Massively overhaul spawning algorithm for mobs
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@ -4026,7 +4026,14 @@ types of spawning:
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what is aoc???
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what is aoc???
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WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
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WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
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]]--
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]]--
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--this is where all of the spawning information is kept
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local spawn_dictionary = {
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["overworld"] = {},
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["nether"] = {},
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["end"] = {}
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}
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function mobs:spawn_specific(
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function mobs:spawn_specific(
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name,
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name,
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@ -4043,10 +4050,6 @@ function mobs:spawn_specific(
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on_spawn)
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on_spawn)
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print(name, dump(nodes))
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-- Do mobs spawn at all?
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-- Do mobs spawn at all?
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if not mobs_spawn then
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if not mobs_spawn then
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return
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return
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@ -4067,7 +4070,6 @@ function mobs:spawn_specific(
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minetest.log("action",
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minetest.log("action",
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string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
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string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
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end
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end
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local spawn_action
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local spawn_action
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@ -4232,6 +4234,24 @@ function mobs:spawn_specific(
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spawn_action(pos, node, active_object_count, active_object_count_wider, name)
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spawn_action(pos, node, active_object_count, active_object_count_wider, name)
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end
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end
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--load information into the spawn dictionary
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local key = #spawn_dictionary[dimension] + 1
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spawn_dictionary[dimension][key] = {}
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spawn_dictionary[dimension][key]["name"] = name
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spawn_dictionary[dimension][key]["type"] = type_of_spawning
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spawn_dictionary[dimension][key]["min_light"] = min_light
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spawn_dictionary[dimension][key]["max_light"] = max_light
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spawn_dictionary[dimension][key]["interval"] = interval
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spawn_dictionary[dimension][key]["chance"] = chance
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spawn_dictionary[dimension][key]["aoc"] = aoc
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spawn_dictionary[dimension][key]["min_height"] = min_height
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spawn_dictionary[dimension][key]["max_height"] = max_height
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spawn_dictionary[dimension][key]["day_toggle"] = day_toggle
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spawn_dictionary[dimension][key]["on_spawn"] = spawn_abm_action
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--[[
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minetest.register_abm({
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minetest.register_abm({
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label = name .. " spawning",
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label = name .. " spawning",
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nodenames = nodes,
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nodenames = nodes,
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@ -4241,18 +4261,24 @@ function mobs:spawn_specific(
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catch_up = false,
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catch_up = false,
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action = spawn_abm_action,
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action = spawn_abm_action,
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})
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})
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]]--
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end
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end
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-- compatibility with older mob registration
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-- compatibility with older mob registration
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-- we're going to forget about this for now -j4i
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--[[
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function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
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function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
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mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
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mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
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chance, active_object_count, -31000, max_height, day_toggle)
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chance, active_object_count, -31000, max_height, day_toggle)
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end
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end
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]]--
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--I'm not sure what this does but disabling it doesn't cause a crash -j4i
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-- MarkBu's spawn function
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-- MarkBu's spawn function
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--[[
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function mobs:spawn(def)
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function mobs:spawn(def)
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local name = def.name
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local name = def.name
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@ -4271,9 +4297,127 @@ function mobs:spawn(def)
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mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
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mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
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chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
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chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
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end
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end
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]]--
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local axis
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--inner and outer part of square donut radius
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local inner = 1
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local outer = 70
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local int = {-1,1}
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local position_calculation = function(pos)
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pos = vector.floor(pos)
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--this is used to determine the axis buffer from the player
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axis = math.random(0,1)
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--cast towards the direction
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if axis == 0 then --x
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pos.x = pos.x + math.random(inner,outer)*int[math.random(1,2)]
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pos.z = pos.z + math.random(-outer,outer)
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else --z
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pos.z = pos.z + math.random(inner,outer)*int[math.random(1,2)]
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pos.x = pos.x + math.random(-outer,outer)
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end
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return(pos)
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end
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--[[
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local decypher_limits_dictionary = {
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["overworld"] = {mcl_vars.mg_overworld_min,mcl_vars.mg_overworld_max},
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["nether"] = {mcl_vars.mg_nether_min, mcl_vars.mg_nether_max},
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["end"] = {mcl_vars.mg_end_min, mcl_vars.mg_end_max}
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}
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]]--
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local function decypher_limits(posy)
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--local min_max_table = decypher_limits_dictionary[dimension]
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--return min_max_table[1],min_max_table[2]
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posy = math.floor(posy)
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return posy - 32, posy + 32
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end
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--todo mob limiting
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--MAIN LOOP
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer >= 15 then
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timer = 0
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for _,player in ipairs(minetest.get_connected_players()) do
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for i = 1,math.random(5) do
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local player_pos = player:get_pos()
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local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
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local min,max = decypher_limits(player_pos.y)
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local goal_pos = position_calculation(player_pos)
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local mob_def = spawn_dictionary[dimension][math.random(1,#spawn_dictionary[dimension])]
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if not mob_def then --to catch a crazy error if it ever happens
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minetest.log("error", "WARNING!! mob spawning attempted to index a NIL mob!")
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goto continue
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end
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if mob_def.type == "ground" then
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local spawning_position_list = minetest.find_nodes_in_area_under_air(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid"})
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if #spawning_position_list <= 0 then
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goto continue
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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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spawning_position.y = spawning_position.y + 1
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local gotten_light = minetest.get_node_light(spawning_position)
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if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
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minetest.add_entity(spawning_position, mob_def.name)
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end
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elseif mob_def.type == "air" then
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local spawning_position_list = minetest.find_nodes_in_area(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"air"})
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if #spawning_position_list <= 0 then
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goto continue
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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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local gotten_light = minetest.get_node_light(spawning_position)
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if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
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minetest.add_entity(spawning_position, mob_def.name)
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end
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elseif mob_def.type == "water" then
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local spawning_position_list = minetest.find_nodes_in_area(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:water"})
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if #spawning_position_list <= 0 then
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goto continue
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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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local gotten_light = minetest.get_node_light(spawning_position)
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if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
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minetest.add_entity(spawning_position, mob_def.name)
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end
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--elseif mob_def.type == "lava" then
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--implement later
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end
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--local spawn minetest.find_nodes_in_area_under_air(vector.new(pos.x,pos.y-find_node_height,pos.z), vector.new(pos.x,pos.y+find_node_height,pos.z), {"group:solid"})
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::continue:: --this is a safety catch
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end
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end
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end
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end)
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