forked from LizzyFleckenstein03/Memeclone
Finish mob limiter
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4fca50dead
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26847bbb54
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@ -82,11 +82,6 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
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end)
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end)
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end
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end
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-- calculate aoc range for mob count
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local aosrb = tonumber(minetest.settings:get("active_object_send_range_blocks"))
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local abr = tonumber(minetest.settings:get("active_block_range"))
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local aoc_range = max(aosrb, abr) * 16
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-- pathfinding settings
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-- pathfinding settings
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local enable_pathfinding = true
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local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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@ -6,6 +6,12 @@ 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 new_vector = vector.new
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local math_random = math.random
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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 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 vector_distance = vector.distance
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-- range for mob count
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local aoc_range = 32
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--[[
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--[[
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THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
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THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
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@ -150,43 +156,21 @@ Overworld regular:
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local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
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local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
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-- count how many mobs of one type are inside an area
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-- count how many mobs of one type are inside an area
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--[[
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local count_mobs = function(pos,mobtype)
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local count_mobs = function(pos,mobtype)
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print(mobtype)
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local num = 0
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local num = 0
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local objs = minetest.get_objects_inside_radius(pos, aoc_range)
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local objs = get_objects_inside_radius(pos, aoc_range)
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for n = 1, #objs do
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for n = 1, #objs do
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local obj = objs[n]:get_luaentity()
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local obj = objs[n]:get_luaentity()
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if obj and obj.name and obj._cmi_is_mob then
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if obj and obj.name and obj._cmi_is_mob then
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-- count passive mobs only
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if mobtype == "!passive" then
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if obj.spawn_class == "passive" then
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num = num + 1
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end
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-- count hostile mobs only
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-- count hostile mobs only
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elseif mobtype == "!hostile" then
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if mobtype == "hostile" then
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if obj.spawn_class == "hostile" then
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if obj.spawn_class == "hostile" then
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num = num + 1
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num = num + 1
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end
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end
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-- count ambient mobs only
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-- count passive mobs only
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elseif mobtype == "!ambient" then
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else
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if obj.spawn_class == "ambient" then
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num = num + 1
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end
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-- count water mobs only
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elseif mobtype == "!water" then
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if obj.spawn_class == "water" then
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num = num + 1
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end
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-- count mob type
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elseif mobtype and obj.name == mobtype then
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num = num + 1
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-- count total mobs
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elseif not mobtype then
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num = num + 1
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num = num + 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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@ -194,7 +178,7 @@ local count_mobs = function(pos, mobtype)
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return num
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return num
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end
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end
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]]--
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-- global functions
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-- global functions
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@ -229,6 +213,7 @@ what is aoc??? objects in area
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WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
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WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
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]]--
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]]--
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--this is where all of the spawning information is kept
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--this is where all of the spawning information is kept
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local spawn_dictionary = {}
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local spawn_dictionary = {}
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@ -258,6 +243,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
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string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
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string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
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end
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end
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--[[
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local spawn_action
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local spawn_action
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spawn_action = function(pos, node, active_object_count, active_object_count_wider, name)
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spawn_action = function(pos, node, active_object_count, active_object_count_wider, name)
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@ -419,7 +405,15 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
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local function spawn_abm_action(pos, node, active_object_count, active_object_count_wider)
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local function spawn_abm_action(pos, node, active_object_count, active_object_count_wider)
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spawn_action(pos, node, active_object_count, active_object_count_wider, name)
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spawn_action(pos, node, active_object_count, active_object_count_wider, name)
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end
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end
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]]--
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local entdef = minetest.registered_entities[name]
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local spawn_class
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if entdef.type == "monster" then
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spawn_class = "hostile"
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else
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spawn_class = "passive"
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end
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--load information into the spawn dictionary
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--load information into the spawn dictionary
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local key = #spawn_dictionary + 1
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local key = #spawn_dictionary + 1
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@ -436,7 +430,8 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
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spawn_dictionary[key]["min_height"] = min_height
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spawn_dictionary[key]["min_height"] = min_height
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spawn_dictionary[key]["max_height"] = max_height
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spawn_dictionary[key]["max_height"] = max_height
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spawn_dictionary[key]["day_toggle"] = day_toggle
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spawn_dictionary[key]["day_toggle"] = day_toggle
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spawn_dictionary[key]["on_spawn"] = spawn_abm_action
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--spawn_dictionary[key]["on_spawn"] = spawn_abm_action
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spawn_dictionary[key]["spawn_class"] = spawn_class
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--[[
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--[[
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minetest.register_abm({
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minetest.register_abm({
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@ -540,15 +535,14 @@ end
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--todo mob limiting
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--todo mob limiting
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--MAIN LOOP
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--MAIN LOOP
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if mobs_spawn then
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if mobs_spawn then
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local timer = 15 --0
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local timer = 0
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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timer = timer + dtime
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if timer >= 15 then
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if timer >= 15 then
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timer = 0--15
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timer = 0
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for _,player in ipairs(minetest.get_connected_players()) do
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for _,player in ipairs(minetest.get_connected_players()) do
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for i = 1,math.random(5) do
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for i = 1,math.random(3,8) do
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local player_pos = player:get_pos()
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local player_pos = player:get_pos()
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@ -571,8 +565,8 @@ if mobs_spawn then
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local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
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local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
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--I have no idea why this would happen, but better to be safe
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--Prevent strange behavior/too close to player
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if not spawning_position then
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if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
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goto continue
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goto continue
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end
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end
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@ -633,6 +627,11 @@ if mobs_spawn then
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goto continue
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goto continue
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end
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end
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--finally do the heavy check (for now) of mobs in area
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if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
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goto continue
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end
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--adjust the position for water and lava mobs
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--adjust the position for water and lava mobs
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if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
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if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
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spawning_position.y = spawning_position.y - 1
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spawning_position.y = spawning_position.y - 1
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@ -640,6 +639,7 @@ if mobs_spawn then
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--everything is correct, spawn mob
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--everything is correct, spawn mob
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minetest.add_entity(spawning_position, mob_def.name)
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minetest.add_entity(spawning_position, mob_def.name)
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::continue:: --this is a safety catch
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::continue:: --this is a safety catch
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end
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end
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end
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end
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