Aaron Suen 1ac9ed3f07 Even more wield/visinv microoptimizations
- Bake in on_step so we aren't doing metatable fallback each tick.
- Localize and tail-call some functions.
- Reduce redundant data lookups.
2020-06-16 06:43:08 -04:00

177 lines
4.4 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local minetest, nodecore, pairs, table
= minetest, nodecore, pairs, table
local table_remove
= table.remove
-- LUALOCALS > ---------------------------------------------------------
nodecore.amcoremod()
local modname = minetest.get_current_modname()
for _, n in pairs({"slot", "sel"}) do
minetest.register_craftitem(modname .. ":" .. n, {
inventory_image = "nc_player_wield_" .. n .. ".png",
virtual_item = true
})
end
local xyz = function(n) return {x = n, y = n, z = n} end
local size_w_item = xyz(0.2)
local size_w_tool = xyz(0.3)
local size_slot = xyz(0.075)
local size_item = xyz(0.1)
local hidden = {is_visible = false}
local selslot = {is_visible = true, visual_size = size_slot, textures = {modname .. ":sel"}}
local emptyslot = {is_visible = true, visual_size = size_slot, textures = {modname .. ":slot"}}
local function calcprops(itemname, iswield)
local def = minetest.registered_items[itemname]
if def and def.virtual_item then return hidden end
if itemname == "" then return iswield and hidden or emptyslot end
return {
is_visible = true,
visual_size = iswield and (def and def.type == "tool" and size_w_tool
or size_w_item) or (itemname == "" and size_slot) or size_item,
textures = {itemname},
glow = def and def.light_source or def.glow or 0
}
end
local propcache_item = {}
local propcache_wield = {}
local function itemprops(itemname, iswield)
local cache = iswield and propcache_wield or propcache_item
local found = cache[itemname]
if found then return found end
found = calcprops(itemname, iswield)
cache[itemname] = found
return found
end
local playerdata = {}
nodecore.register_globalstep("player wield show check", function()
playerdata = {}
for _, player in pairs(minetest.get_connected_players()) do
local pname = player:get_player_name()
if nodecore.interact(pname) and nodecore.player_visible(pname) then
playerdata[pname] = {
player = player,
inv = player:get_inventory():get_list("main"),
widx = player:get_wield_index()
}
else
playerdata[pname] = false
end
end
end)
local entdef
entdef = {
initial_properties = {
hp_max = 1,
physical = false,
collide_with_objects = false,
collisionbox = {0, 0, 0, 0, 0, 0},
visual = "wielditem",
textures = {""},
is_visible = false,
static_save = false,
glow = 0
},
on_activate = function(self)
self.on_step = entdef.on_step
end,
on_step = function(self)
local conf = self.conf
if not conf then return self.object:remove() end
local pdata = playerdata[conf.pname]
if pdata == nil then return self.object:remove() end
if not pdata then return self.object:set_properties(hidden) end
if not self.att then
self.att = true
return self.object:set_attach(pdata.player,
conf.bone, conf.apos, conf.arot)
end
local widx = pdata.widx
if conf.slot == widx then
return self.object:set_properties(selslot)
end
return self.object:set_properties(itemprops(
pdata.inv[conf.slot or widx]:get_name(),
not conf.slot))
end
}
minetest.register_entity(modname .. ":ent", entdef)
local attq = {}
local running
local function pumpqueue()
local v = table_remove(attq, 1)
if not v then running = nil return end
minetest.after(0, pumpqueue)
local player = minetest.get_player_by_name(v.pname)
if not player then return end
if not minetest.get_node_or_nil(player:get_pos()) then
attq[#attq + 1] = v
return
end
local obj = minetest.add_entity(v.pos, modname .. ":ent")
local ent = obj:get_luaentity()
ent.conf = v
end
nodecore.register_on_joinplayer("join setup wieldview", function(player)
local pname = player:get_player_name()
local pos = player:get_pos()
local function addslot(n, b, x, y, z, rx, ry, rz)
attq[#attq + 1] = {
pname = pname,
slot = n,
pos = pos,
bone = b,
apos = {
x = x,
y = y,
z = z
},
arot = {
x = rx or 0,
y = ry or 180,
z = rz or 0
}
}
end
addslot(nil, "Arm_Right", -2.5, 8, -0.5, 2, 178, 60)
local function cslot(n, x, y, z)
return addslot(n, "Bandolier", x * 0.8,
0.75 + y * 1.6,
-0.25 + z)
end
cslot(1, 1.75, 0, 0)
cslot(2, -1, 1, 0.05)
cslot(3, 1, 2, 0.1)
cslot(4, -1.75, 3, 0.02)
cslot(5, 1.75, 3, 0.02)
cslot(6, -1, 2, 0.1)
cslot(7, 1, 1, 0.05)
cslot(8, -1.75, 0, 0)
if not running then
running = true
minetest.after(0, pumpqueue)
end
end)