diff --git a/mods/ENTITIES/mcl_mobs/spawning.lua b/mods/ENTITIES/mcl_mobs/spawning.lua old mode 100644 new mode 100755 index 885391759..4108d038c --- a/mods/ENTITIES/mcl_mobs/spawning.lua +++ b/mods/ENTITIES/mcl_mobs/spawning.lua @@ -16,7 +16,6 @@ local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air local get_biome_name = minetest.get_biome_name local get_objects_inside_radius = minetest.get_objects_inside_radius local get_connected_players = minetest.get_connected_players -local minetest_get_perlin = minetest.get_perlin local math_random = math.random local math_floor = math.floor @@ -97,19 +96,6 @@ local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true) -local noise_params = { - offset = 0, - scale = 3, - spread = { - x = 301, - y = 50, - z = 304, - }, - seed = 100, - octaves = 3, - persistence = 0.5, -} - -- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs -- Also used for missing parameter -- Please update the list when adding new biomes! @@ -446,7 +432,6 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua?? local spawn_dictionary = {} --this is where all of the spawning information is kept for mobs that don't naturally spawn local non_spawn_dictionary = {} -local summary_chance = 0 function mcl_mobs:spawn_setup(def) if not mobs_spawn then return end @@ -508,7 +493,6 @@ function mcl_mobs:spawn_setup(def) check_position = check_position, on_spawn = on_spawn, } - summary_chance = summary_chance + chance end function mcl_mobs:mob_light_lvl(mob_name, dimension) @@ -612,10 +596,8 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ spawn_dictionary[key]["day_toggle"] = day_toggle spawn_dictionary[key]["check_position"] = check_position - summary_chance = summary_chance + chance end - local two_pi = 2 * math.pi local function get_next_mob_spawn_pos(pos) -- TODO We should consider spawning something a little further away sporadically. @@ -875,8 +857,6 @@ minetest.register_chatcommand("spawn_mob",{ if mobs_spawn then - local perlin_noise - -- Get pos to spawn, x and z are randomised, y is range @@ -973,9 +953,21 @@ if mobs_spawn then return spawning_position end + local cumulative_chance = nil + local mob_library_worker_table = nil + local function initialize_spawn_data() + if not mob_library_worker_table then + mob_library_worker_table = table_copy(spawn_dictionary) + end + if not cumulative_chance then + cumulative_chance = 0 + for k, v in pairs(mob_library_worker_table) do + cumulative_chance = cumulative_chance + v.chance + end + end + end + local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile) - --create a disconnected clone of the spawn dictionary, prevents memory leak - local mob_library_worker_table = table_copy(spawn_dictionary) local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES) if not spawning_position then @@ -988,22 +980,25 @@ if mobs_spawn then --output_mob_stats(mob_counts_wide) --grab mob that fits into the spawning location - --randomly grab a mob, don't exclude any possibilities - perlin_noise = perlin_noise or minetest_get_perlin(noise_params) - local noise = perlin_noise:get_3d(spawning_position) - local current_summary_chance = summary_chance + --use random weighted choice with replacement to grab a mob, don't exclude any possibilities + --shuffle table once every loop to provide equal inclusion probability to all mobs + --repeat grabbing a mob to maintain existing spawn rates + local spawn_loop_counter = #mob_library_worker_table - table.shuffle(mob_library_worker_table) - - while #mob_library_worker_table > 0 do - local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1 + while spawn_loop_counter > 0 do + table.shuffle(mob_library_worker_table) + local mob_chance_offset = math_random(1, cumulative_chance) local mob_index = 1 local mob_chance = mob_library_worker_table[mob_index].chance local step_chance = mob_chance while step_chance < mob_chance_offset do mob_index = mob_index + 1 - mob_chance = mob_library_worker_table[mob_index].chance - step_chance = step_chance + mob_chance + if mob_index <= #mob_library_worker_table then + mob_chance = mob_library_worker_table[mob_index].chance + step_chance = step_chance + mob_chance + else + break + end end --minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance) @@ -1088,8 +1083,7 @@ if mobs_spawn then end end - current_summary_chance = current_summary_chance - mob_chance - table_remove(mob_library_worker_table, mob_index) + spawn_loop_counter = spawn_loop_counter - 1 end end @@ -1101,6 +1095,7 @@ if mobs_spawn then timer = timer + dtime if timer < WAIT_FOR_SPAWN_ATTEMPT then return end + initialize_spawn_data() timer = 0 local players = get_connected_players()