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Refactored logic for getting light levels for mobs

Removed mob_light_table, simplied loop, changed return values and
fixed dimension priority error in loop. Slimes also don't have a
hardcoded exception for their light levels anymore, and instead
are apart of spawn specific.
This commit is contained in:
GuyLiner 2023-02-16 16:46:41 -05:00
parent 3830171347
commit cd1c8bd92e
1 changed files with 19 additions and 36 deletions

View File

@ -481,51 +481,34 @@ function mcl_mobs:spawn_setup(def)
end end
function mcl_mobs:mob_light_lvl(mob_name, dimension) function mcl_mobs:mob_light_lvl(mob_name, dimension)
local mob_light_table = {} local spawn_dictionary_consolidated = {}
--see if the mob exists in the nonspawn dictionary, if so then return light values --see if the mob exists in the nonspawn dictionary, if so then return light values
if non_spawn_dictionary[mob_name] ~= nil then if non_spawn_dictionary[mob_name] ~= nil then
if non_spawn_dictionary[mob_name][dimension] ~= nil then local mob_dimension = non_spawn_dictionary[mob_name][dimension]
mob_light_table = { if mob_name ~= nil then
["min_light"] = non_spawn_dictionary[mob_name][dimension].min_light, return mob_dimension.min_light,mob_dimension.max_light
["max_light"] = non_spawn_dictionary[mob_name][dimension].max_light
}
return mob_light_table
else else
mob_light_table = { return non_spawn_dictionary[mob_name]["overworld"].min_light, non_spawn_dictionary[mob_name]["overworld"].max_light
["min_light"] = non_spawn_dictionary[mob_name]["overworld"].min_light,
["max_light"] = non_spawn_dictionary[mob_name]["overworld"].max_light
}
return mob_light_table
end end
--if the mob doesn't exist in non_spawn, check spawn_dictonary --if the mob doesn't exist in non_spawn, check spawn_dictonary
else else
for i,v in pairs(spawn_dictionary) do for i,v in pairs(spawn_dictionary) do
local big_slime_search = string.find(spawn_dictionary[i].name,".*slime.*") if spawn_dictionary[spawn_dictionary[i].name] == nil then
if spawn_dictionary[i].name == mob_name and spawn_dictionary[i].dimension == dimension and not big_slime_search then spawn_dictionary_consolidated[spawn_dictionary[i].name] = {}
mob_light_table = { end
["min_light"] = spawn_dictionary[i].min_light, spawn_dictionary_consolidated[spawn_dictionary[i].name][dimension] = {
["max_light"] = spawn_dictionary[i].max_light ["min_light"] = spawn_dictionary[i].min_light,
} ["max_light"] = spawn_dictionary[i].max_light
return mob_light_table }
elseif spawn_dictionary[i].name == mob_name and spawn_dictionary[i].dimension == "overworld" and not big_slime_search then
mob_light_table = {
["min_light"] = spawn_dictionary[i].min_light,
["max_light"] = spawn_dictionary[i].max_light
}
return mob_light_table
elseif big_slime_search then
--custom spawners with slimes are broken in minecraft (they don't spawn unless in slime chunk) so we'll make sure they're broken in mcl2 as well :)
--if slimes chunks get added in the future, change this.
--Mobs will also have their light levels set to this for custom spawners if they don't appear in spawn_dictionary or non_spawn_dictionary
mob_light_table = {
["min_light"] = -1,
["max_light"] = -1
}
return mob_light_table
end
end end
mob_dimension = spawn_dictionary_consolidated[mob_name][dimension]
mob_dimension_default = spawn_dictionary_consolidated[mob_name]["overworld"]
if spawn_dictionary_consolidated[mob_name] == mob_name and mob_dimension ~= nil then
return mob_dimension.min_light, mob_dimension.max_light
else
return mob_dimension_default.min_light, mob_dimension_default.max_light
end
end end
end end