Merge pull request 'Add overhead mob spawning via spherical spawn volume' (#4220) from teknomunk/MineClone2:spherical-farm-spawning into master

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4220
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
This commit is contained in:
the-real-herowl 2024-05-22 18:40:54 +00:00
commit 221800a4be

View file

@ -23,6 +23,7 @@ local math_ceil = math.ceil
local math_cos = math.cos local math_cos = math.cos
local math_sin = math.sin local math_sin = math.sin
local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
local math_sqrt = math.sqrt
local vector_distance = vector.distance local vector_distance = vector.distance
local vector_new = vector.new local vector_new = vector.new
@ -595,25 +596,119 @@ 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 angle = math_random() * two_pi 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.
local xoff = math_round(distance * math_cos(angle)) -- Use spherical coordinates https://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates
local zoff = math_round(distance * math_sin(angle)) local theta = math_random() * two_pi
return vector.offset(pos, xoff, 0, zoff) local phi = math_random() * two_pi
local xoff = math_round(distance * math_sin(theta) * math_cos(phi))
local yoff = math_round(distance * math_cos(theta))
local zoff = math_round(distance * math_sin(theta) * math_sin(phi))
local goal_pos = vector.offset(pos, xoff, yoff, zoff)
if not ( math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT ) then
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
return nil
end end
local function decypher_limits(posy) -- Calculate upper/lower y limits
posy = math_floor(posy) local R1 = MOB_SPAWN_ZONE_OUTER
return posy - MOB_SPAWN_ZONE_MIDDLE, posy + MOB_SPAWN_ZONE_MIDDLE local d = vector_distance( pos, vector.new( goal_pos.x, pos.y, goal_pos.z ) ) -- distance from player to projected point on horizontal plane
local y1 = math_sqrt( R1*R1 - d*d ) -- absolue value of distance to outer sphere
local y_min
local y_max
if d >= MOB_SPAWN_ZONE_INNER then
-- Outer region, y range has both ends on the outer sphere
y_min = pos.y - y1
y_max = pos.y + y1
else
-- Inner region, y range spans between inner and outer spheres
local R2 = MOB_SPAWN_ZONE_INNER
local y2 = math_sqrt( R2*R2 - d*d )
if goal_pos.y > pos. y then
-- Upper hemisphere
y_min = pos.y + y2
y_max = pos.y + y1
else
-- Lower hemisphere
y_min = pos.y - y1
y_max = pos.y - y2
end
end
y_min = math_round(y_min)
y_max = math_round(y_max)
-- Limit total range of check to 32 nodes (maximum of 3 map blocks)
if y_max > goal_pos.y + 16 then
y_max = goal_pos.y + 16
end
if y_min < goal_pos.y - 16 then
y_min = goal_pos.y - 16
end
-- Ask engine for valid spawn locations
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"}
) or {}
-- Select only the locations at a valid distance
local valid_positions = {}
for _,check_pos in ipairs(spawning_position_list) do
local dist = vector.distance(pos, check_pos)
if dist >= MOB_SPAWN_ZONE_INNER and dist <= MOB_SPAWN_ZONE_OUTER then
valid_positions[#valid_positions + 1] = check_pos
end
end
spawning_position_list = valid_positions
-- No valid locations, failed to find a position
if #spawning_position_list == 0 then
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
return nil
end
-- Pick a random valid location
mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
return spawning_position_list[math_random(1, #spawning_position_list)]
end end
--a simple helper function for mob_spawn --a simple helper function for mob_spawn
@ -938,42 +1033,16 @@ if mobs_spawn then
local function find_spawning_position(pos, max_times) local function find_spawning_position(pos, max_times)
local spawning_position local spawning_position
local max_loops = max_times or 1
local max_loops = 1
if max_times then max_loops = max_times end
local y_min, y_max = decypher_limits(pos.y)
--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT) --mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0 while max_loops > 0 do
repeat local spawning_position = get_next_mob_spawn_pos(pos)
local goal_pos = get_next_mob_spawn_pos(pos) if spawning_position then return spawning_position end
max_loops = max_loops - 1
if math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT then
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 positions available: " .. minetest.pos_to_string(goal_pos))
spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
else
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
end end
return nil
else
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
end
i = i + 1
if i >= max_loops then
mcl_log("Cancel finding spawn positions at: " .. max_loops)
break
end
until spawning_position
return spawning_position
end end
local cumulative_chance = nil local cumulative_chance = nil
@ -1199,7 +1268,6 @@ 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)