forked from Mineclonia/Mineclonia
Improve free space checks on mob spawn
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@ -3176,11 +3176,13 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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-- is mob actually registered?
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-- is mob actually registered?
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if not mobs.spawning_mobs[name]
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if not mobs.spawning_mobs[name]
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or not minetest.registered_entities[name] then
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or not minetest.registered_entities[name] then
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minetest.log("warning", "Mob spawn of "..name.." failed, unknown entity or mob is not registered for spawning!")
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return
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return
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end
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end
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-- additional custom checks for spawning mob
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-- additional custom checks for spawning mob
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if mobs:spawn_abm_check(pos, node, name) == true then
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if mobs:spawn_abm_check(pos, node, name) == true then
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, ABM check rejected!")
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return
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return
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end
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end
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@ -3188,6 +3190,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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if active_object_count_wider >= max_per_block
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if active_object_count_wider >= max_per_block
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or count_mobs(pos, name) >= aoc then
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or count_mobs(pos, name) >= aoc then
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-- too many entities
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-- too many entities
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too crowded!")
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return
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return
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end
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end
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@ -3200,12 +3203,14 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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-- daylight, but mob wants night
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-- daylight, but mob wants night
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if day_toggle == false then
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if day_toggle == false then
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-- mob needs night
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-- mob needs night
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs light!")
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return
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return
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end
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end
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else
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else
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-- night time but mob wants day
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-- night time but mob wants day
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if day_toggle == true then
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if day_toggle == true then
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-- mob needs day
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-- mob needs day
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs daylight!")
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return
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return
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end
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end
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end
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end
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@ -3221,7 +3226,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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if objs[n]:is_player() then
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if objs[n]:is_player() then
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-- player too close
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-- player too close
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minetest.log("info", "Mob spawn of ".. name .. " failed, player too close")
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, player too close!")
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return
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return
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end
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end
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end
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end
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@ -3229,12 +3234,14 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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-- mobs cannot spawn in protected areas when enabled
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-- mobs cannot spawn in protected areas when enabled
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if not spawn_protected
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if not spawn_protected
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and minetest.is_protected(pos, "") then
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and minetest.is_protected(pos, "") then
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, position is protected!")
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return
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return
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end
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end
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-- are we spawning within height limits?
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-- are we spawning within height limits?
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if pos.y > max_height
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if pos.y > max_height
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or pos.y < min_height then
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or pos.y < min_height then
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, out of height limit!")
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return
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return
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end
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end
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@ -3243,27 +3250,58 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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if not light
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if not light
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or light > max_light
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or light > max_light
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or light < min_light then
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or light < min_light then
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, bad light!")
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return
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return
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end
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end
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-- do we have enough height clearance to spawn mob?
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-- do we have enough space to spawn mob?
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local ent = minetest.registered_entities[name]
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local ent = minetest.registered_entities[name]
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local height = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
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local width_x = max(1, math.ceil(ent.collisionbox[4] - ent.collisionbox[1]))
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local min_x, max_x
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if width_x % 2 == 0 then
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max_x = math.floor(width_x/2)
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min_x = -(max_x-1)
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else
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max_x = math.floor(width_x/2)
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min_x = -max_x
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end
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for n = 0, height do
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local width_z = max(1, math.ceil(ent.collisionbox[6] - ent.collisionbox[3]))
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local min_z, max_z
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if width_z % 2 == 0 then
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max_z = math.floor(width_z/2)
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min_z = -(max_z-1)
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else
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max_z = math.floor(width_z/2)
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min_z = -max_z
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end
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local pos2 = {x = pos.x, y = pos.y + n, z = pos.z}
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local max_y = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
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for y = 0, max_y do
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for x = min_x, max_x do
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for z = min_z, max_z do
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local pos2 = {x = pos.x+x, y = pos.y+y, z = pos.z+z}
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if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
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if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
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-- inside block
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-- inside block
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
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return
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return
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end
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end
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end
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end
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end
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end
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-- spawn mob half block higher than ground
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-- spawn mob with half of its height above ground
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pos.y = pos.y + 0.5
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pos.y = pos.y + ((ent.collisionbox[2] - ent.collisionbox[5]) / 2)
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if width_x % 2 == 0 then
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pos.x = pos.x + 0.5
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end
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if width_z % 2 == 0 then
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pos.z = pos.z + 0.5
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end
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local mob = minetest.add_entity(pos, name)
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local mob = minetest.add_entity(pos, name)
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minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
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if on_spawn then
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if on_spawn then
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