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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:
commit
221800a4be
1 changed files with 114 additions and 46 deletions
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@ -23,6 +23,7 @@ local math_ceil = math.ceil
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local math_cos = math.cos
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local math_cos = math.cos
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local math_sin = math.sin
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local math_sin = math.sin
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local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
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local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
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local math_sqrt = math.sqrt
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local vector_distance = vector.distance
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local vector_distance = vector.distance
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local vector_new = vector.new
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local vector_new = vector.new
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@ -595,25 +596,119 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
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spawn_dictionary[key]["max_height"] = max_height
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spawn_dictionary[key]["max_height"] = max_height
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spawn_dictionary[key]["day_toggle"] = day_toggle
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spawn_dictionary[key]["day_toggle"] = day_toggle
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spawn_dictionary[key]["check_position"] = check_position
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spawn_dictionary[key]["check_position"] = check_position
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end
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end
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-- Calculate the inverse of a piecewise linear function f(x). Line segments are represented as two
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-- adjacent points specified as { x, f(x) }. At least 2 points are required. If there are most solutions,
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-- the one with a lower x value will be chosen.
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local function inverse_pwl(fx, f)
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if fx < f[1][2] then
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return f[1][1]
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end
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for i=2,#f do
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local x0,fx0 = unpack(f[i-1])
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local x1,fx1 = unpack(f[i ])
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if fx < fx1 then
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return (fx - fx0) * (x1 - x0) / (fx1 - fx0) + x0
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end
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end
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return f[#f][1]
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end
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local SPAWN_DISTANCE_CDF_PWL = {
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{0.000,0.00},
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{0.083,0.40},
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{0.416,0.75},
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{1.000,1.00},
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}
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local two_pi = 2 * math.pi
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local two_pi = 2 * math.pi
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local function get_next_mob_spawn_pos(pos)
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local function get_next_mob_spawn_pos(pos)
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-- TODO We should consider spawning something a little further away sporadically.
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-- Select a distance such that distances closer to the player are selected much more often than
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-- It would be good for sky farms and variance, rather than all being on the 24 - 32 block away radius
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-- those further away from the player.
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local distance = math_random(MOB_SPAWN_ZONE_INNER, MOB_SPAWN_ZONE_MIDDLE)
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local fx = (math_random(1,10000)-1) / 10000
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local angle = math_random() * two_pi
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local x = inverse_pwl(fx, SPAWN_DISTANCE_CDF_PWL)
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distance = x * (MOB_SPAWN_ZONE_OUTER - MOB_SPAWN_ZONE_INNER) + MOB_SPAWN_ZONE_INNER
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--print("Using spawn distance of "..tostring(distance).." fx="..tostring(fx)..",x="..tostring(x))
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-- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts.
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-- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts.
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local xoff = math_round(distance * math_cos(angle))
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-- Use spherical coordinates https://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates
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local zoff = math_round(distance * math_sin(angle))
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local theta = math_random() * two_pi
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return vector.offset(pos, xoff, 0, zoff)
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local phi = math_random() * two_pi
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end
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local xoff = math_round(distance * math_sin(theta) * math_cos(phi))
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local yoff = math_round(distance * math_cos(theta))
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local zoff = math_round(distance * math_sin(theta) * math_sin(phi))
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local goal_pos = vector.offset(pos, xoff, yoff, zoff)
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local function decypher_limits(posy)
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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
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posy = math_floor(posy)
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mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
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return posy - MOB_SPAWN_ZONE_MIDDLE, posy + MOB_SPAWN_ZONE_MIDDLE
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return nil
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end
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-- Calculate upper/lower y limits
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local R1 = MOB_SPAWN_ZONE_OUTER
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local d = vector_distance( pos, vector.new( goal_pos.x, pos.y, goal_pos.z ) ) -- distance from player to projected point on horizontal plane
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local y1 = math_sqrt( R1*R1 - d*d ) -- absolue value of distance to outer sphere
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local y_min
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local y_max
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if d >= MOB_SPAWN_ZONE_INNER then
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-- Outer region, y range has both ends on the outer sphere
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y_min = pos.y - y1
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y_max = pos.y + y1
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else
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-- Inner region, y range spans between inner and outer spheres
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local R2 = MOB_SPAWN_ZONE_INNER
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local y2 = math_sqrt( R2*R2 - d*d )
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if goal_pos.y > pos. y then
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-- Upper hemisphere
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y_min = pos.y + y2
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y_max = pos.y + y1
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else
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-- Lower hemisphere
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y_min = pos.y - y1
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y_max = pos.y - y2
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end
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end
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y_min = math_round(y_min)
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y_max = math_round(y_max)
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-- Limit total range of check to 32 nodes (maximum of 3 map blocks)
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if y_max > goal_pos.y + 16 then
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y_max = goal_pos.y + 16
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end
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if y_min < goal_pos.y - 16 then
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y_min = goal_pos.y - 16
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end
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-- Ask engine for valid spawn locations
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local spawning_position_list = find_nodes_in_area_under_air(
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{x = goal_pos.x, y = y_min, z = goal_pos.z},
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{x = goal_pos.x, y = y_max, z = goal_pos.z},
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{"group:solid", "group:water", "group:lava"}
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) or {}
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-- Select only the locations at a valid distance
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local valid_positions = {}
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for _,check_pos in ipairs(spawning_position_list) do
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local dist = vector.distance(pos, check_pos)
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if dist >= MOB_SPAWN_ZONE_INNER and dist <= MOB_SPAWN_ZONE_OUTER then
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valid_positions[#valid_positions + 1] = check_pos
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end
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end
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spawning_position_list = valid_positions
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-- No valid locations, failed to find a position
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if #spawning_position_list == 0 then
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mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
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return nil
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end
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-- Pick a random valid location
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mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
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return spawning_position_list[math_random(1, #spawning_position_list)]
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end
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end
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--a simple helper function for mob_spawn
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--a simple helper function for mob_spawn
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@ -938,42 +1033,16 @@ if mobs_spawn then
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local function find_spawning_position(pos, max_times)
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local function find_spawning_position(pos, max_times)
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local spawning_position
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local spawning_position
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local max_loops = max_times or 1
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local max_loops = 1
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if max_times then max_loops = max_times end
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local y_min, y_max = decypher_limits(pos.y)
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--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
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--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
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local i = 0
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while max_loops > 0 do
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repeat
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local spawning_position = get_next_mob_spawn_pos(pos)
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local goal_pos = get_next_mob_spawn_pos(pos)
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if spawning_position then return spawning_position end
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max_loops = max_loops - 1
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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
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local spawning_position_list = find_nodes_in_area_under_air(
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{x = goal_pos.x, y = y_min, z = goal_pos.z},
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{x = goal_pos.x, y = y_max, z = goal_pos.z},
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{"group:solid", "group:water", "group:lava"}
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)
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if #spawning_position_list > 0 then
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mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
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spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
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else
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mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
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end
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end
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return nil
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else
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mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
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end
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i = i + 1
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if i >= max_loops then
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mcl_log("Cancel finding spawn positions at: " .. max_loops)
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break
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end
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until spawning_position
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return spawning_position
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end
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end
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local cumulative_chance = nil
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local cumulative_chance = nil
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@ -1199,7 +1268,6 @@ function mob_class:check_despawn(pos, dtime)
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end
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end
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end
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end
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minetest.register_chatcommand("mobstats",{
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minetest.register_chatcommand("mobstats",{
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privs = { debug = true },
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privs = { debug = true },
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func = function(n,param)
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func = function(n,param)
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