Using new find_nodes_in_area features to speed up execution (thanks everamzah)

This commit is contained in:
TenPlus1 2016-02-26 21:40:53 +00:00
parent 5abafd81de
commit a7ff580968
3 changed files with 112 additions and 104 deletions

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@ -7,3 +7,4 @@ Based on Immersive Sounds .36 mod by Neuromancer and optimized to run on servers
0.3 - Works with Fire Redo mod to provide fire sounds
0.4 - Code optimized
0.5 - Changed to kilbiths smaller sound files and removed canadianloon1, adjusted timings
0.6 - Using new find_nodes_in_area features to count nodes and speed up execution (thanks everamzah)

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@ -1,4 +1,3 @@
default
fire?
ethereal?
xanadu?

214
init.lua
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@ -1,12 +1,11 @@
--= Ambience lite by TenPlus1 (30th September 2015)
--= Ambience lite by TenPlus1 (26th February 2016)
local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
local SOUNDVOLUME = 1
local volume = 0.3
local ambiences
local played_on_start = false
local tempy = {}
-- sound sets
local night = {
@ -85,98 +84,87 @@ local largefire = {
{name="fire_large", length = 8}
}
local c_lavaf = minetest.get_content_id("default:lava_flowing")
local c_lavas = minetest.get_content_id("default:lava_source")
local c_waterf = minetest.get_content_id("default:water_flowing")
local c_waters = minetest.get_content_id("default:water_source")
local c_rwaterf = minetest.get_content_id("default:river_water_flowing")
local c_rwaters = minetest.get_content_id("default:river_water_source")
local c_dsand = minetest.get_content_id("default:desert_sand")
local c_dstone = minetest.get_content_id("default:desert_stone")
local c_snow = minetest.get_content_id("default:snowblock")
local c_bflame = minetest.get_content_id("fire:basic_flame")
local c_sflame = minetest.get_content_id("xanadu:safe_fire")
local c_xflame = minetest.get_content_id("fire:eternal_flame")
local c_ignore = minetest.get_content_id("ignore")
local vi
local radius = 6
-- get node but use fallback for nil or unknown
local function node_ok(pos, fallback)
fallback = fallback or "default:dirt"
local node = minetest.get_node_or_nil(pos)
if not node then
return fallback
end
local nodef = minetest.registered_nodes[node.name]
if nodef then
return node.name
end
return fallback
end
-- check where player is and which sounds are played
local get_ambience = function(player)
-- where am I?
-- who and where am I?
local player_name = player:get_player_name()
local pos = player:getpos()
-- what is around me?
pos.y = pos.y - 0.1 -- standing on
--local nod_stand = minetest.get_node_or_nil(pos)
--if nod_stand then nod_stand = nod_stand.name else nod_stand = "" end
pos.y = pos.y + 1.4 -- head level
local nod_head = node_ok(pos, "air")
pos.y = pos.y + 1.5 -- head level
local nod_head = minetest.get_node_or_nil(pos)
if nod_head then nod_head = nod_head.name else nod_head = "" end
pos.y = pos.y - 1.2 -- feet level
local nod_feet = minetest.get_node_or_nil(pos)
if nod_feet then nod_feet = nod_feet.name else nod_feet = "" end
pos.y = pos.y - 1.2 -- foot level
local nod_feet = node_ok(pos, "air")
pos.y = pos.y - 0.2 -- reset pos
--= START Ambiance
--= START Ambiance
if nod_head ~= ""
and minetest.registered_nodes[nod_head]
and minetest.registered_nodes[nod_head].groups.water then
if minetest.registered_nodes[nod_head].groups.water then
return {underwater = underwater}
end
if nod_feet ~= ""
and minetest.registered_nodes[nod_feet]
and minetest.registered_nodes[nod_feet].groups.water then
if minetest.registered_nodes[nod_feet].groups.water then
return {splash = splash}
end
local num_fire, num_lava, num_water_source, num_water_flowing,
num_desert, num_snow, num_ignore = 0,0,0,0,0,0,0
local ps, cn = minetest.find_nodes_in_area(
{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius},
{
"fire:basic_flame", "fire:permanent_flame",
"default:lava_flowing", "default:lava_source",
"default:water_flowing", "default:water_source",
"default:river_water_flowing", "default:river_water_source",
"default:desert_sand", "default:desert_stone", "default:snowblock"
})
pos = vector.round(pos)
-- outside map limits
if pos.x < -30900 or pos.x > 30900
or pos.y < -30900 or pos.y > 30900
or pos.z < -30900 or pos.z > 30900 then return {high_up = high_up} end
local num_fire = cn["fire:basic_flame"] + cn["fire:permanent_flame"]
local num_lava = cn["default:lava_flowing"] + cn["default:lava_source"]
local num_water_flowing = cn["default:water_flowing"] + cn["default:river_water_flowing"]
local num_water_source = cn["default:water_source"] + cn["default:river_water_flowing"]
local num_desert = cn["default:desert_sand"] + cn["default:desert_stone"]
local num_snow = cn["default:snowblock"]
-- use voxelmanip to get and count node instances
local vm = VoxelManip()
local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
for z = -radius, radius do
for y = -radius, radius do
vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
for x = -radius, radius do
if data[vi] == c_bflame or data[vi] == c_sflame or data[vi] == c_xflame then num_fire = num_fire + 1 end
if data[vi] == c_lavaf or data[vi] == c_lavas then num_lava = num_lava + 1 end
if data[vi] == c_waterf or data[vi] == c_rwaterf then num_water_flowing = num_water_flowing + 1 end
if data[vi] == c_waters or data[vi] == c_rwaters then num_water_source = num_water_source + 1 end
if data[vi] == c_dstone or data[vi] == c_dsand then num_desert = num_desert + 1 end
if data[vi] == c_snow then num_snow = num_snow + 1 end
--if data[vi] == c_ignore then num_ignore = num_ignore + 1 end
vi = vi + 1
end
end
end ; --print (num_fire, num_lava, num_water_flowing, num_water_source, num_desert, num_snow, num_ignore)
--if num_ignore > 0 then print (num_ignore.." blocks found at "..pos.x..","..pos.y..","..pos.z) end
--[[print (
"fr:" .. num_fire,
"lv:" .. num_lava,
"wf:" .. num_water_flowing,
"ws:" .. num_water_source,
"ds:" .. num_desert,
"sn:" .. num_snow
)]]
-- is fire redo mod active?
if fire and fire.mod and fire.mod == "redo" then
if num_fire > 8 then
return {largefire = largefire}
elseif num_fire > 0 then
return {smallfire = smallfire}
end
@ -190,7 +178,8 @@ local get_ambience = function(player)
return {flowing_water = flowing_water}
end
if pos.y < 7 and pos.y > 0 and num_water_source > 100 then
if pos.y < 7 and pos.y > 0
and num_water_source > 100 then
return {beach = beach}
end
@ -207,8 +196,10 @@ local get_ambience = function(player)
return {cave = cave}
end
if minetest.get_timeofday() > 0.2
and minetest.get_timeofday() < 0.8 then
local tod = minetest.get_timeofday()
if tod > 0.2
and tod < 0.8 then
return {day = day}
else
return {night = night}
@ -219,88 +210,105 @@ local get_ambience = function(player)
end
-- play sound, set handler then delete handler when sound finished
local play_sound = function(player, list, number)
local player_name = player:get_player_name()
local play_sound = function(player_name, list, number)
if list.handler[player_name] == nil then
local gain = volume * SOUNDVOLUME
local handler = minetest.sound_play(
list[number].name,
{to_player = player_name, gain=gain})
local handler = minetest.sound_play(list[number].name,
{to_player = player_name, gain = gain})
if handler then
list.handler[player_name] = handler
minetest.after(list[number].length, function(args)
local list = args[1]
local player_name = args[2]
if list.handler[player_name] then
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end, {list, player_name})
end
end
end
-- stop sound in still_playing
local stop_sound = function (list, player)
local player_name = player:get_player_name()
local stop_sound = function (list, player_name)
if list.handler[player_name] then
if list.on_stop then
minetest.sound_play(list.on_stop,
{to_player=player:get_player_name(),gain=SOUNDVOLUME})
{to_player = player_name, gain = SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
-- check sounds that are not in still_playing
local still_playing = function(still_playing, player)
if not still_playing.cave then stop_sound(cave, player) end
if not still_playing.high_up then stop_sound(high_up, player) end
if not still_playing.beach then stop_sound(beach, player) end
if not still_playing.desert then stop_sound(desert, player) end
if not still_playing.night then stop_sound(night, player) end
if not still_playing.day then stop_sound(day, player) end
if not still_playing.flowing_water then stop_sound(flowing_water, player) end
if not still_playing.splash then stop_sound(splash, player) end
if not still_playing.underwater then stop_sound(underwater, player) end
if not still_playing.lava then stop_sound(lava, player) end
if not still_playing.smallfire then stop_sound(smallfire, player) end
if not still_playing.largefire then stop_sound(largefire, player) end
local still_playing = function(still_playing, player_name)
if not still_playing.cave then stop_sound(cave, player_name) end
if not still_playing.high_up then stop_sound(high_up, player_name) end
if not still_playing.beach then stop_sound(beach, player_name) end
if not still_playing.desert then stop_sound(desert, player_name) end
if not still_playing.night then stop_sound(night, player_name) end
if not still_playing.day then stop_sound(day, player_name) end
if not still_playing.flowing_water then stop_sound(flowing_water, player_name) end
if not still_playing.splash then stop_sound(splash, player_name) end
if not still_playing.underwater then stop_sound(underwater, player_name) end
if not still_playing.lava then stop_sound(lava, player_name) end
if not still_playing.smallfire then stop_sound(smallfire, player_name) end
if not still_playing.largefire then stop_sound(largefire, player_name) end
end
-- player routine
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
-- every 1 second
timer = timer + dtime
if timer < 1 then return end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
for _,player in pairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
--local t1 = os.clock()
ambiences = get_ambience(player)
--print ("[TEST] "..math.ceil((os.clock() - t1) * 1000).." ms")
still_playing(ambiences, player)
--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
still_playing(ambiences, player_name)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
if ambience.on_start and played_on_start == false then
if ambience.on_start
and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start,
{to_player=player:get_player_name(),gain=SOUNDVOLUME})
minetest.sound_play(ambience.on_start, {
to_player = player_name,
gain = SOUNDVOLUME
})
end
play_sound(player, ambience, math.random(1, #ambience))
play_sound(player_name, ambience, math.random(1, #ambience))
end
end
end
@ -315,4 +323,4 @@ minetest.register_chatcommand("svol", {
SOUNDVOLUME = param
minetest.chat_send_player(name, "Sound volume set.")
end,
})
})