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