Implement a continuous distribution function using a piecewise linear function for selecting the distance from the player to spawn mobs with, fix crash when no nodes are found under air at the goal position

This commit is contained in:
teknomunk 2024-04-14 09:52:54 +00:00
parent bd6c8d35c3
commit 1bc0a0b411
1 changed files with 33 additions and 6 deletions

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@ -596,14 +596,42 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
spawn_dictionary[key]["max_height"] = max_height spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position spawn_dictionary[key]["check_position"] = check_position
end end
-- Calculate the inverse of a piecewise linear function f(x). Line segments are represented as two
-- adjacent points specified as { x, f(x) }. At least 2 points are required. If there are most solutions,
-- the one with a lower x value will be chosen.
local function inverse_pwl(fx, f)
if fx < f[1][2] then
return f[1][1]
end
for i=2,#f do
local x0,fx0 = unpack(f[i-1])
local x1,fx1 = unpack(f[i ])
if fx < fx1 then
return (fx - fx0) * (x1 - x0) / (fx1 - fx0) + x0
end
end
return f[#f][1]
end
local SPAWN_DISTANCE_CDF_PWL = {
{0.000,0.00},
{0.083,0.40},
{0.416,0.75},
{1.000,1.00},
}
local two_pi = 2 * math.pi local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos) local function get_next_mob_spawn_pos(pos)
-- TODO We should consider spawning something a little further away sporadically. -- Select a distance such that distances closer to the player are selected much more often than
-- It would be good for sky farms and variance, rather than all being on the 24 - 32 block away radius -- those further away from the player.
local distance = math_random(MOB_SPAWN_ZONE_INNER, MOB_SPAWN_ZONE_MIDDLE) local fx = (math_random(1,10000)-1) / 10000
local x = inverse_pwl(fx, SPAWN_DISTANCE_CDF_PWL)
distance = x * (MOB_SPAWN_ZONE_OUTER - MOB_SPAWN_ZONE_INNER) + MOB_SPAWN_ZONE_INNER
--print("Using spawn distance of "..tostring(distance).." fx="..tostring(fx)..",x="..tostring(x))
-- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts. -- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts.
-- Use spherical coordinates https://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates -- Use spherical coordinates https://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates
@ -652,7 +680,7 @@ local function get_next_mob_spawn_pos(pos)
{x = goal_pos.x, y = y_min, z = goal_pos.z}, {x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z}, {x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"} {"group:solid", "group:water", "group:lava"}
) ) or {}
-- Select only the locations at a valid distance -- Select only the locations at a valid distance
local valid_positions = {} local valid_positions = {}
@ -1232,7 +1260,6 @@ function mob_class:check_despawn(pos, dtime)
end end
end end
minetest.register_chatcommand("mobstats",{ minetest.register_chatcommand("mobstats",{
privs = { debug = true }, privs = { debug = true },
func = function(n,param) func = function(n,param)