[mcl_mobs, mobs_mc] TEMP! Remove `goto` to run on RasbPI4, Oil_boi free to revert
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@ -1,14 +1,15 @@
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--lua locals
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local get_node = minetest.get_node
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local get_item_group = minetest.get_item_group
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local get_node_light = minetest.get_node_light
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local get_node = minetest.get_node
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local get_item_group = minetest.get_item_group
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local get_node_light = minetest.get_node_light
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local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
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local new_vector = vector.new
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local math_random = math.random
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local get_biome_name = minetest.get_biome_name
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local max = math.max
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local get_biome_data = minetest.get_biome_data
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local new_vector = vector.new
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local math_random = math.random
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local get_biome_name = minetest.get_biome_name
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local max = math.max
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local get_objects_inside_radius = minetest.get_objects_inside_radius
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local vector_distance = vector.distance
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local vector_distance = vector.distance
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-- range for mob count
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local aoc_range = 32
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@ -536,113 +537,87 @@ end
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--todo mob limiting
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--MAIN LOOP
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if mobs_spawn then
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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 >= 8 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(3,8) do
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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 >= 8 then
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timer = 0
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for _,player in pairs(minetest.get_connected_players()) do
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for i = 1,math_random(3,8) do
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local player_pos = player:get_pos()
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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 _,dimension = mcl_worlds.y_to_layer(player_pos.y)
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if dimension == "void" or dimension == "default" then
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goto continue -- ignore void and unloaded area
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end
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local min,max = decypher_limits(player_pos.y)
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if dimension ~= "void" and dimension ~= "default" then
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local goal_pos = position_calculation(player_pos)
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local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
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local min,max = decypher_limits(player_pos.y)
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--couldn't find node
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if #spawning_position_list <= 0 then
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goto continue
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local goal_pos = position_calculation(player_pos)
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local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
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if #spawning_position_list > 0 then --couldn't find node
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local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
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--Prevent strange behavior/too close to player
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if spawning_position and vector_distance(player_pos, spawning_position) > 15 then
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local gotten_node = get_node(spawning_position).name
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if gotten_node and gotten_node ~= "air" then --skip air nodes
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local gotten_biome = get_biome_data(spawning_position)
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if gotten_biome then --skip if in unloaded area
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gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
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--grab random mob
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local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
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if mob_def --skip if something ridiculous happens (nil mob def)
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and mob_def.dimension == dimension --skip if not correct dimension
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and biome_check(mob_def.biomes, gotten_biome) then --skip if not in correct biome
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--add this so mobs don't spawn inside nodes
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spawning_position.y = spawning_position.y + 1
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if spawning_position.y >= mob_def.min_height and spawning_position.y <= mob_def.max_height then
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--only need to poll for node light if everything else worked
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local gotten_light = get_node_light(spawning_position)
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--don't spawn if not in light limits
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if gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
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local is_water = get_item_group(gotten_node, "water") ~= 0
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local is_lava = get_item_group(gotten_node, "lava") ~= 0
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if mob_def.type_of_spawning ~= "ground" or not (is_water or is_lava) then
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--finally do the heavy check (for now) of mobs in area
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if count_mobs(spawning_position, mob_def.spawn_class) < mob_def.aoc then
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--adjust the position for water and lava mobs
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if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
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spawning_position.y = spawning_position.y - 1
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end
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--everything is correct, spawn mob
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minetest.add_entity(spawning_position, mob_def.name)
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end
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end
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end
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end
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end
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end
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end
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end
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end
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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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--Prevent strange behavior/too close to player
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if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
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goto continue
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end
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local gotten_node = get_node(spawning_position).name
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if not gotten_node or gotten_node == "air" then --skip air nodes
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goto continue
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end
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local gotten_biome = minetest.get_biome_data(spawning_position)
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if not gotten_biome then
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goto continue --skip if in unloaded area
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end
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gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
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--grab random mob
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local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
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if not mob_def then
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goto continue --skip if something ridiculous happens (nil mob def)
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end
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--skip if not correct dimension
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if mob_def.dimension ~= dimension then
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goto continue
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end
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--skip if not in correct biome
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if not biome_check(mob_def.biomes, gotten_biome) then
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goto continue
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end
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--add this so mobs don't spawn inside nodes
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spawning_position.y = spawning_position.y + 1
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if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
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goto continue
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end
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--only need to poll for node light if everything else worked
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local gotten_light = get_node_light(spawning_position)
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--don't spawn if not in light limits
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if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
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goto continue
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end
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local is_water = get_item_group(gotten_node, "water") ~= 0
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local is_lava = get_item_group(gotten_node, "lava") ~= 0
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if mob_def.type_of_spawning == "ground" and is_water then
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goto continue
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end
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if mob_def.type_of_spawning == "ground" and is_lava then
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goto continue
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end
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--finally do the heavy check (for now) of mobs in area
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if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
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goto continue
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end
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--adjust the position for water and lava mobs
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if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
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spawning_position.y = spawning_position.y - 1
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end
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--everything is correct, spawn mob
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minetest.add_entity(spawning_position, mob_def.name)
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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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end
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end
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end
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end)
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end
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@ -346,29 +346,28 @@ mobs:register_mob("mobs_mc:enderman", {
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--skip player if they have no data - log it
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if not player_eye_height then
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minetest.log("error", "Enderman at location: ".. dump(enderpos).." has indexed a null player!")
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goto continue
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end
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else
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--calculate very quickly the exact location the player is looking
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--within the distance between the two "heads" (player and enderman)
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local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z)
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local look_pos_base = look_pos
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local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z)
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local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos)
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look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player))
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--calculate very quickly the exact location the player is looking
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--within the distance between the two "heads" (player and enderman)
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local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z)
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local look_pos_base = look_pos
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local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z)
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local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos)
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look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player))
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--if looking in general head position, turn hostile
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if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then
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self.provoked = "staring"
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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break
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else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
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if self.provoked == "staring" then
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self.provoked = "broke_contact"
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end
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--if looking in general head position, turn hostile
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if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then
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self.provoked = "staring"
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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break
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else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
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if self.provoked == "staring" then
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self.provoked = "broke_contact"
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end
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end
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end
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::continue:: -- this is a sweep over statement, this can be used to continue even when errors occurred
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end
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end
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end
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