Restructure code and tidy
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@ -729,6 +729,9 @@ if mobs_spawn then
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-- type = "animal",
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-- spawn_class = "water",
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--if mob_type == "animal" then
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--end
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--mcl_log("spawn_class: " .. spawn_class)
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mcl_log("mob_type: " .. mob_type)
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@ -766,14 +769,6 @@ if mobs_spawn then
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mcl_log("mob_total_close: " .. mob_total_close)
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mcl_log("cap_space_close: " .. cap_space_close)
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--if mob_type == "animal" then
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--end
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--TODO Remove old checks
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local compare_to_old_checks = true
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@ -799,30 +794,45 @@ 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 spawn_a_mob(pos, dimension, y_min, y_max)
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--create a disconnected clone of the spawn dictionary
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--prevents memory leak
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local mob_library_worker_table = table_copy(spawn_dictionary)
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local function find_spawning_position(pos)
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local goal_pos = get_next_mob_spawn_pos(pos)
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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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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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{x = goal_pos.x, y = y_min, z = goal_pos.z},
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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 return end
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if #spawning_position_list <= 0 then
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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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return spawning_position
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end
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local function spawn_a_mob(pos)
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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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if not spawning_position then
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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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-- 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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table.shuffle(mob_library_worker_table)
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--
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local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
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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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table.shuffle(mob_library_worker_table)
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while #mob_library_worker_table > 0 do
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local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
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@ -834,15 +844,16 @@ if mobs_spawn then
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mob_chance = mob_library_worker_table[mob_index].chance
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step_chance = step_chance + mob_chance
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end
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local mob_def = mob_library_worker_table[mob_index]
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--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
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local mob_def = mob_library_worker_table[mob_index]
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if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
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local spawn_in_group = minetest.registered_entities[mob_def.name].spawn_in_group or 4
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local spawn_in_group_min = minetest.registered_entities[mob_def.name].spawn_in_group_min or 1
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local mob_type = minetest.registered_entities[mob_def.name].type
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local mob_def_ent = minetest.registered_entities[mob_def.name]
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local mob_type = mob_def_ent.type
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-- TODO use spawn class for caps
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--local spawn_class = minetest.registered_entities[mob_def.name].spawn_class
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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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@ -856,22 +867,24 @@ if mobs_spawn then
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return
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end
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end
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if minetest.registered_entities[mob_def.name].can_spawn and not minetest.registered_entities[mob_def.name].can_spawn(spawning_position) then
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if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
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minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
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return
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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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if spawn_in_group and (math.random(5) == 1) then
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local group_min = spawn_in_group_min
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local group_min = mob_def_ent.spawn_in_group_min or 1
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if not group_min then group_min = 1 end
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local amount_to_spawn = math.random(group_min,spawn_in_group)
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mcl_log("Spawning quantity: " .. amount_to_spawn)
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if amount_to_spawn > cap_space_wide then
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mcl_log("Spawning quantity: " .. amount_to_spawn)
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mcl_log("Throttle amount to cap space: " .. cap_space_wide)
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amount_to_spawn = cap_space_wide
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end
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@ -879,7 +892,6 @@ if mobs_spawn then
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if logging then
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minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
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end
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spawned = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
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else
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if logging then
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@ -887,8 +899,9 @@ if mobs_spawn then
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end
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spawned = mcl_mobs.spawn(spawning_position, mob_def.name)
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end
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if spawned then
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mcl_log("We have spawned")
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--mcl_log("We have spawned")
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mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
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end
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end
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@ -904,22 +917,24 @@ 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 < WAIT_FOR_SPAWN_ATTEMPT then return end
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timer = 0
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local players = get_connected_players()
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local total_mobs = count_mobs_total_cap()
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if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
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minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
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return
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end --mob cap per player
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for _, player in pairs(players) do
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local pos = player:get_pos()
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local dimension = mcl_worlds.pos_to_dimension(pos)
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-- ignore void and unloaded area
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if dimension ~= "void" and dimension ~= "default" then
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local y_min, y_max = decypher_limits(pos.y)
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spawn_a_mob(pos, dimension, y_min, y_max)
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spawn_a_mob(pos)
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end
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end
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end)
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