forked from MineClone5/MineClone5
Optimize mob spawning even further with additional lua locals
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@ -3,15 +3,21 @@ 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_objects_inside_radius = minetest.get_objects_inside_radius
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local math_random = math.random
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local math_floor = math.floor
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local max = math.max
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local vector_distance = vector.distance
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local vector_new = vector.new
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local vector_floor = vector.floor
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local table_copy = table.copy
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local table_remove = table.remove
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local math_random = math.random
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-- range for mob count
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local aoc_range = 32
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@ -481,18 +487,18 @@ local outer = 64
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local int = {-1,1}
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local position_calculation = function(pos)
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pos = vector.floor(pos)
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pos = vector_floor(pos)
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--this is used to determine the axis buffer from the player
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axis = math.random(0,1)
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axis = math_random(0,1)
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--cast towards the direction
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if axis == 0 then --x
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pos.x = pos.x + math.random(inner,outer)*int[math.random(1,2)]
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pos.z = pos.z + math.random(-outer,outer)
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pos.x = pos.x + math_random(inner,outer)*int[math_random(1,2)]
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pos.z = pos.z + math_random(-outer,outer)
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else --z
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pos.z = pos.z + math.random(inner,outer)*int[math.random(1,2)]
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pos.x = pos.x + math.random(-outer,outer)
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pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)]
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pos.x = pos.x + math_random(-outer,outer)
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end
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return(pos)
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end
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@ -508,7 +514,7 @@ local decypher_limits_dictionary = {
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local function decypher_limits(posy)
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--local min_max_table = decypher_limits_dictionary[dimension]
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--return min_max_table[1],min_max_table[2]
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posy = math.floor(posy)
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posy = math_floor(posy)
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return posy - 32, posy + 32
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end
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@ -556,7 +562,7 @@ if mobs_spawn 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 spawning_position_list = find_nodes_in_area_under_air(vector_new(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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--couldn't find node
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if #spawning_position_list <= 0 then
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