From 402e4e7b790835e847349212e5703d6a302ee991 Mon Sep 17 00:00:00 2001 From: bakawun Date: Thu, 23 Nov 2023 00:11:13 +0100 Subject: [PATCH] Spawning: fix random weighted choice --- mods/ENTITIES/mcl_mobs/spawning.lua | 40 +++++++++++++++++++++-------- 1 file changed, 30 insertions(+), 10 deletions(-) mode change 100644 => 100755 mods/ENTITIES/mcl_mobs/spawning.lua diff --git a/mods/ENTITIES/mcl_mobs/spawning.lua b/mods/ENTITIES/mcl_mobs/spawning.lua old mode 100644 new mode 100755 index 885391759..16ab73618 --- a/mods/ENTITIES/mcl_mobs/spawning.lua +++ b/mods/ENTITIES/mcl_mobs/spawning.lua @@ -613,8 +613,8 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ spawn_dictionary[key]["check_position"] = check_position summary_chance = summary_chance + chance -end +end local two_pi = 2 * math.pi local function get_next_mob_spawn_pos(pos) @@ -973,9 +973,21 @@ 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 @@ -992,18 +1004,25 @@ if mobs_spawn then perlin_noise = perlin_noise or minetest_get_perlin(noise_params) local noise = perlin_noise:get_3d(spawning_position) local current_summary_chance = summary_chance + 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 + step_chance = 1000000 + end + end + if mob_index > #mob_library_worker_table then + mob_index = 1 end --minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance) @@ -1089,7 +1108,7 @@ if mobs_spawn then 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 +1120,7 @@ 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()