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mitigate high cpu usage due to excessive mob counting

This was caused by the mob caps being checked too frequently
This commit is contained in:
cora 2022-10-12 16:30:03 +02:00
parent effac327f5
commit 5db7680cd1
1 changed files with 11 additions and 6 deletions

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@ -419,7 +419,7 @@ local function get_water_spawn(p)
end end
end end
local function spawn_check(pos,spawn_def) local function spawn_check(pos,spawn_def,ignore_caps)
if not spawn_def then return end if not spawn_def then return end
dbg_spawn_attempts = dbg_spawn_attempts + 1 dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos) local dimension = mcl_worlds.pos_to_dimension(pos)
@ -442,12 +442,17 @@ local function spawn_check(pos,spawn_def)
local is_leaf = get_item_group(gotten_node, "leaves") ~= 0 local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
local is_bedrock = gotten_node == "mcl_core:bedrock" local is_bedrock = gotten_node == "mcl_core:bedrock"
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0 local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
local mob_count_wide = count_mobs(pos,aoc_range,mob_type) local mob_count_wide = 0
local mob_count = count_mobs(pos,32,mob_type)
local mob_count = 0
if not ignore_caps then
mob_count = count_mobs(pos,32,mob_type)
mob_count_wide = count_mobs(pos,aoc_range,mob_type)
end
if pos and spawn_def if pos and spawn_def
and mob_count_wide < (mob_cap[mob_type] or 15) and ( mob_count_wide < (mob_cap[mob_type] or 15) )
and mob_count < 5 and ( mob_count < 5 )
and pos.y >= spawn_def.min_height and pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension and spawn_def.dimension == dimension
@ -494,7 +499,7 @@ local function spawn_group(p,mob,spawn_on,group_max,group_min)
end end
for i = 1, math.random(group_min,group_max) do for i = 1, math.random(group_min,group_max) do
local sp = vector.offset(nn[math.random(#nn)],0,1,0) local sp = vector.offset(nn[math.random(#nn)],0,1,0)
if spawn_check(nn[math.random(#nn)],mob) then if spawn_check(nn[math.random(#nn)],mob,true) then
if mob.type_of_spawning == "water" then if mob.type_of_spawning == "water" then
sp = get_water_spawn(sp) sp = get_water_spawn(sp)
end end