diff --git a/mods/ENTITIES/mcl_mobs/spawning.lua b/mods/ENTITIES/mcl_mobs/spawning.lua index a0572f50..206dfdd4 100644 --- a/mods/ENTITIES/mcl_mobs/spawning.lua +++ b/mods/ENTITIES/mcl_mobs/spawning.lua @@ -1,15 +1,14 @@ --lua locals -local get_node = minetest.get_node -local get_item_group = minetest.get_item_group -local get_node_light = minetest.get_node_light +local get_node = minetest.get_node +local get_item_group = minetest.get_item_group +local get_node_light = minetest.get_node_light local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air -local get_biome_data = minetest.get_biome_data -local new_vector = vector.new -local math_random = math.random -local get_biome_name = minetest.get_biome_name -local max = math.max +local new_vector = vector.new +local math_random = math.random +local get_biome_name = minetest.get_biome_name +local max = math.max local get_objects_inside_radius = minetest.get_objects_inside_radius -local vector_distance = vector.distance +local vector_distance = vector.distance -- range for mob count local aoc_range = 32 @@ -537,87 +536,113 @@ end --todo mob limiting --MAIN LOOP if mobs_spawn then - local timer = 0 - minetest.register_globalstep(function(dtime) - timer = timer + dtime - if timer >= 8 then - timer = 0 - for _,player in pairs(minetest.get_connected_players()) do - for i = 1,math_random(3,8) do + local timer = 0 + minetest.register_globalstep(function(dtime) + timer = timer + dtime + if timer >= 8 then + timer = 0 + for _,player in ipairs(minetest.get_connected_players()) do + for i = 1,math.random(3,8) do - local player_pos = player:get_pos() + local player_pos = player:get_pos() - local _,dimension = mcl_worlds.y_to_layer(player_pos.y) + local _,dimension = mcl_worlds.y_to_layer(player_pos.y) - if dimension ~= "void" and dimension ~= "default" then + if dimension == "void" or dimension == "default" then + goto continue -- ignore void and unloaded area + end + + local min,max = decypher_limits(player_pos.y) - local min,max = decypher_limits(player_pos.y) + local goal_pos = position_calculation(player_pos) + + 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"}) - local goal_pos = position_calculation(player_pos) - - 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"}) - - if #spawning_position_list > 0 then --couldn't find node - local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] - - --Prevent strange behavior/too close to player - if spawning_position and vector_distance(player_pos, spawning_position) > 15 then - - local gotten_node = get_node(spawning_position).name - - if gotten_node and gotten_node ~= "air" then --skip air nodes - - local gotten_biome = get_biome_data(spawning_position) - - if gotten_biome then --skip if in unloaded area - - gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with - - --grab random mob - local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)] - - if mob_def --skip if something ridiculous happens (nil mob def) - and mob_def.dimension == dimension --skip if not correct dimension - and biome_check(mob_def.biomes, gotten_biome) then --skip if not in correct biome - - --add this so mobs don't spawn inside nodes - spawning_position.y = spawning_position.y + 1 - - if spawning_position.y >= mob_def.min_height and spawning_position.y <= mob_def.max_height then - - --only need to poll for node light if everything else worked - local gotten_light = get_node_light(spawning_position) - - --don't spawn if not in light limits - if gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then - - local is_water = get_item_group(gotten_node, "water") ~= 0 - local is_lava = get_item_group(gotten_node, "lava") ~= 0 - - if mob_def.type_of_spawning ~= "ground" or not (is_water or is_lava) then - - --finally do the heavy check (for now) of mobs in area - if count_mobs(spawning_position, mob_def.spawn_class) < mob_def.aoc then - - --adjust the position for water and lava mobs - if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then - spawning_position.y = spawning_position.y - 1 - end - - --everything is correct, spawn mob - minetest.add_entity(spawning_position, mob_def.name) - end - end - end - end - end - end - end - end - end + --couldn't find node + if #spawning_position_list <= 0 then + goto continue end - end - end - end - end) + + local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] + + --Prevent strange behavior/too close to player + if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then + goto continue + end + + local gotten_node = get_node(spawning_position).name + + if not gotten_node or gotten_node == "air" then --skip air nodes + goto continue + end + + local gotten_biome = minetest.get_biome_data(spawning_position) + + if not gotten_biome then + goto continue --skip if in unloaded area + end + + gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with + + --grab random mob + local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)] + + if not mob_def then + goto continue --skip if something ridiculous happens (nil mob def) + end + + --skip if not correct dimension + if mob_def.dimension ~= dimension then + goto continue + end + + --skip if not in correct biome + if not biome_check(mob_def.biomes, gotten_biome) then + goto continue + end + + --add this so mobs don't spawn inside nodes + spawning_position.y = spawning_position.y + 1 + + if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then + goto continue + end + + --only need to poll for node light if everything else worked + local gotten_light = get_node_light(spawning_position) + + --don't spawn if not in light limits + if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then + goto continue + end + + local is_water = get_item_group(gotten_node, "water") ~= 0 + local is_lava = get_item_group(gotten_node, "lava") ~= 0 + + if mob_def.type_of_spawning == "ground" and is_water then + goto continue + end + + if mob_def.type_of_spawning == "ground" and is_lava then + goto continue + end + + --finally do the heavy check (for now) of mobs in area + if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then + goto continue + end + + --adjust the position for water and lava mobs + if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then + spawning_position.y = spawning_position.y - 1 + end + + --everything is correct, spawn mob + minetest.add_entity(spawning_position, mob_def.name) + + ::continue:: --this is a safety catch + end + end + end + end) end diff --git a/mods/ENTITIES/mobs_mc/enderman.lua b/mods/ENTITIES/mobs_mc/enderman.lua index 5c00bc6e..ba04f8b5 100644 --- a/mods/ENTITIES/mobs_mc/enderman.lua +++ b/mods/ENTITIES/mobs_mc/enderman.lua @@ -346,28 +346,29 @@ mobs:register_mob("mobs_mc:enderman", { --skip player if they have no data - log it if not player_eye_height then minetest.log("error", "Enderman at location: ".. dump(enderpos).." has indexed a null player!") - else - - --calculate very quickly the exact location the player is looking - --within the distance between the two "heads" (player and enderman) - local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z) - local look_pos_base = look_pos - local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z) - local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos) - look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player)) - - --if looking in general head position, turn hostile - if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then - self.provoked = "staring" - self.attack = minetest.get_player_by_name(obj:get_player_name()) - break - else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez - if self.provoked == "staring" then - self.provoked = "broke_contact" - end - end + goto continue end + --calculate very quickly the exact location the player is looking + --within the distance between the two "heads" (player and enderman) + local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z) + local look_pos_base = look_pos + local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z) + local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos) + look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player)) + + --if looking in general head position, turn hostile + if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then + self.provoked = "staring" + self.attack = minetest.get_player_by_name(obj:get_player_name()) + break + else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez + if self.provoked == "staring" then + self.provoked = "broke_contact" + end + end + + ::continue:: -- this is a sweep over statement, this can be used to continue even when errors occurred end end end