forked from VoxeLibre/VoxeLibre
Spawning: fix random weighted choice
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@ -613,8 +613,8 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
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spawn_dictionary[key]["check_position"] = check_position
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spawn_dictionary[key]["check_position"] = check_position
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summary_chance = summary_chance + chance
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summary_chance = summary_chance + chance
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end
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end
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local two_pi = 2 * math.pi
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local two_pi = 2 * math.pi
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local function get_next_mob_spawn_pos(pos)
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local function get_next_mob_spawn_pos(pos)
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@ -973,9 +973,21 @@ if mobs_spawn then
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return spawning_position
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return spawning_position
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end
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end
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local cumulative_chance = nil
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local mob_library_worker_table = nil
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local function initialize_spawn_data()
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if not mob_library_worker_table then
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mob_library_worker_table = table_copy(spawn_dictionary)
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end
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if not cumulative_chance then
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cumulative_chance = 0
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for k, v in pairs(mob_library_worker_table) do
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cumulative_chance = cumulative_chance + v.chance
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end
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end
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end
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local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
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local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
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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, FIND_SPAWN_POS_RETRIES)
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local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
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if not spawning_position then
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if not spawning_position then
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@ -992,18 +1004,25 @@ if mobs_spawn then
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perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
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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 noise = perlin_noise:get_3d(spawning_position)
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local current_summary_chance = summary_chance
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local current_summary_chance = summary_chance
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local spawn_loop_counter = #mob_library_worker_table
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table.shuffle(mob_library_worker_table)
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while spawn_loop_counter > 0 do
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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_random(1, cumulative_chance)
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local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
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local mob_index = 1
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local mob_index = 1
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local mob_chance = mob_library_worker_table[mob_index].chance
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local mob_chance = mob_library_worker_table[mob_index].chance
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local step_chance = mob_chance
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local step_chance = mob_chance
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while step_chance < mob_chance_offset do
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while step_chance < mob_chance_offset do
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mob_index = mob_index + 1
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mob_index = mob_index + 1
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mob_chance = mob_library_worker_table[mob_index].chance
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if mob_index <= #mob_library_worker_table then
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step_chance = step_chance + mob_chance
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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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else
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step_chance = 1000000
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end
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end
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if mob_index > #mob_library_worker_table then
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mob_index = 1
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end
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end
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--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
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--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
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@ -1089,7 +1108,7 @@ if mobs_spawn then
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end
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end
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current_summary_chance = current_summary_chance - mob_chance
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current_summary_chance = current_summary_chance - mob_chance
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table_remove(mob_library_worker_table, mob_index)
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spawn_loop_counter = spawn_loop_counter - 1
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end
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end
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end
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end
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@ -1101,6 +1120,7 @@ if mobs_spawn then
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timer = timer + 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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if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
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initialize_spawn_data()
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timer = 0
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timer = 0
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local players = get_connected_players()
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local players = get_connected_players()
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