Drop biome group generation and replace with spawn state checks for much improved performance (but has regressions), change logging of failure to find spawn point, increase spawn attempts to 4 per second with no position retries and only a single mob or group per attempt

This commit is contained in:
teknomunk 2024-06-29 09:21:23 -05:00
parent a58a6e8ea6
commit 26198c34d4

View file

@ -49,8 +49,8 @@ local dbg_spawn_counts = {}
local remove_far = true
local WAIT_FOR_SPAWN_ATTEMPT = 10
local FIND_SPAWN_POS_RETRIES = 16
local WAIT_FOR_SPAWN_ATTEMPT = 0.25
local FIND_SPAWN_POS_RETRIES = 1
local FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN = 8
local MOB_SPAWN_ZONE_INNER = 24
@ -614,74 +614,46 @@ local function get_biome_name(pos)
end
end
local biome_groups = {}
local biome_group_from_name = {}
local function generate_biome_groups()
local remaining_biomes = {}
for i = 1,#list_of_all_biomes do
remaining_biomes[list_of_all_biomes[i]] = true
end
-- Find the list of biomes that always appear together in spawn definitions
local function build_biome_group(biome_name)
local biomes = nil
for i = 1,#spawn_dictionary do
local spawn_def = spawn_dictionary[i]
local spawn_def_biomes = spawn_def.biomes
if type(spawn_def_biomes) == "table" and table.find(spawn_def_biomes, biome_name) then
if not biomes then
biomes = table.copy(spawn_def_biomes)
else
biomes = table.intersect(biomes, spawn_def_biomes)
end
end
end
return biomes
end
for i = 1,#list_of_all_biomes do
-- Select a biome that we haven't already processed
local biome_name = list_of_all_biomes[i]
if remaining_biomes[biome_name] then
local biome_group = build_biome_group(biome_name)
if biome_group then
table.insert(biome_groups, biome_group)
-- Make sure that biomes only appear in a single biome group
local new_biome_group = {}
for j = 1,#biome_group do
local biome = biome_group[j]
if not biome_group_from_name[biome] then
table.insert(new_biome_group, biome)
end
end
biome_group = new_biome_group
-- Update the index mapping biome's name to biome_group offset and remove from remaining
-- biomes list so we don't get duplicate entries
for j = 1,#biome_group do
local biome = biome_group[j]
minetest.log("biome="..biome)
assert(not biome_group_from_name[biome])
biome_group_from_name[biome] = #biome_groups
remaining_biomes[biome] = nil
end
end
end
end
minetest.log("debug="..dump({
biome_groups = biome_groups,
biome_group_from_name = biome_group_from_name,
}))
end
local function generate_spawn_groups(spawn_def)
end
local counts = {}
local function spawn_check(pos, spawn_def)
local function initial_spawn_check(state, node, spawn_def)
local function log_fail(reason)
local count = (counts[reason] or 0) + 1
counts[reason] = count
--minetest.log("Spawn check for "..tostring(spawn_def and spawn_def.name).." failed - "..reason.." ("..count..")")
return false
end
if not spawn_def then return log_fail("missing spawn_def") end
local mob_def = minetest.registered_entities[spawn_def.name]
if mob_def.type == "monster" then
if not state.spawn_hostile then return log_fail("can't spawn hostile") end
else
if not state.spawn_passive then return log_fail("can't spawn passive") end
end
-- Make the dimention is correct
if spawn_def.dimension ~= state.dimension then return log_fail("incorrect dimension") end
if type(spawn_def.biomes) ~= "table" or not table.find(spawn_def.biomes, state.biome) then
return log_fail("Incorrect biome")
end
-- Ground mobs must spawn on solid nodes that are not leafes
if spawn_def.type_of_spawning == "ground" and not state.is_ground then
return log_fail("not ground node")
end
-- Water mobs must spawn in water
if spawn_def.type_of_spawning == "water" and not state.is_water then return log_fail("not water node") end
-- Farm animals must spawn on grass
if is_farm_animal(spawn_def.name) and not state.is_grass then return log_fail("not grass block") end
return true
end
local function spawn_check(pos, state, node, spawn_def)
local function log_fail(reason)
local count = (counts[reason] or 0) + 1
counts[reason] = count
@ -689,50 +661,13 @@ local function spawn_check(pos, spawn_def)
return false
end
if not spawn_def or not pos then return log_fail("missing pos or spawn_def") end
local gotten_node = get_node(pos).name
if not gotten_node then return log_fail("unable to get node") end
if not initial_spawn_check(state, node, spawn_def) then return false end
dbg_spawn_attempts = dbg_spawn_attempts + 1
-- Make sure the mob can spawn at this location
if pos.y < spawn_def.min_height or pos.y > spawn_def.max_height then return log_fail("incorrect height") end
-- Make the dimention is correct
local dimension = mcl_worlds.pos_to_dimension(pos)
if spawn_def.dimension ~= dimension then return log_fail("incorrect dimension") end
-- Make sure the biome is correct
local biome_name = get_biome_name(pos)
if not biome_name then return end
if not table.find(spawn_def.biomes, biome_name) then return log_fail("incorrect biome") end
-- Never spawn directly on bedrock
if gotten_node == "mcl_core:bedrock" then return log_fail("tried to spawn on bedrock") end
-- Spawning prohibited in protected areas
if spawn_protected and minetest.is_protected(pos, "") then return log_fail("tried to spawn in protected area") end
-- Ground mobs must spawn on solid nodes that are not leafes
local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
if not is_ground then
mcl_log("Node "..gotten_node.." not solid, trying one block")
pos.y = pos.y - 1
gotten_node = get_node(pos).name
is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
end
pos.y = pos.y + 1
if spawn_def.type_of_spawning == "ground" and (not is_ground or get_item_group(gotten_node, "leaves") ~= 0) then
return log_fail("not ground node")
end
-- Water mobs must spawn in water
if spawn_def.type_of_spawning == "water" and get_item_group(gotten_node, "water") == 0 then return log_fail("not water node") end
-- Farm animals must spawn on grass
if is_farm_animal(spawn_def.name) and get_item_group(gotten_node, "grass_block") == 0 then return log_fail("not grass block") end
-- Spawns require enough room for the mob
local mob_def = minetest.registered_entities[spawn_def.name]
if not has_room(mob_def,pos) then return log_fail("mob doesn't fit here") end
@ -740,48 +675,6 @@ local function spawn_check(pos, spawn_def)
-- Don't spawn if the spawn definition has a custom check and that fails
if spawn_def.check_position and not spawn_def.check_position(pos) then return log_fail("custom position check failed") end
local gotten_light = get_node_light(pos)
-- Legacy lighting
if not modern_lighting then
if gotten_light < spawn_def.min_light or gotten_light > spawn_def.max_light then
return log_fail("incorrect light level")
end
end
-- Modern lighting
local my_node = get_node(pos)
local sky_light = minetest.get_natural_light(pos)
local art_light = minetest.get_artificial_light(my_node.param1)
if mob_def.spawn_check then
if not mob_def.spawn_check(pos, gotten_light, art_light, sky_light) then
return log_fail("mob_def.spawn_check failed")
end
elseif mob_def.type == "monster" then
if dimension == "nether" then
if art_light > nether_threshold then
return log_fail("artificial light too high")
end
elseif dimension == "end" then
if art_light > end_threshold then
return log_fail("artificial light too high")
end
elseif dimension == "overworld" then
if art_light > overworld_threshold then
return log_fail("artificial light too high")
end
if sky_light > overworld_sky_threshold then
return log_fail("sky light too high")
end
end
else
-- passive threshold is apparently the same in all dimensions ...
if gotten_light < overworld_passive_threshold then
return log_fail("light too low")
end
end
return true
end
@ -798,8 +691,83 @@ function mcl_mobs.spawn(pos,id)
return minetest.add_entity(pos, def.name)
end
local function build_state_for_position(pos, parent_state)
-- Get spawning parameters for this location
local biome_name = get_biome_name(pos)
if not biome_name then return end
local function spawn_group(p,mob,spawn_on,amount_to_spawn)
local dimension = mcl_worlds.pos_to_dimension(pos)
-- Get node and make sure it's loaded and a valid spawn point
local node = get_node(pos)
-- Check if it's ground
local is_ground = minetest.get_item_group(node.name,"solid") ~= 0
if not is_ground then
pos.y = pos.y - 1
node = get_node(pos)
is_ground = minetest.get_item_group(node.name,"solid") ~= 0
end
pos.y = pos.y + 1
-- Make sure we can spawn here
if not node or node.name == "ignore" or node.name == "mcl_core:bedrock" then return end
-- Build spawn state data
local state = {
spawn_hostile = true,
spawn_passive = true,
}
if parent_state then state = table.copy(parent_state) end
state.biome = biome_name
state.dimension = dimension
state.is_ground = is_ground and get_item_group(node.name, "leaves") == 0
state.grass = get_item_group(node.name, "grass_block") ~= 0
state.water = get_item_group(node.name, "water") ~= 0
-- Check light level
local gotten_light = get_node_light(pos)
-- Legacy lighting
if not modern_lighting then
if gotten_light < spawn_def.min_light or gotten_light > spawn_def.max_light then
state.light = gotten_light
end
else
-- Modern lighting
local light_node = minetest.get_node(pos)
local sky_light = minetest.get_natural_light(pos) or 0
local art_light = minetest.get_artificial_light(light_node.param1)
if dimension == "nether" then
if art_light > nether_threshold then
state.spawn_hostile = false
end
elseif dimension == "end" then
if art_light > end_threshold then
state.spawn_hostile = false
end
elseif dimension == "overworld" then
if art_light > overworld_threshold then
state.spawn_hostile = false
end
if sky_light > overworld_sky_threshold then
state.spawn_hostile = false
end
end
-- passive threshold is apparently the same in all dimensions ...
if gotten_light < overworld_passive_threshold then
state.spawn_passive = false
end
end
return state,node
end
local function spawn_group(p, mob, spawn_on, amount_to_spawn, parent_state)
local nn= minetest.find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
local o
table.shuffle(nn)
@ -810,7 +778,9 @@ local function spawn_group(p,mob,spawn_on,amount_to_spawn)
for i = 1, amount_to_spawn do
local sp = vector.offset(nn[math.random(#nn)],0,1,0)
if spawn_check(nn[math.random(#nn)],mob) then
local state, node = build_state_for_position(sp, parent_state)
if spawn_check(sp, state, node, mob) then
if mob.type_of_spawning == "water" then
sp = get_water_spawn(sp)
end
@ -895,12 +865,7 @@ minetest.register_chatcommand("spawn_mob",{
})
if mobs_spawn then
-- Get pos to spawn, x and z are randomised, y is range
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
--type = "animal", spawn_class = "passive",
@ -966,28 +931,19 @@ if mobs_spawn then
return nil
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)
local function select_random_mob_def(spawn_table)
if #spawn_table == 0 then return nil end
local cumulative_chance = 0
for i = 1,#spawn_table do
cumulative_chance = cumulative_chance + spawn_table[i].chance
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 select_random_mob_def()
local mob_chance_offset = math_random(1, 1e6) / 1e6 * cumulative_chance
minetest.log("action", "mob_chance_offset = "..tostring(mob_chance_offset).."/"..tostring(cumulative_chance))
for i = 1,#mob_library_worker_table do
local mob_def = mob_library_worker_table[i]
for i = 1,#spawn_table do
local mob_def = spawn_table[i]
local mob_chance = mob_def.chance
if mob_chance_offset <= mob_chance then
minetest.log(mob_def.name.." "..mob_chance)
@ -1000,54 +956,99 @@ if mobs_spawn then
assert(not "failed")
end
local spawn_lists = {}
local function get_spawn_list(pos, cap_space_hostile, cap_space_non_hostile)
local spawn_hostile = false
local spawn_passive = false
-- Check capacity
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
local cap_space_hostile = mob_cap_space(pos, "hostile", mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile )
if cap_space_hostile > 0 then
spawn_hostile = true
end
local cap_space_passive = mob_cap_space(pos, "passive", mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile )
if cap_space_passive > 0 then
if math.random(100) < peaceful_percentage_spawned then
spawn_passive = true
end
end
-- Merge light level chcekss with cap checks
local state, node = build_state_for_position(pos)
if not state then return end
state.spawn_hostile = spawn_hostile and state.spawn_hostile
state.spawn_passive = spawn_passive and state.spawn_passive
-- Make sure it is possible to spawn a mob here
if not state.spawn_hostile and not state.spawn_passive then return end
-- Check the cache to see if we have already built a spawn list for this state
local state_hash = compute_hash(state) -- from mcl_enchanting
local spawn_list = spawn_lists[state_hash]
state.cap_space_hostile = cap_space_hostile
state.cap_space_passive = cap_space_passive
if spawn_list then
return spawn_list, state, node
end
-- Build a spawn list for this state
spawn_list = {}
local spawn_names = {}
for _,def in pairs(spawn_dictionary) do
if initial_spawn_check(state, node, def) then
table.insert(spawn_list, def)
table.insert(spawn_names, def.name)
end
end
if logging then
minetest.log(dump({
pos = pos,
node = node,
state = state,
state_hash = state_hash,
spawn_names = spawn_names,
}))
end
spawn_lists[state_hash] = spawn_list
return spawn_list, state, node
end
-- Spawns one mob or one group of mobs
local fail_count = 0
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
if not spawning_position then
fail_count = fail_count + 1
if fail_count > 16 then
minetest.log("action", "[Mobs spawn] Cannot find a valid spawn position after retries: " .. FIND_SPAWN_POS_RETRIES)
end
return
end
fail_count = 0
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", spawning_position)
--output_mob_stats(mob_counts_close, total_mobs)
--output_mob_stats(mob_counts_wide)
--grab mob that fits into the spawning location
--use random weighted choice with replacement to grab a mob, don't exclude any possibilities
--shuffle table once every loop to provide equal inclusion probability to all mobs
--repeat grabbing a mob to maintain existing spawn rates
local spawn_loop_counter = #mob_library_worker_table
local spawn_check_cache = {}
local function inner_loop()
local mob_def = select_random_mob_def()
-- Spawning prohibited in protected areas
if spawn_protected and minetest.is_protected(spawning_position, "") then return end
-- Select a mob
local spawn_list, state, node = get_spawn_list(spawning_position, cap_space_hostile, cap_space_non_hostile)
if not spawn_list then return end
local mob_def = select_random_mob_def(spawn_list)
if not mob_def or not mob_def.name then return end
local mob_def_ent = minetest.registered_entities[mob_def.name]
if not mob_def_ent then return end
-- Check capacity
local mob_spawn_class = mob_def_ent.spawn_class
local cap_space_available = mob_cap_space(spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
if cap_space_available == 0 then
mcl_log("Cap space full")
return
local cap_space_available = state.cap_space_passive
if mob_def_ent.type == "monster" then
cap_space_available = state.cap_space_hostile
end
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
-- Make sure we would be spawning a mob
if not (spawn_hostile or spawn_passive) then return end
if not (spawn_check_cache[mob_def.name] or spawn_check(spawning_position, mob_def)) then
if not spawn_check(spawning_position, state, node, mob_def) then
mcl_log("Spawn check failed")
return
end
spawn_check_cache[mob_def.name] = true
-- Water mob special case
if mob_def.type_of_spawning == "water" then
@ -1066,14 +1067,8 @@ if mobs_spawn then
--everything is correct, spawn mob
local spawn_in_group = mob_def_ent.spawn_in_group or 4
local spawn_group_hostile = (mob_spawn_class == "hostile") and (math.random(100) < hostile_group_percentage_spawned)
local spawn_group_passive = (mob_spawn_class ~= "hostile") and (math.random(100) < peaceful_group_percentage_spawned)
mcl_log("spawn_group_hostile: " .. tostring(spawn_group_hostile))
mcl_log("spawn_group_passive: " .. tostring(spawn_group_passive))
local spawned
if spawn_in_group and (spawn_group_hostile or spawn_group_passive) then
if spawn_in_group then
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
@ -1082,14 +1077,17 @@ if mobs_spawn then
amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("throttled spawning quantity: " .. amount_to_spawn)
if amount_to_spawn > 1 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
return spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
else
return spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn, state)
end
end
if logging then
minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..
minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at "..
@ -1098,13 +1096,6 @@ if mobs_spawn then
end
return mcl_mobs.spawn(spawning_position, mob_def.name)
end
end
while spawn_loop_counter > 0 do
if inner_loop() then return end
spawn_loop_counter = spawn_loop_counter - 1
end
end
--MAIN LOOP
@ -1114,7 +1105,6 @@ if mobs_spawn then
timer = timer + dtime
if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
initialize_spawn_data()
timer = 0
local start_time_us = minetest.get_us_time()
@ -1129,7 +1119,10 @@ if mobs_spawn then
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.")
minetest.log("action","[mcl_mobs] took "..(minetest.get_us_time() - start_time_us).." us")
local took = (minetest.get_us_time() - start_time_us)
if took > 1000 then
minetest.log("action","[mcl_mobs] took "..took.." us")
end
return
end --mob cap per player
@ -1141,7 +1134,11 @@ if mobs_spawn then
spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
end
end
minetest.log("action","[mcl_mobs] took "..(minetest.get_us_time() - start_time_us).." us")
local took = (minetest.get_us_time() - start_time_us)
if took > 1000 then
minetest.log("action","[mcl_mobs] took "..took.." us")
end
end)
end
@ -1217,9 +1214,6 @@ minetest.register_on_mods_loaded(function()
table.insert(list_of_all_biomes, def.name)
end
-- Create biome groups
generate_biome_groups()
-- Create spawn groups
for i = 1,#spawn_dictionary do
local spawn_def = spawn_dictionary[i]