Change y_min/y_max calculations
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@ -23,6 +23,7 @@ local math_ceil = math.ceil
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local math_cos = math.cos
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local math_sin = math.sin
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local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
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local math_sqrt = math.sqrt
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local vector_distance = vector.distance
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local vector_new = vector.new
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@ -618,15 +619,33 @@ local function get_next_mob_spawn_pos(pos)
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return nil
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end
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-- Calculate upper/lower y limits
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local R1 = MOB_SPAWN_ZONE_MIDDLE
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local d = vector_distance( pos, vector.new( goal_pos.x, pos.y, goal_pos.z ) ) -- distance from player to projected point on horizontal plane
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local y1 = math_sqrt( R1*R1 - d*d ) -- absolue value of distance to outer sphere
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local y_min
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local y_max
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if goal_pos.y > pos.y then
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y_min = math_round(pos.y)
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y_max = math_round(pos.y) + MOB_SPAWN_ZONE_MIDDLE
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if d >= MOB_SPAWN_ZONE_INNER then
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-- Outer region, y range has both ends on the outer sphere
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y_min = pos.y - y1
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y_max = pos.y + y1
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else
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y_min = math_round(pos.y) - MOB_SPAWN_ZONE_MIDDLE
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y_max = math_round(pos.y)
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-- Inner region, y range spans between inner and outer spheres
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local R2 = MOB_SPAWN_ZONE_INNER
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local y2 = math_sqrt( R2*R2 - d*d )
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if goal_pos.y > pos. y then
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-- Upper hemisphere
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y_min = pos.y + y2
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y_max = pos.y + y1
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else
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-- Lower hemisphere
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y_min = pos.y - y1
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y_max = pos.y - y2
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end
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end
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y_min = math_round(y_min)
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y_max = math_round(y_max)
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-- Ask engine for valid spawn locations
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local spawning_position_list = find_nodes_in_area_under_air(
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