Optimize mob spawning even further with additional lua locals

This commit is contained in:
jordan4ibanez 2021-04-22 00:39:32 -04:00
parent edb1939649
commit 2cef9e7cca

View file

@ -3,15 +3,21 @@ local get_node = minetest.get_node
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local new_vector = vector.new
local math_random = math.random
local get_biome_name = minetest.get_biome_name local get_biome_name = minetest.get_biome_name
local max = math.max
local get_objects_inside_radius = minetest.get_objects_inside_radius local get_objects_inside_radius = minetest.get_objects_inside_radius
local math_random = math.random
local math_floor = math.floor
local max = math.max
local vector_distance = vector.distance local vector_distance = vector.distance
local vector_new = vector.new
local vector_floor = vector.floor
local table_copy = table.copy local table_copy = table.copy
local table_remove = table.remove local table_remove = table.remove
local math_random = math.random
-- range for mob count -- range for mob count
local aoc_range = 32 local aoc_range = 32
@ -481,18 +487,18 @@ local outer = 64
local int = {-1,1} local int = {-1,1}
local position_calculation = function(pos) local position_calculation = function(pos)
pos = vector.floor(pos) pos = vector_floor(pos)
--this is used to determine the axis buffer from the player --this is used to determine the axis buffer from the player
axis = math.random(0,1) axis = math_random(0,1)
--cast towards the direction --cast towards the direction
if axis == 0 then --x if axis == 0 then --x
pos.x = pos.x + math.random(inner,outer)*int[math.random(1,2)] pos.x = pos.x + math_random(inner,outer)*int[math_random(1,2)]
pos.z = pos.z + math.random(-outer,outer) pos.z = pos.z + math_random(-outer,outer)
else --z else --z
pos.z = pos.z + math.random(inner,outer)*int[math.random(1,2)] pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)]
pos.x = pos.x + math.random(-outer,outer) pos.x = pos.x + math_random(-outer,outer)
end end
return(pos) return(pos)
end end
@ -508,7 +514,7 @@ local decypher_limits_dictionary = {
local function decypher_limits(posy) local function decypher_limits(posy)
--local min_max_table = decypher_limits_dictionary[dimension] --local min_max_table = decypher_limits_dictionary[dimension]
--return min_max_table[1],min_max_table[2] --return min_max_table[1],min_max_table[2]
posy = math.floor(posy) posy = math_floor(posy)
return posy - 32, posy + 32 return posy - 32, posy + 32
end end
@ -556,7 +562,7 @@ if mobs_spawn then
local goal_pos = position_calculation(player_pos) local goal_pos = position_calculation(player_pos)
local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"}) local spawning_position_list = find_nodes_in_area_under_air(vector_new(goal_pos.x,min,goal_pos.z), vector_new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
--couldn't find node --couldn't find node
if #spawning_position_list <= 0 then if #spawning_position_list <= 0 then