forked from VoxeLibre/VoxeLibre
Retry if failing to find spawn position
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c2ac33ac61
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@ -42,6 +42,7 @@ local dbg_spawn_counts = {}
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local remove_far = true
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local WAIT_FOR_SPAWN_ATTEMPT = 10
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local FIND_SPAWN_POS_RETRIES = 10
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local MOB_SPAWN_ZONE_INNER = 24
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local MOB_SPAWN_ZONE_MIDDLE = 32
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@ -794,7 +795,14 @@ if mobs_spawn then
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return cap_space_wide, cap_space_close
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end
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local function find_spawning_position(pos)
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local function find_spawning_position(pos, max_times)
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local spawning_position
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local max_loops = 1
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if max_times then max_loops = max_times end
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local i = 0
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repeat
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local goal_pos = get_next_mob_spawn_pos(pos)
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local y_min, y_max = decypher_limits(pos.y)
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local spawning_position_list = find_nodes_in_area_under_air(
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@ -802,11 +810,18 @@ if mobs_spawn then
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{x = goal_pos.x, y = y_max, z = goal_pos.z},
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{"group:solid", "group:water", "group:lava"}
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)
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if #spawning_position_list <= 0 then
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if #spawning_position_list > 0 then
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mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
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spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
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else
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mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
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return
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end
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local spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
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i = i + 1
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if i >= max_loops then
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mcl_log("Cancel finding spawn positions at: " .. max_loops)
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break
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end
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until spawning_position
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return spawning_position
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end
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@ -814,22 +829,20 @@ if mobs_spawn then
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--create a disconnected clone of the spawn dictionary, prevents memory leak
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local mob_library_worker_table = table_copy(spawn_dictionary)
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local spawning_position = find_spawning_position(pos)
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local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
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if not spawning_position then
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-- TODO do we log to user, or try again. How many times do we try again.
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-- TODO do we log to user
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--mcl_log("abandon this")
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return
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end
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-- TODO shouldn't this be based on spawning position?
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local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
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local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", spawning_position)
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-- TODO remove output
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output_mob_stats(mob_counts_close, total_mobs)
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output_mob_stats(mob_counts_wide, total_mobs)
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--grab mob that fits into the spawning location
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--randomly grab a mob, don't exclude any possibilities
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perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
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local noise = perlin_noise:get_3d(spawning_position)
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local current_summary_chance = summary_chance
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@ -858,7 +871,7 @@ if mobs_spawn then
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--local spawn_class = mob_def_ent.spawn_class
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--spawn_class = "water"
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local cap_space_wide, cap_space_close = mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
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local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_type, mob_counts_close, mob_counts_wide)
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if cap_space_close > 0 and cap_space_wide > 0 and spawn_check(spawning_position,mob_def) then
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@ -875,7 +888,6 @@ if mobs_spawn then
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end
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--everything is correct, spawn mob
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local spawn_in_group = mob_def_ent.spawn_in_group or 4
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local spawned
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