re-enabled debug messages for performance measurement
parent
9dbfd06234
commit
6552efacb5
36
mapgen.lua
36
mapgen.lua
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@ -692,7 +692,7 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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end
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--t1 = time_elapsed( t1, 'defines' );
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t1 = time_elapsed( t1, 'defines' );
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local village_noise = minetest.get_perlin(7635, 3, 0.5, 16);
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@ -702,7 +702,7 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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for village_nr, village in ipairs(villages) do
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-- generate the village structure: determine positions of buildings and roads
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mg_villages.generate_village( village, village_noise);
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--t1 = time_elapsed( t1, 'generate_village' );
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t1 = time_elapsed( t1, 'generate_village' );
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-- only add artificial snow if the village has at least a size of 15 (else it might look too artificial)
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if( not( village.artificial_snow ) and village.vs > 15) then
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@ -719,11 +719,11 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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-- 4: a road
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-- 5: border around a road
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mg_villages.village_area_mark_buildings( village_area, village_nr, village.to_add_data.bpos );
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--t1 = time_elapsed( t1, 'mark_buildings' );
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t1 = time_elapsed( t1, 'mark_buildings' );
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-- will set village_area to N where .. is:
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-- 8: a dirt road
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mg_villages.village_area_mark_dirt_roads( village_area, village_nr, village.to_add_data.dirt_roads );
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--t1 = time_elapsed( t1, 'mark_dirt_roads' );
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t1 = time_elapsed( t1, 'mark_dirt_roads' );
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end
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-- if no voxelmanip data was passed on, read the data here
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@ -741,7 +741,7 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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data = vm:get_data()
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param2_data = vm:get_param2_data()
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end
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--t1 = time_elapsed( t1, 'get_vmap_data' );
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t1 = time_elapsed( t1, 'get_vmap_data' );
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-- all vm manipulation functions write their content to the *entire* volume/area - including those 16 nodes that
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-- extend into neighbouring mapchunks; thus, cavegen griefing and mudflow can be repaired by placing everythiing again
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@ -759,10 +759,10 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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-- 6: free/unused spot in the core area of the village where the buildings are
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-- negative value: do terrain blending
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mg_villages.village_area_mark_inside_village_area( village_area, villages, village_noise, tmin, tmax );
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--t1 = time_elapsed( t1, 'mark_inside_village_area' );
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t1 = time_elapsed( t1, 'mark_inside_village_area' );
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-- determine optimal height for all villages that have their center in this mapchunk; sets village.optimal_height
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--t1 = time_elapsed( t1, 'get_height' );
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t1 = time_elapsed( t1, 'get_height' );
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if( mg_villages.all_villages and mg_villages.anz_villages > 0 ) then
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mg_villages.village_area_get_height( village_area, villages, tmin, tmax, data, param2_data, a, cid );
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-- the villages in the first mapchunk are set to a fixed height of 1 so that players will not end up embedded in stone
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@ -780,13 +780,13 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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village_data_updated = true;
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end
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end
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--t1 = time_elapsed( t1, 'change_height' );
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t1 = time_elapsed( t1, 'change_height' );
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mg_villages.flatten_village_area( villages, minp, maxp, vm, data, param2_data, a, village_area, cid );
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--t1 = time_elapsed( t1, 'flatten_village_area' );
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t1 = time_elapsed( t1, 'flatten_village_area' );
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-- repair cavegen griefings and mudflow which may have happened in the outer shell (which is part of other mapnodes)
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mg_villages.repair_outer_shell( villages, tmin, tmax, vm, data, param2_data, a, village_area, cid );
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--t1 = time_elapsed( t1, 'repair_outer_shell' );
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t1 = time_elapsed( t1, 'repair_outer_shell' );
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local c_feldweg = minetest.get_content_id('cottages:feldweg');
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if( not( c_feldweg )) then
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@ -796,10 +796,10 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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for _, village in ipairs(villages) do
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village.to_add_data = mg_villages.place_buildings( village, tmin, tmax, data, param2_data, a, cid);
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--t1 = time_elapsed( t1, 'place_buildings' );
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t1 = time_elapsed( t1, 'place_buildings' );
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mg_villages.place_dirt_roads( village, tmin, tmax, data, param2_data, a, c_feldweg);
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--t1 = time_elapsed( t1, 'place_dirt_roads' );
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t1 = time_elapsed( t1, 'place_dirt_roads' );
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-- grow trees which are part of buildings into saplings
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for _,v in ipairs( village.to_add_data.extra_calls.trees ) do
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@ -808,20 +808,20 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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end
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mg_villages.village_area_fill_with_plants( village_area, villages, tmin, tmax, data, param2_data, a, cid );
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--t1 = time_elapsed( t1, 'fill_with_plants' );
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t1 = time_elapsed( t1, 'fill_with_plants' );
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vm:set_data(data)
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vm:set_param2_data(param2_data)
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--t1 = time_elapsed( t1, 'vm data set' );
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t1 = time_elapsed( t1, 'vm data set' );
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vm:calc_lighting(
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{x=minp.x-16, y=minp.y, z=minp.z-16},
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{x=maxp.x+16, y=maxp.y, z=maxp.z+16}
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)
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--t1 = time_elapsed( t1, 'vm calc lighting' );
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t1 = time_elapsed( t1, 'vm calc lighting' );
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vm:write_to_map(data)
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--t1 = time_elapsed( t1, 'vm data written' );
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t1 = time_elapsed( t1, 'vm data written' );
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-- do on_construct calls AFTER the map data has been written - else i.e. realtest fences can not update themshevles
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for _, village in ipairs(villages) do
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@ -851,7 +851,7 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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-- now add those buildings which are .mts files and need to be placed by minetest.place_schematic(...)
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-- place_schematics is no longer needed
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--mg_villages.place_schematics( village.to_add_data.bpos, village.to_add_data.replacements, a, pr );
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--t1 = time_elapsed( t1, 'place_schematics' );
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t1 = time_elapsed( t1, 'place_schematics' );
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if( not( mg_villages.all_villages )) then
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mg_villages.all_villages = {};
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@ -878,7 +878,7 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
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if( village_data_updated ) then
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save_restore.save_data( 'mg_all_villages.data', mg_villages.all_villages );
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end
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--t1 = time_elapsed( t1, 'save village data' );
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t1 = time_elapsed( t1, 'save village data' );
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end
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