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//subdivide: reimplement count_chunks
this does the maths properly, so we'e going from O(n³) to O(1) :D //subdivide should get started *so much faster* now :D
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3 changed files with 91 additions and 10 deletions
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@ -6,6 +6,8 @@ It's about time I started a changelog! This will serve from now on as the main c
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- `//count`: Make numbers human-readable
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- Tip: Use a monospace font for the chat window, and the columns will be aligned!
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- Add `//hollow` for hollowing out areas (a step towards parity with Minecraft WorldEdit)
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- `//subdivide`: Improve performance of initial chunk counting algorithm - it should get started on the job _much_ quicker now (especially on large regions)
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- Bugfix: Fix obscure crash in calls to `human_size` ("unknown" will now be returned if passed junk)
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## v1.10 (16th January 2021)
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76
test_count_chunks.lua
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76
test_count_chunks.lua
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@ -0,0 +1,76 @@
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--[[
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test_count_chunks
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Test script for the new count_chunks implementation for //subdivide.
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The new implementation does the maths properly and is functionally identical to
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the previous algorithm - we've tested it with 1000 totally random pos1, pos2,
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and chunk_size values.
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]]--
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local function count_chunks(pos1, pos2, chunk_size)
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local count = 0
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for z = pos2.z, pos1.z, -chunk_size.z do
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for y = pos2.y, pos1.y, -chunk_size.y do
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for x = pos2.x, pos1.x, -chunk_size.x do
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count = count + 1
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end
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end
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end
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return count
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end
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local function count_chunks_new(pos1, pos2, chunk_size)
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-- Assume pos1 & pos2 are sorted
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local dimensions = {
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x = pos2.x - pos1.x + 1,
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y = pos2.y - pos1.y + 1,
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z = pos2.z - pos1.z + 1,
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}
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-- print("[new] dimensions", dimensions.x, dimensions.y, dimensions.z)
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return math.ceil(dimensions.x / chunk_size.x)
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* math.ceil(dimensions.y / chunk_size.y)
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* math.ceil(dimensions.z / chunk_size.z)
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end
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local pos1 = { x = 16000, y = 0, z = 16000 }
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local pos2 = { x = 16100, y = 100, z = 16100 }
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local count = { x = 7, y = 9, z = 10 }
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print("Reference: ", count_chunks(pos1, pos2, count))
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print("New: ", count_chunks_new(pos1, pos2, count))
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local ok = 0
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local failed = false
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for i=1,1000 do
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pos1.x = 16000 + math.floor(math.random() * 99)
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pos1.y = 16000 + math.floor(math.random() * 99)
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pos1.z = 16000 + math.floor(math.random() * 99)
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pos2.x = 16100 + math.floor(math.random() * 2000)
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pos2.y = 16100 + math.floor(math.random() * 2000)
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pos2.z = 16100 + math.floor(math.random() * 2000)
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count.x = math.floor(math.random() * 25) + 1
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count.y = math.floor(math.random() * 25) + 1
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count.z = math.floor(math.random() * 25) + 1
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io.write(ok..": ( "..pos1.x..", "..pos1.y..", "..pos1.z.." ) - ( "..pos2.x..", "..pos2.y..", "..pos2.z.." ), size ( ", count.x, ", ", count.y, ", ", count.z, " ) | ")
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local val_ref = count_chunks(pos1, pos2, count)
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local val_new = count_chunks_new(pos1, pos2, count)
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if val_ref == val_new then
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print("OK")
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ok = ok + 1
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else
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print("FAIL! ( "..val_ref.." / "..val_new.." )")
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failed = true
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break
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end
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end
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io.write(ok.." ok")
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if failed then io.write(", 1 failed") end
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print()
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@ -6,19 +6,22 @@
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local wea = worldeditadditions
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-- Counts the number of chunks in the given area.
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-- TODO: Do the maths properly here instead of using a loop - the loop is *very* inefficient - especially for large areas
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-- Maths is now done properly. Values from this new implementation were tested
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-- with 1000 random pos1, pos2, and chunk_size combinations and found to be identical.
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local function count_chunks(pos1, pos2, chunk_size)
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local count = 0
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for z = pos2.z, pos1.z, -chunk_size.z do
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for y = pos2.y, pos1.y, -chunk_size.y do
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for x = pos2.x, pos1.x, -chunk_size.x do
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count = count + 1
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end
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end
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end
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return count
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-- Assume pos1 & pos2 are sorted
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local dimensions = {
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x = pos2.x - pos1.x + 1,
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y = pos2.y - pos1.y + 1,
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z = pos2.z - pos1.z + 1,
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}
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-- print("[new] dimensions", dimensions.x, dimensions.y, dimensions.z)
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return math.ceil(dimensions.x / chunk_size.x)
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* math.ceil(dimensions.y / chunk_size.y)
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* math.ceil(dimensions.z / chunk_size.z)
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end
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local function merge_stats(a, b)
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for key,value in pairs(a) do
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if not b[key] then b[key] = 0 end
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