1
0
Fork 0

Add world gen limits to spawning to avoid things spawning past the world gen limits

This commit is contained in:
ancientmarinerdev 2023-01-30 23:10:37 +00:00 committed by Gitea
parent 9c2f43a242
commit 86b1d8bc3e
1 changed files with 28 additions and 15 deletions

View File

@ -55,6 +55,8 @@ local aoc_range = 136
local MISSING_CAP_DEFAULT = 15 local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 5 local MOBS_CAP_CLOSE = 5
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = { local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70, hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10, passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
@ -771,7 +773,7 @@ if mobs_spawn then
cap_space_close = 0 cap_space_close = 0
end end
if mob_type == "water" then if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos)) mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
mcl_log("wide: " .. mob_total_wide .. "/" .. type_cap) mcl_log("wide: " .. mob_total_wide .. "/" .. type_cap)
mcl_log("cap_space_wide: " .. cap_space_wide) mcl_log("cap_space_wide: " .. cap_space_wide)
@ -811,21 +813,31 @@ if mobs_spawn then
local max_loops = 1 local max_loops = 1
if max_times then max_loops = max_times end if max_times then max_loops = max_times end
local y_min, y_max = decypher_limits(pos.y)
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0 local i = 0
repeat repeat
local goal_pos = get_next_mob_spawn_pos(pos) local goal_pos = get_next_mob_spawn_pos(pos)
local y_min, y_max = decypher_limits(pos.y)
local spawning_position_list = find_nodes_in_area_under_air( if math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT then
{x = goal_pos.x, y = y_min, z = goal_pos.z}, local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_max, z = goal_pos.z}, {x = goal_pos.x, y = y_min, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"} {x = goal_pos.x, y = y_max, z = goal_pos.z},
) {"group:solid", "group:water", "group:lava"}
if #spawning_position_list > 0 then )
mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos)) if #spawning_position_list > 0 then
spawning_position = spawning_position_list[math_random(1, #spawning_position_list)] mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
else
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
end
else else
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos)) mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
end end
i = i + 1 i = i + 1
if i >= max_loops then if i >= max_loops then
mcl_log("Cancel finding spawn positions at: " .. max_loops) mcl_log("Cancel finding spawn positions at: " .. max_loops)
@ -877,21 +889,22 @@ if mobs_spawn then
local mob_def_ent = minetest.registered_entities[mob_def.name] local mob_def_ent = minetest.registered_entities[mob_def.name]
--local mob_type = mob_def_ent.type --local mob_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.spawn_class local mob_spawn_class = mob_def_ent.spawn_class
mcl_log("mob_spawn_class: " .. mob_spawn_class)
--mcl_log("mob_spawn_class: " .. mob_spawn_class)
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide) local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
if cap_space_close > 0 and cap_space_wide > 0 then if cap_space_close > 0 and cap_space_wide > 0 then
mcl_log("Cap space available") --mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat -- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though. -- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile") local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class == "passive" or mob_spawn_class == "water") and math.random(100) < peaceful_percentage_spawned local spawn_passive = (mob_spawn_class == "passive" or mob_spawn_class == "water") and math.random(100) < peaceful_percentage_spawned
-- or not hostile -- or not hostile
mcl_log("Spawn_passive: " .. tostring(spawn_passive)) --mcl_log("Spawn_passive: " .. tostring(spawn_passive))
mcl_log("Spawn_hostile: " .. tostring(spawn_hostile)) --mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
if (spawn_hostile or spawn_passive) and spawn_check(spawning_position,mob_def) then if (spawn_hostile or spawn_passive) and spawn_check(spawning_position,mob_def) then
if mob_def.type_of_spawning == "water" then if mob_def.type_of_spawning == "water" then