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Restructure code and tidy

Texture-Rename2
ancientmarinerdev 2023-01-27 03:50:00 +00:00 committed by Gitea
parent c43c723e08
commit b5c0830060
1 changed files with 52 additions and 37 deletions

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@ -729,6 +729,9 @@ if mobs_spawn then
-- type = "animal",
-- spawn_class = "water",
--if mob_type == "animal" then
--end
--mcl_log("spawn_class: " .. spawn_class)
mcl_log("mob_type: " .. mob_type)
@ -766,14 +769,6 @@ if mobs_spawn then
mcl_log("mob_total_close: " .. mob_total_close)
mcl_log("cap_space_close: " .. cap_space_close)
--if mob_type == "animal" then
--end
--TODO Remove old checks
local compare_to_old_checks = true
@ -799,30 +794,45 @@ if mobs_spawn then
return cap_space_wide, cap_space_close
end
local function spawn_a_mob(pos, dimension, y_min, y_max)
--create a disconnected clone of the spawn dictionary
--prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
local function find_spawning_position(pos)
local goal_pos = get_next_mob_spawn_pos(pos)
local y_min, y_max = decypher_limits(pos.y)
local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
)
if #spawning_position_list <= 0 then
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
return
end
local spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
return spawning_position
end
local function spawn_a_mob(pos)
--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)
if not spawning_position then
return
end
-- TODO shouldn't this be based on spawning position?
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
-- TODO remove output
output_mob_stats(mob_counts_close, total_mobs)
output_mob_stats(mob_counts_wide, total_mobs)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
)
if #spawning_position_list <= 0 then return end
local spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
local noise = perlin_noise:get_3d(spawning_position)
local current_summary_chance = summary_chance
table.shuffle(mob_library_worker_table)
--
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
output_mob_stats(mob_counts_close, total_mobs)
output_mob_stats(mob_counts_wide, total_mobs)
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
@ -834,15 +844,16 @@ if mobs_spawn then
mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance
end
local mob_def = mob_library_worker_table[mob_index]
--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 spawn_in_group = minetest.registered_entities[mob_def.name].spawn_in_group or 4
local spawn_in_group_min = minetest.registered_entities[mob_def.name].spawn_in_group_min or 1
local mob_type = minetest.registered_entities[mob_def.name].type
local mob_def_ent = minetest.registered_entities[mob_def.name]
local mob_type = mob_def_ent.type
-- TODO use spawn class for caps
--local spawn_class = minetest.registered_entities[mob_def.name].spawn_class
--local spawn_class = mob_def_ent.spawn_class
--spawn_class = "water"
local cap_space_wide, cap_space_close = mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
@ -856,22 +867,24 @@ if mobs_spawn then
return
end
end
if minetest.registered_entities[mob_def.name].can_spawn and not minetest.registered_entities[mob_def.name].can_spawn(spawning_position) then
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
end
--everything is correct, spawn mob
local spawn_in_group = mob_def_ent.spawn_in_group or 4
local spawned
if spawn_in_group and (math.random(5) == 1) then
local group_min = spawn_in_group_min
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min,spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn)
if amount_to_spawn > cap_space_wide then
mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
amount_to_spawn = cap_space_wide
end
@ -879,7 +892,6 @@ if mobs_spawn 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))
end
spawned = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
else
if logging then
@ -887,8 +899,9 @@ if mobs_spawn then
end
spawned = mcl_mobs.spawn(spawning_position, mob_def.name)
end
if spawned then
mcl_log("We have spawned")
--mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
end
end
@ -904,22 +917,24 @@ if mobs_spawn then
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
timer = 0
local players = get_connected_players()
local total_mobs = count_mobs_total_cap()
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.")
return
end --mob cap per player
for _, player in pairs(players) do
local pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
local y_min, y_max = decypher_limits(pos.y)
spawn_a_mob(pos, dimension, y_min, y_max)
spawn_a_mob(pos)
end
end
end)