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3 changed files with 409 additions and 451 deletions

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@ -1,52 +1,9 @@
mcl_util = {}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/roman_numerals.lua")
-- Updates all values in t using values from to*.
function table.update(t, ...)
for _, to in ipairs {...} do
for k, v in pairs(to) do
t[k] = v
end
end
return t
end
-- Updates nil values in t using values from to*.
function table.update_nil(t, ...)
for _, to in ipairs {...} do
for k, v in pairs(to) do
if t[k] == nil then
t[k] = v
end
end
end
return t
end
---Works the same as `pairs`, but order returned by keys
---
---Taken from https://www.lua.org/pil/19.3.html
---@generic T: table, K, V, C
---@param t T
---@param f? fun(a: C, b: C):boolean
---@return fun():K, V
function table.pairs_by_keys(t, f)
local a = {}
for n in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0 -- iterator variable
local function iter() -- iterator function
i = i + 1
if a[i] == nil then
return nil
else
return a[i], t[a[i]]
end
end
return iter
end
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
dofile(modpath.."/roman_numerals.lua")
dofile(modpath.."/table.lua")
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false)
local LOG_MODULE = "[MCL2]"

View File

@ -0,0 +1,67 @@
-- Updates all values in t using values from to*.
function table.update(t, ...)
for _, to in ipairs {...} do
for k, v in pairs(to) do
t[k] = v
end
end
return t
end
-- Updates nil values in t using values from to*.
function table.update_nil(t, ...)
for _, to in ipairs {...} do
for k, v in pairs(to) do
if t[k] == nil then
t[k] = v
end
end
end
return t
end
---Works the same as `pairs`, but order returned by keys
---
---Taken from https://www.lua.org/pil/19.3.html
---@generic T: table, K, V, C
---@param t T
---@param f? fun(a: C, b: C):boolean
---@return fun():K, V
function table.pairs_by_keys(t, f)
local a = {}
for n in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0 -- iterator variable
local function iter() -- iterator function
i = i + 1
if a[i] == nil then
return nil
else
return a[i], t[a[i]]
end
end
return iter
end
function table.find(t, item)
for k,v in pairs(t) do
if v == item then return k end
end
return nil
end
function table.intersect(a, b)
local values_map = {}
for _,v in pairs(a) do values_map[v] = 1 end
for _,v in pairs(b) do values_map[v] = (values_map[v] or 0) + 1 end
-- Get all the values that are in both tables
local result = {}
for v,count in pairs(values_map) do
if count == 2 then table.insert(result, v) end
end
return result
end

View File

@ -8,6 +8,7 @@ local end_threshold = tonumber(minetest.settings:get("mcl_mobs_end_threshold"))
local overworld_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_threshold")) or 0
local overworld_sky_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_sky_threshold")) or 7
local overworld_passive_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_passive_threshold")) or 7
local debug_time_threshold = tonumber(minetest.settings:get("vl_debug_time_threshold")) or 1000
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
@ -49,8 +50,8 @@ local dbg_spawn_counts = {}
local remove_far = true
local WAIT_FOR_SPAWN_ATTEMPT = 10
local FIND_SPAWN_POS_RETRIES = 16
local WAIT_FOR_SPAWN_ATTEMPT = 0.25
local FIND_SPAWN_POS_RETRIES = 1
local FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN = 8
local MOB_SPAWN_ZONE_INNER = 24
@ -97,168 +98,7 @@ 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)
-- 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!
local list_of_all_biomes = {
-- underground:
"FlowerForest_underground",
"JungleEdge_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"MangroveSwamp_underground",
-- ocean:
"RoofedForest_ocean",
"JungleEdgeM_ocean",
"BirchForestM_ocean",
"BirchForest_ocean",
"IcePlains_deep_ocean",
"Jungle_deep_ocean",
"Savanna_ocean",
"MesaPlateauF_ocean",
"ExtremeHillsM_deep_ocean",
"Savanna_deep_ocean",
"SunflowerPlains_ocean",
"Swampland_deep_ocean",
"Swampland_ocean",
"MegaSpruceTaiga_deep_ocean",
"ExtremeHillsM_ocean",
"JungleEdgeM_deep_ocean",
"SunflowerPlains_deep_ocean",
"BirchForest_deep_ocean",
"IcePlainsSpikes_ocean",
"Mesa_ocean",
"StoneBeach_ocean",
"Plains_deep_ocean",
"JungleEdge_deep_ocean",
"SavannaM_deep_ocean",
"Desert_deep_ocean",
"Mesa_deep_ocean",
"ColdTaiga_deep_ocean",
"Plains_ocean",
"MesaPlateauFM_ocean",
"Forest_deep_ocean",
"JungleM_deep_ocean",
"FlowerForest_deep_ocean",
"MushroomIsland_ocean",
"MegaTaiga_ocean",
"StoneBeach_deep_ocean",
"IcePlainsSpikes_deep_ocean",
"ColdTaiga_ocean",
"SavannaM_ocean",
"MesaPlateauF_deep_ocean",
"MesaBryce_deep_ocean",
"ExtremeHills+_deep_ocean",
"ExtremeHills_ocean",
"MushroomIsland_deep_ocean",
"Forest_ocean",
"MegaTaiga_deep_ocean",
"JungleEdge_ocean",
"MesaBryce_ocean",
"MegaSpruceTaiga_ocean",
"ExtremeHills+_ocean",
"Jungle_ocean",
"RoofedForest_deep_ocean",
"IcePlains_ocean",
"FlowerForest_ocean",
"ExtremeHills_deep_ocean",
"MesaPlateauFM_deep_ocean",
"Desert_ocean",
"Taiga_ocean",
"BirchForestM_deep_ocean",
"Taiga_deep_ocean",
"JungleM_ocean",
"MangroveSwamp_ocean",
"MangroveSwamp_deep_ocean",
-- water or beach?
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
-- beach:
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"BambooJungleM_shore",
"BambooJungle_shore",
"MangroveSwamp_shore",
-- dimension biome:
"Nether",
"BasaltDelta",
"CrimsonForest",
"WarpedForest",
"SoulsandValley",
"End",
-- Overworld regular:
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"ExtremeHillsM",
"ExtremeHills+_snowtop",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"MangroveSwamp",
"BambooJungle",
"BambooJungleEdge",
"BambooJungleEdgeM",
"BambooJungleM",
}
local list_of_all_biomes = {}
-- count how many mobs are in an area
local function count_mobs(pos,r,mob_type)
@ -559,11 +399,8 @@ function mcl_mobs:non_spawn_specific(mob_name,dimension,min_light,max_light)
end
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn, check_position)
-- Do mobs spawn at all?
if not mobs_spawn then
return
end
if not mobs_spawn then return end
assert(min_height)
assert(max_height)
@ -586,19 +423,20 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
--load information into the spawn dictionary
local key = #spawn_dictionary + 1
spawn_dictionary[key] = {}
spawn_dictionary[key]["name"] = name
spawn_dictionary[key]["dimension"] = dimension
spawn_dictionary[key]["type_of_spawning"] = type_of_spawning
spawn_dictionary[key]["biomes"] = biomes
spawn_dictionary[key]["min_light"] = min_light
spawn_dictionary[key]["max_light"] = max_light
spawn_dictionary[key]["chance"] = chance
spawn_dictionary[key]["aoc"] = aoc
spawn_dictionary[key]["min_height"] = min_height
spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position
spawn_dictionary[key] = {
name = name,
dimension = dimension,
type_of_spawning = type_of_spawning,
biomes = biomes,
min_light = min_light,
max_light = max_light,
chance = chance,
aoc = aoc,
min_height = min_height,
max_height = max_height,
day_toggle = day_toggle,
check_position = check_position,
}
end
-- Calculate the inverse of a piecewise linear function f(x). Line segments are represented as two
@ -714,17 +552,6 @@ local function get_next_mob_spawn_pos(pos)
return spawning_position_list[math_random(1, #spawning_position_list)]
end
--a simple helper function for mob_spawn
local function biome_check(biome_list, biome_goal)
for _, data in pairs(biome_list) do
if data == biome_goal then
return true
end
end
return false
end
local function is_farm_animal(n)
return n == "mobs_mc:pig" or n == "mobs_mc:cow" or n == "mobs_mc:sheep" or n == "mobs_mc:chicken" or n == "mobs_mc:horse" or n == "mobs_mc:donkey"
end
@ -786,85 +613,73 @@ local function get_biome_name(pos)
end
end
local function spawn_check(pos, spawn_def)
if not spawn_def or not pos then return end
dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos)
local mob_def = minetest.registered_entities[spawn_def.name]
local mob_type = mob_def.type
local gotten_node = get_node(pos).name
if not gotten_node then return end
local biome_name = get_biome_name(pos)
if not biome_name then return end
local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
if not is_ground then
pos.y = pos.y - 1
gotten_node = get_node(pos).name
is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
end
pos.y = pos.y + 1
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
local is_bedrock = gotten_node == "mcl_core:bedrock"
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
if pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, biome_name) then
mcl_log("Spawn level 1 check - Passed")
if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and (not is_farm_animal(spawn_def.name) or is_grass)
and (spawn_def.type_of_spawning ~= "water" or is_water)
and not is_bedrock
and has_room(mob_def,pos)
and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
mcl_log("Spawn level 2 check - Passed")
local gotten_light = get_node_light(pos)
if modern_lighting then
local my_node = get_node(pos)
local sky_light = minetest.get_natural_light(pos)
local art_light = minetest.get_artificial_light(my_node.param1)
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif mob_type == "monster" then
if dimension == "nether" then
if art_light <= nether_threshold then
return true
end
elseif dimension == "end" then
if art_light <= end_threshold then
return true
end
elseif dimension == "overworld" then
if art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then
return true
end
end
else
-- passive threshold is apparently the same in all dimensions ...
if gotten_light > overworld_passive_threshold then
return true
end
end
else
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
return true
end
end
end
local counts = {}
local function initial_spawn_check(state, node, spawn_def)
local function log_fail(reason)
local count = (counts[reason] or 0) + 1
counts[reason] = count
if logging then
minetest.log("Spawn check for "..tostring(spawn_def and spawn_def.name).." failed - "..reason.." ("..count..") "..dump({
state = state,
node = node,
}))
end
return false
end
if not spawn_def then return log_fail("missing spawn_def") end
local mob_def = minetest.registered_entities[spawn_def.name]
if mob_def.type == "monster" then
if not state.spawn_hostile then return log_fail("can't spawn hostile") end
else
if not state.spawn_passive then return log_fail("can't spawn passive") end
end
-- Make the dimention is correct
if spawn_def.dimension ~= state.dimension then return log_fail("incorrect dimension") end
if type(spawn_def.biomes) ~= "table" or not table.find(spawn_def.biomes, state.biome) then
return log_fail("Incorrect biome")
end
-- Ground mobs must spawn on solid nodes that are not leafes
if spawn_def.type_of_spawning == "ground" and not state.is_ground then
return log_fail("not ground node")
end
-- Water mobs must spawn in water
if spawn_def.type_of_spawning == "water" and not state.is_water then return log_fail("not water node") end
-- Farm animals must spawn on grass
if is_farm_animal(spawn_def.name) and not state.is_grass then return log_fail("not grass block") end
return true
end
local function spawn_check(pos, state, node, spawn_def)
local function log_fail(reason)
local count = (counts[reason] or 0) + 1
counts[reason] = count
mcl_log("Spawn check failed - "..reason.." ("..count..")")
return false
end
if not initial_spawn_check(state, node, spawn_def) then return false end
dbg_spawn_attempts = dbg_spawn_attempts + 1
-- Make sure the mob can spawn at this location
if pos.y < spawn_def.min_height or pos.y > spawn_def.max_height then return log_fail("incorrect height") end
-- Spawns require enough room for the mob
local mob_def = minetest.registered_entities[spawn_def.name]
if not has_room(mob_def,pos) then return log_fail("mob doesn't fit here") end
-- Don't spawn if the spawn definition has a custom check and that fails
if spawn_def.check_position and not spawn_def.check_position(pos) then return log_fail("custom position check failed") end
return true
end
function mcl_mobs.spawn(pos,id)
@ -880,9 +695,90 @@ function mcl_mobs.spawn(pos,id)
return minetest.add_entity(pos, def.name)
end
local function build_state_for_position(pos, parent_state)
-- Get spawning parameters for this location
local biome_name = get_biome_name(pos)
if not biome_name then return end
local function spawn_group(p,mob,spawn_on,amount_to_spawn)
local nn= minetest.find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
local dimension = mcl_worlds.pos_to_dimension(pos)
-- Get node and make sure it's loaded and a valid spawn point
local node = get_node(pos)
local node_name = node.name
-- Make sure we can spawn here
if not node or node_name == "ignore" or node_name == "mcl_core:bedrock" then return end
-- Check if it's ground
local is_water = get_item_group(node_name, "water") ~= 0
local is_ground = false
if not is_water then
is_ground = get_item_group(node_name,"solid") ~= 0
if not is_ground then
pos.y = pos.y - 1
node = get_node(pos)
node_name = node.name
is_ground = get_item_group(node_name,"solid") ~= 0
end
pos.y = pos.y + 1
end
-- Build spawn state data
local state = {
spawn_hostile = true,
spawn_passive = true,
}
if parent_state then state = table.copy(parent_state) end
state.biome = biome_name
state.dimension = dimension
state.is_ground = is_ground and get_item_group(node_name, "leaves") == 0
state.is_grass = get_item_group(node_name, "grass_block") ~= 0
state.is_water = is_water
-- Check light level
local gotten_light = get_node_light(pos)
-- Legacy lighting
if not modern_lighting then
if gotten_light < spawn_def.min_light or gotten_light > spawn_def.max_light then
state.light = gotten_light
end
else
-- Modern lighting
local light_node = get_node(pos)
local sky_light = minetest.get_natural_light(pos) or 0
local art_light = minetest.get_artificial_light(light_node.param1)
if dimension == "nether" then
if art_light > nether_threshold then
state.spawn_hostile = false
end
elseif dimension == "end" then
if art_light > end_threshold then
state.spawn_hostile = false
end
elseif dimension == "overworld" then
if art_light > overworld_threshold then
state.spawn_hostile = false
end
if sky_light > overworld_sky_threshold then
state.spawn_hostile = false
end
end
-- passive threshold is apparently the same in all dimensions ...
if gotten_light < overworld_passive_threshold then
state.spawn_passive = false
end
end
return state,node
end
local function spawn_group(p, mob, spawn_on, amount_to_spawn, parent_state)
local nn= find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
local o
table.shuffle(nn)
if not nn or #nn < 1 then
@ -892,7 +788,9 @@ local function spawn_group(p,mob,spawn_on,amount_to_spawn)
for i = 1, amount_to_spawn do
local sp = vector.offset(nn[math.random(#nn)],0,1,0)
if spawn_check(nn[math.random(#nn)],mob) then
local state, node = build_state_for_position(sp, parent_state)
if spawn_check(sp, state, node, mob) then
if mob.type_of_spawning == "water" then
sp = get_water_spawn(sp)
end
@ -918,17 +816,13 @@ minetest.register_chatcommand("spawn_mob",{
table.insert(modifiers, ":"..capture)
end
local mod1 = string.find(param, ":")
local mobname = param
local mod1 = string.find(param, ":")
if mod1 then
mobname = string.sub(param, 1, mod1-1)
end
local mob = mcl_mobs.spawn(pos,mobname)
if mob then
for c=1, #modifiers do
modifs = modifiers[c]
@ -977,12 +871,7 @@ minetest.register_chatcommand("spawn_mob",{
})
if mobs_spawn then
-- Get pos to spawn, x and z are randomised, y is range
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
--type = "animal", spawn_class = "passive",
@ -1043,80 +932,131 @@ if mobs_spawn then
local spawning_position = get_next_mob_spawn_pos(pos)
if spawning_position then return spawning_position end
max_loops = max_loops - 1
end
return nil
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)
local function select_random_mob_def(spawn_table)
if #spawn_table == 0 then return nil end
local cumulative_chance = 0
for i = 1,#spawn_table do
cumulative_chance = cumulative_chance + spawn_table[i].chance
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
local mob_chance_offset = math_random(1, 1e6) / 1e6 * cumulative_chance
--minetest.log("action", "mob_chance_offset = "..tostring(mob_chance_offset).."/"..tostring(cumulative_chance))
for i = 1,#spawn_table do
local mob_def = spawn_table[i]
local mob_chance = mob_def.chance
if mob_chance_offset <= mob_chance then
--minetest.log(mob_def.name.." "..mob_chance)
return mob_def
end
mob_chance_offset = mob_chance_offset - mob_chance
end
assert(not "failed")
end
local spawn_lists = {}
local function get_spawn_list(pos, cap_space_hostile, cap_space_non_hostile)
local spawn_hostile = false
local spawn_passive = false
-- Check capacity
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
local cap_space_hostile = mob_cap_space(pos, "hostile", mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile )
if cap_space_hostile > 0 then
spawn_hostile = true
end
local cap_space_passive = mob_cap_space(pos, "passive", mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile )
if cap_space_passive > 0 then
if math.random(100) < peaceful_percentage_spawned then
spawn_passive = true
end
end
-- Merge light level chcekss with cap checks
local state, node = build_state_for_position(pos)
if not state then return end
state.spawn_hostile = spawn_hostile and state.spawn_hostile
state.spawn_passive = spawn_passive and state.spawn_passive
-- Make sure it is possible to spawn a mob here
if not state.spawn_hostile and not state.spawn_passive then return end
-- Check the cache to see if we have already built a spawn list for this state
local state_hash = compute_hash(state) -- from mcl_enchanting
local spawn_list = spawn_lists[state_hash]
state.cap_space_hostile = cap_space_hostile
state.cap_space_passive = cap_space_passive
if spawn_list then
return spawn_list, state, node
end
-- Build a spawn list for this state
spawn_list = {}
local spawn_names = {}
for _,def in pairs(spawn_dictionary) do
if initial_spawn_check(state, node, def) then
table.insert(spawn_list, def)
table.insert(spawn_names, def.name)
end
end
if logging then
minetest.log(dump({
pos = pos,
node = node,
state = state,
state_hash = state_hash,
spawn_names = spawn_names,
}))
end
spawn_lists[state_hash] = spawn_list
return spawn_list, state, node
end
-- Spawns one mob or one group of mobs
local fail_count = 0
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
if not spawning_position then
fail_count = fail_count + 1
if fail_count > 16 then
minetest.log("action", "[Mobs spawn] Cannot find a valid spawn position after retries: " .. FIND_SPAWN_POS_RETRIES)
end
return
end
fail_count = 0
-- Spawning prohibited in protected areas
if spawn_protected and minetest.is_protected(spawning_position, "") then return end
-- Select a mob
local spawn_list, state, node = get_spawn_list(spawning_position, cap_space_hostile, cap_space_non_hostile)
if not spawn_list then return end
local mob_def = select_random_mob_def(spawn_list)
if not mob_def or not mob_def.name then return end
local mob_def_ent = minetest.registered_entities[mob_def.name]
if not mob_def_ent then return end
local cap_space_available = state.cap_space_passive
if mob_def_ent.type == "monster" then
cap_space_available = state.cap_space_hostile
end
-- Make sure we would be spawning a mob
if not spawn_check(spawning_position, state, node, mob_def) then
mcl_log("Spawn check failed")
return
end
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", spawning_position)
--output_mob_stats(mob_counts_close, total_mobs)
--output_mob_stats(mob_counts_wide)
--grab mob that fits into the spawning location
--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
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
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)
local mob_def = mob_library_worker_table[mob_index]
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local mob_def_ent = minetest.registered_entities[mob_def.name]
local mob_spawn_class = mob_def_ent.spawn_class
local cap_space_available = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
if cap_space_available > 0 then
--mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
if (spawn_hostile or spawn_passive) and spawn_check(spawning_position,mob_def) then
-- Water mob special case
if mob_def.type_of_spawning == "water" then
spawning_position = get_water_spawn(spawning_position)
if not spawning_position then
@ -1124,6 +1064,7 @@ if mobs_spawn then
return
end
end
if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
return
@ -1132,14 +1073,8 @@ if mobs_spawn then
--everything is correct, spawn mob
local spawn_in_group = mob_def_ent.spawn_in_group or 4
local spawn_group_hostile = (mob_spawn_class == "hostile") and (math.random(100) < hostile_group_percentage_spawned)
local spawn_group_passive = (mob_spawn_class ~= "hostile") and (math.random(100) < peaceful_group_percentage_spawned)
mcl_log("spawn_group_hostile: " .. tostring(spawn_group_hostile))
mcl_log("spawn_group_passive: " .. tostring(spawn_group_passive))
local spawned
if spawn_in_group and (spawn_group_hostile or spawn_group_passive) then
if spawn_in_group then
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
@ -1148,51 +1083,35 @@ if mobs_spawn then
amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("throttled spawning quantity: " .. amount_to_spawn)
if amount_to_spawn > 1 then
if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name ..
"mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name ..
" at " .. minetest.pos_to_string(spawning_position, 1)
)
end
spawned = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
else
return spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn, state)
end
end
if logging then
minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at ".. minetest.pos_to_string(spawning_position, 1))
minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..
minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at "..
minetest.pos_to_string(spawning_position, 1)
)
end
spawned = mcl_mobs.spawn(spawning_position, mob_def.name)
return mcl_mobs.spawn(spawning_position, mob_def.name)
end
if spawned then
--mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then
mcl_log("Setting new spawning position")
spawning_position = new_spawning_position
else
mcl_log("Cannot set new spawning position")
end
end
else
--mcl_log("Spawn check failed")
end
else
--mcl_log("Cap space full")
end
end
spawn_loop_counter = spawn_loop_counter - 1
end
end
--MAIN LOOP
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
initialize_spawn_data()
timer = 0
local start_time_us = minetest.get_us_time()
local players = get_connected_players()
local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
@ -1203,6 +1122,10 @@ if mobs_spawn then
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
local took = (minetest.get_us_time() - start_time_us)
if took > debug_time_threshold then
minetest.log("action","[mcl_mobs] took "..took.." us")
end
return
end --mob cap per player
@ -1214,6 +1137,11 @@ if mobs_spawn then
spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
end
end
local took = (minetest.get_us_time() - start_time_us)
if took > debug_time_threshold then
minetest.log("action","[mcl_mobs] took "..took.." us")
end
end)
end
@ -1232,7 +1160,6 @@ function mob_class:despawn_allowed()
despawn_allowed(self)
end
assert(despawn_allowed({can_despawn=false}) == false, "despawn_allowed - can_despawn false failed")
assert(despawn_allowed({can_despawn=true}) == true, "despawn_allowed - can_despawn true failed")
@ -1283,3 +1210,10 @@ minetest.register_chatcommand("mobstats",{
output_mob_stats(mob_counts_wide, total_mobs, true)
end
})
minetest.register_on_mods_loaded(function()
for _,def in pairs(minetest.registered_biomes) do
table.insert(list_of_all_biomes, def.name)
end
end)