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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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tenplus1 authored and paramat committed Oct 5, 2016
1 parent 53179b8 commit 6fdfd2554c23535530a5750d3b362e6399b00b55
Showing with 19 additions and 16 deletions.
  1. +1 −1 .luacheckrc
  2. +2 −2 game_api.txt
  3. +16 −13 mods/tnt/init.lua
@@ -5,7 +5,7 @@ read_globals = {
"DIR_DELIM",
"minetest", "core",
"dump",
"vector", "nodeupdate",
"vector", "nodeupdate", "nodeupdate_single",
"VoxelManip", "VoxelArea",
"PseudoRandom", "ItemStack",
}
@@ -290,9 +290,9 @@ TNT API
* `position` The center of explosion.
* `definition` The TNT definion as passed to `tnt.register`

`tnt.burn(position)`
`tnt.burn(position, [nodename])`

^ Ignite TNT at position
^ Ignite TNT at position, nodename isn't required unless already known.


To make dropping items from node inventories easier, you can use the
@@ -99,7 +99,7 @@ local function destroy(drops, npos, cid, c_air, c_fire, on_blast_queue, ignore_p
return c_fire
else
local node_drops = minetest.get_node_drops(def.name, "")
for _, item in ipairs(node_drops) do
for _, item in pairs(node_drops) do
add_drop(drops, item)
end
return c_air
@@ -181,7 +181,7 @@ local function entity_physics(pos, radius, drops)
}, nil)
end
end
for _, item in ipairs(entity_drops) do
for _, item in pairs(entity_drops) do
add_drop(drops, item)

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@HybridDog

HybridDog Oct 21, 2016

Contributor

@tenplus1 According to benchmark test, ipairs with luajit is faster than pairs and direct loop is faster than ipairs

for i = 1, #entity_drops do
    local item = entity_drops[i]
end
end
@@ -248,8 +248,8 @@ local function add_effects(pos, radius, drops)
})
end

function tnt.burn(pos)
local name = minetest.get_node(pos).name
function tnt.burn(pos, nodename)
local name = nodename or minetest.get_node(pos).name
local group = minetest.get_item_group(name, "tnt")
if group > 0 then
minetest.sound_play("tnt_ignite", {pos = pos})
@@ -333,24 +333,25 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
vm:update_liquids()

-- call nodeupdate for everything within 1.5x blast radius
for y = -radius * 1.5, radius * 1.5 do
for z = -radius * 1.5, radius * 1.5 do
for x = -radius * 1.5, radius * 1.5 do
for y = -radius * 1.5, radius * 1.5 do
local s = vector.add(pos, {x = x, y = y, z = z})
local r = vector.distance(pos, s)
local rad = {x = x, y = y, z = z}
local s = vector.add(pos, rad)
local r = vector.length(rad)
if r / radius < 1.4 then
nodeupdate(s)
nodeupdate_single(s)
end
end
end
end

for _, queued_data in ipairs(on_blast_queue) do
for _, queued_data in pairs(on_blast_queue) do
local dist = math.max(1, vector.distance(queued_data.pos, pos))
local intensity = (radius * radius) / (dist * dist)
local node_drops = queued_data.on_blast(queued_data.pos, intensity)
if node_drops then
for _, item in ipairs(node_drops) do
for _, item in pairs(node_drops) do
add_drop(drops, item)
end
end
@@ -408,11 +409,11 @@ minetest.register_node("tnt:gunpowder", {

on_punch = function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:torch" then
tnt.burn(pos)
tnt.burn(pos, node.name)
end
end,
on_blast = function(pos, intensity)
tnt.burn(pos)
tnt.burn(pos, "tnt:gunpowder")
end,
})

@@ -511,7 +512,9 @@ if enable_tnt then
neighbors = {"fire:basic_flame", "default:lava_source", "default:lava_flowing"},
interval = 4,
chance = 1,
action = tnt.burn,
action = function(pos, node)
tnt.burn(pos, node.name)
end,
})
end

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