Make the forcefield replace buildable_to nodes and make it faster (about x20)

This commit is contained in:
ShadowNinja 2014-11-13 12:25:36 -05:00
parent aef07eb604
commit 30a37a490f

View File

@ -1,26 +1,36 @@
-- Forcefield mod by ShadowNinja --- Forcefield generator.
-- Modified by kpoppel -- @author ShadowNinja
-- --
-- Forcefields are powerful barriers but they consume huge amounts of power. -- Forcefields are powerful barriers but they consume huge amounts of power.
-- Forcefield Generator is a HV machine. -- The forcefield Generator is an HV machine.
-- How expensive is the generator? -- How expensive is the generator?
-- Leaves room for upgrades lowering the power drain? -- Leaves room for upgrades lowering the power drain?
local forcefield_power_drain = 10 local forcefield_power_drain = 10
local forcefield_step_interval = 1
local S = technic.getter local S = technic.getter
minetest.register_craft({ minetest.register_craft({
output = 'technic:forcefield_emitter_off', output = "technic:forcefield_emitter_off",
recipe = { recipe = {
{'default:mese', 'technic:motor', 'default:mese' }, {"default:mese", "technic:motor", "default:mese" },
{'technic:deployer_off', 'technic:machine_casing', 'technic:deployer_off'}, {"technic:deployer_off", "technic:machine_casing", "technic:deployer_off"},
{'default:mese', 'technic:hv_cable0', 'default:mese' }, {"default:mese", "technic:hv_cable0", "default:mese" },
} }
}) })
local replaceable_cids = {}
minetest.after(0, function()
for name, ndef in pairs(minetest.registered_nodes) do
if ndef.buildable_to == true and name ~= "ignore" then
replaceable_cids[minetest.get_content_id(name)] = true
end
end
end)
-- Idea: Let forcefields have different colors by upgrade slot. -- Idea: Let forcefields have different colors by upgrade slot.
-- Idea: Let forcefields add up by detecting if one hits another. -- Idea: Let forcefields add up by detecting if one hits another.
-- ___ __ -- ___ __
@ -28,28 +38,28 @@ minetest.register_craft({
-- | | -- | |
-- \___/\___/ -- \___/\___/
local function update_forcefield(pos, meta, active) local function update_forcefield(pos, meta, active, first)
local shape = meta:get_int("shape") local shape = meta:get_int("shape")
local range = meta:get_int("range") local range = meta:get_int("range")
local vm = VoxelManip() local vm = VoxelManip()
local p1 = {x = pos.x-range, y = pos.y-range, z = pos.z-range} local MinEdge, MaxEdge = vm:read_from_map(vector.subtract(pos, range),
local p2 = {x = pos.x+range, y = pos.y+range, z = pos.z+range} vector.add(pos, range))
local MinEdge, MaxEdge = vm:read_from_map(p1, p2)
local area = VoxelArea:new({MinEdge = MinEdge, MaxEdge = MaxEdge}) local area = VoxelArea:new({MinEdge = MinEdge, MaxEdge = MaxEdge})
local data = vm:get_data() local data = vm:get_data()
local c_air = minetest.get_content_id("air") local c_air = minetest.get_content_id("air")
local c_field = minetest.get_content_id("technic:forcefield") local c_field = minetest.get_content_id("technic:forcefield")
for z=-range, range do for z = -range, range do
for y=-range, range do for y = -range, range do
local vi = area:index(pos.x+(-range), pos.y+y, pos.z+z) local vi = area:index(pos.x + (-range), pos.y + y, pos.z + z)
for x=-range, range do for x = -range, range do
local relevant local relevant
if shape == 0 then if shape == 0 then
local squared = x * x + y * y + z * z
relevant = relevant =
x*x+y*y+z*z <= range * range + range and squared <= range * range + range and
x*x+y*y+z*z >= (range-1) * (range-1) + (range-1) squared >= (range - 1) * (range - 1) + (range - 1)
else else
relevant = relevant =
x == -range or x == range or x == -range or x == range or
@ -57,9 +67,10 @@ local function update_forcefield(pos, meta, active)
z == -range or z == range z == -range or z == range
end end
if relevant then if relevant then
if active and data[vi] == c_air then local cid = data[vi]
if active and replaceable_cids[cid] then
data[vi] = c_field data[vi] = c_field
elseif not active and data[vi] == c_field then elseif not active and cid == c_field then
data[vi] = c_air data[vi] = c_air
end end
end end
@ -71,7 +82,11 @@ local function update_forcefield(pos, meta, active)
vm:set_data(data) vm:set_data(data)
vm:update_liquids() vm:update_liquids()
vm:write_to_map() vm:write_to_map()
vm:update_map() -- update_map is very slow, but if we don't call it we'll
-- get phantom blocks on the client.
if not active or first then
vm:update_map()
end
end end
local function set_forcefield_formspec(meta) local function set_forcefield_formspec(meta)
@ -135,7 +150,7 @@ local mesecons = {
} }
} }
local run = function(pos, node, active_object_count, active_object_count_wider) local function run(pos, node)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local eu_input = meta:get_int("HV_EU_input") local eu_input = meta:get_int("HV_EU_input")
local enabled = meta:get_int("enabled") ~= 0 and (meta:get_int("mesecon_mode") == 0 or meta:get_int("mesecon_effect") ~= 0) local enabled = meta:get_int("enabled") ~= 0 and (meta:get_int("mesecon_mode") == 0 or meta:get_int("mesecon_effect") ~= 0)
@ -167,11 +182,13 @@ local run = function(pos, node, active_object_count, active_object_count_wider)
technic.swap_node(pos, "technic:forcefield_emitter_off") technic.swap_node(pos, "technic:forcefield_emitter_off")
end end
elseif eu_input >= power_requirement then elseif eu_input >= power_requirement then
local first = false
if node.name == "technic:forcefield_emitter_off" then if node.name == "technic:forcefield_emitter_off" then
first = true
technic.swap_node(pos, "technic:forcefield_emitter_on") technic.swap_node(pos, "technic:forcefield_emitter_on")
meta:set_string("infotext", S("%s Active"):format(machine_name)) meta:set_string("infotext", S("%s Active"):format(machine_name))
end end
update_forcefield(pos, meta, true) update_forcefield(pos, meta, true, first)
end end
end end