[mcl_mobs, mobs_mc] TEMP! Remove `goto` to run on RasbPI4, Oil_boi free to revert

This commit is contained in:
kay27 2021-04-10 21:15:04 +04:00
parent 9e15c6f168
commit 647b5c1e8a
2 changed files with 104 additions and 130 deletions

View File

@ -1,14 +1,15 @@
--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 new_vector = vector.new
local math_random = math.random
local get_biome_name = minetest.get_biome_name
local max = math.max
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 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
@ -536,113 +537,87 @@ 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 ipairs(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 pairs(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" or dimension == "default" then
goto continue -- ignore void and unloaded area
end
if dimension ~= "void" and dimension ~= "default" then
local min,max = decypher_limits(player_pos.y)
local min,max = decypher_limits(player_pos.y)
local goal_pos = position_calculation(player_pos)
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 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"})
--couldn't find node
if #spawning_position_list <= 0 then
goto continue
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
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
end
end
end)
end

View File

@ -346,29 +346,28 @@ 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!")
goto continue
end
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))
--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"
--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
end
::continue:: -- this is a sweep over statement, this can be used to continue even when errors occurred
end
end
end