forked from minetest/minetest_game
Flower spread ABM: Optimise
Match maximum spread density to maximum mapgen density for flowers. Place 3 flora nodes at once instead of 1. Change ABM chance value to 300 to match previous spread rate. ABM becomes 3 times less intensive.
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@ -127,24 +127,29 @@ function flowers.flower_spread(pos, node)
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local pos0 = vector.subtract(pos, 4)
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local pos1 = vector.add(pos, 4)
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if #minetest.find_nodes_in_area(pos0, pos1, "group:flora") > 3 then
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-- Maximum flower density created by mapgen is 13 per 9x9 area.
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-- The limit of 7 below was tuned by in-game testing to result in a maximum
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-- flower density by ABM spread of 13 per 9x9 area.
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-- Warning: Setting this limit theoretically without in-game testing
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-- results in a maximum flower density by ABM spread that is far too high.
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if #minetest.find_nodes_in_area(pos0, pos1, "group:flora") > 7 then
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return
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end
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local soils = minetest.find_nodes_in_area_under_air(
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pos0, pos1, "group:soil")
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if #soils > 0 then
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local seedling = soils[math.random(#soils)]
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local seedling_above =
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{x = seedling.x, y = seedling.y + 1, z = seedling.z}
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light = minetest.get_node_light(seedling_above)
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if not light or light < 13 or
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local num_soils = #soils
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if num_soils >= 1 then
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for si = 1, math.min(3, num_soils) do
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local soil = soils[math.random(num_soils)]
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local soil_above = {x = soil.x, y = soil.y + 1, z = soil.z}
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light = minetest.get_node_light(soil_above)
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if light and light >= 13 and
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-- Desert sand is in the soil group
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minetest.get_node(seedling).name == "default:desert_sand" then
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return
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minetest.get_node(soil).name ~= "default:desert_sand" then
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minetest.set_node(soil_above, {name = node.name})
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end
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end
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minetest.set_node(seedling_above, {name = node.name})
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end
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end
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@ -152,7 +157,7 @@ minetest.register_abm({
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label = "Flower spread",
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nodenames = {"group:flora"},
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interval = 13,
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chance = 96,
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chance = 300,
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action = function(...)
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flowers.flower_spread(...)
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end,
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