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improve performances of mcl_playerplus

really noticeable gain with caching  global functions
objects
AFCMS 2021-03-15 00:32:19 +01:00
parent 9eda34b0ff
commit 2dcaf8fdcb
1 changed files with 40 additions and 25 deletions

View File

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