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[item_drop] Optimize a bit; reduce ticking rate to 0.2s

This commit is contained in:
Wouters Dorian 2015-07-31 14:45:46 +02:00
parent 1e6b0d0305
commit 54b20364fd

View File

@ -26,63 +26,65 @@ minetest.register_globalstep(function(dtime)
pos.y = pos.y + 0.9 pos.y = pos.y + 0.9
local inv = player:get_inventory() local inv = player:get_inventory()
for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do if inv then
local luaEnt = object:get_luaentity() for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do
if not object:is_player() and luaEnt and luaEnt.name == "__builtin:item" then local luaEnt = object:get_luaentity()
local ticky = luaEnt.item_drop_min_tstamp if and luaEnt and luaEnt.name == "__builtin:item" then
if ticky then local ticky = luaEnt.item_drop_min_tstamp
if tstamp >= ticky then if ticky then
luaEnt.item_drop_min_tstamp = nil if tstamp >= ticky then
end luaEnt.item_drop_min_tstamp = nil
elseif not luaEnt.item_drop_nopickup then end
-- Point-line distance computation, heavily simplified since the wanted line, elseif not luaEnt.item_drop_nopickup then
-- being the player, is completely upright (no variation on X or Z) -- Point-line distance computation, heavily simplified since the wanted line,
local pos2 = object:getpos() -- being the player, is completely upright (no variation on X or Z)
-- No sqrt, avoid useless computation local pos2 = object:getpos()
-- (just take the radius, compare it to the square of what you want) -- No sqrt, avoid useless computation
-- Pos order doesn't really matter, we're squaring the result -- (just take the radius, compare it to the square of what you want)
-- (but don't change it, we use the cached values afterwards) -- Pos order doesn't really matter, we're squaring the result
local dX = pos.x-pos2.x -- (but don't change it, we use the cached values afterwards)
local dZ = pos.z-pos2.z local dX = pos.x-pos2.x
local playerDistance = dX*dX+dZ*dZ local dZ = pos.z-pos2.z
if playerDistance <= pickup_range_squared then local playerDistance = dX*dX+dZ*dZ
local itemStack = ItemStack(luaEnt.itemstring) if playerDistance <= pickup_range_squared then
if inv and inv:room_for_item("main", itemStack) then local itemStack = ItemStack(luaEnt.itemstring)
local pos1 = pos if inv:room_for_item("main", itemStack) then
pos1.y = pos1.y-player_half_height+0.5 local pos1 = pos
local vec = {x=dX, y=pos1.y-pos2.y, z=dZ} pos1.y = pos1.y-player_half_height+0.5
vec.x = vec.x*pickup_inv_duration local vec = {x=dX, y=pos1.y-pos2.y, z=dZ}
vec.y = vec.y*pickup_inv_duration vec.x = vec.x*pickup_inv_duration
vec.z = vec.z*pickup_inv_duration vec.y = vec.y*pickup_inv_duration
object:setvelocity(vec) vec.z = vec.z*pickup_inv_duration
luaEnt.physical_state = false object:setvelocity(vec)
luaEnt.object:set_properties({ luaEnt.physical_state = false
physical = false luaEnt.object:set_properties({
}) physical = false
-- Mark the object as already picking up })
luaEnt.item_drop_nopickup = true -- Mark the object as already picking up
luaEnt.item_drop_nopickup = true
minetest.after(pickup_duration, function(args) minetest.after(pickup_duration, function(args)
local lua = luaEnt local lua = luaEnt
if object == nil or lua == nil or lua.itemstring == nil then if object == nil or lua == nil or lua.itemstring == nil then
return return
end
if inv:room_for_item("main", itemStack) then
inv:add_item("main", itemStack)
if luaEnt.itemstring ~= "" then
minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 8})
end end
luaEnt.itemstring = "" if inv:room_for_item("main", itemStack) then
object:remove() inv:add_item("main", itemStack)
else if luaEnt.itemstring ~= "" then
object:setvelocity({x = 0,y = 0,z = 0}) minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 8})
luaEnt.physical_state = true end
luaEnt.object:set_properties({ luaEnt.itemstring = ""
physical = true object:remove()
}) else
luaEnt.item_drop_nopickup = nil object:setvelocity({x = 0,y = 0,z = 0})
end luaEnt.physical_state = true
end, {player, object}) luaEnt.object:set_properties({
physical = true
})
luaEnt.item_drop_nopickup = nil
end
end, {player, object})
end
end end
end end
end end