction return -direction
@ -108,48 +113,41 @@ local function quick_flow_logic(node,pos_testing,direction)
return 0 return 0
end end
local quick_flow = function(pos,node) local function quick_flow(pos, node)
local x = 0
local z = 0
if not node_is_liquid(node) then if not node_is_liquid(node) then
return {x=0,y=0,z=0} return {x = 0, y = 0, z = 0}
end end
local x = quick_flow_logic(node,{x = pos.x-1, y = pos.y, z = pos.z},-1) + quick_flow_logic(node,{x = pos.x+1, y = pos.y, z = pos.z}, 1)
x = x + quick_flow_logic(node,{x=pos.x-1,y=pos.y,z=pos.z},-1) local z = quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z-1},-1) + quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z+1}, 1)
x = x + quick_flow_logic(node,{x=pos.x+1,y=pos.y,z=pos.z}, 1) return to_unit_vector({x = x, y = 0, z = z})
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z-1},-1)
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z+1}, 1)
return to_unit_vector({x=x,y=0,z=z})
end end
flowlib.quick_flow = quick_flow flowlib.quick_flow = quick_flow
--if not in water but touching, move centre to touching block
--x has higher precedence than z
--if pos changes with x, it affects z
--if not in water but touching, move centre to touching block local function move_centre(pos, realpos, node, radius)
--x has higher precedence than z if is_touching(realpos.x, pos.x, radius) then
--if pos changes with x, it affects z if is_liquid({x = pos.x-1, y = pos.y, z = pos.z}) then
local move_centre = function(pos,realpos,node,radius) node = get_node({x=pos.x-1, y = pos.y, z = pos.z})
if is_touching(realpos.x,pos.x,radius) then pos = {x = pos.x-1, y = pos.y, z = pos.z}
if is_liquid({x=pos.x-1,y=pos.y,z=pos.z}) then elseif is_liquid({x = pos.x+1, y = pos.y, z = pos.z}) then
node = minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z}) node = get_node({x = pos.x+1, y = pos.y, z = pos.z})
pos = {x=pos.x-1,y=pos.y,z=pos.z} pos = {x = pos.x+1, y = pos.y, z = pos.z}
elseif is_liquid({x=pos.x+1,y=pos.y,z=pos.z}) then
node = minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z})
pos = {x=pos.x+1,y=pos.y,z=pos.z}
end end
end end
if is_touching(realpos.z,pos.z,radius) then if is_touching(realpos.z, pos.z, radius) then
if is_liquid({x=pos.x,y=pos.y,z=pos.z-1}) then if is_liquid({x = pos.x, y = pos.y, z = pos.z - 1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1}) node = get_node({x = pos.x, y = pos.y, z = pos.z - 1})
pos = {x=pos.x,y=pos.y,z=pos.z-1} pos = {x = pos.x, y = pos.y, z = pos.z - 1}
elseif is_liquid({x=pos.x,y=pos.y,z=pos.z+1}) then elseif is_liquid({x = pos.x, y = pos.y, z = pos.z + 1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1}) node = get_node({x = pos.x, y = pos.y, z = pos.z + 1})
pos = {x=pos.x,y=pos.y,z=pos.z+1} pos = {x = pos.x, y = pos.y, z = pos.z + 1}
end end
end end
return pos,node return pos, node
end end
flowlib.move_centre = move_centre flowlib.move_centre = move_centre