mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-24 11:31:09 +01:00
Initial changes to spawn_check() and spawn_a_mob(), add profiling for mob spawning
This commit is contained in:
parent
77382d930e
commit
52f8814876
1 changed files with 191 additions and 156 deletions
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@ -750,85 +750,110 @@ local function get_biome_name(pos)
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end
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end
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local counts = {}
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local function spawn_check(pos, spawn_def)
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if not spawn_def or not pos then return end
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local function log_fail(reason)
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local count = (counts[reason] or 0) + 1
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counts[reason] = count
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mcl_log("Spawn check failed - "..reason.." ("..count..")")
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return false
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end
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if not spawn_def or not pos then return log_fail("missing pos or spawn_def") end
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local gotten_node = get_node(pos).name
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if not gotten_node then return log_fail("unable to get node") end
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dbg_spawn_attempts = dbg_spawn_attempts + 1
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local dimension = mcl_worlds.pos_to_dimension(pos)
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local mob_def = minetest.registered_entities[spawn_def.name]
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local mob_type = mob_def.type
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local gotten_node = get_node(pos).name
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if not gotten_node then return end
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-- Make sure the mob can spawn at this location
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if pos.y < spawn_def.min_height or pos.y > spawn_def.max_height then return log_fail("incorrect height") end
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-- Make the dimention is correct
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local dimension = mcl_worlds.pos_to_dimension(pos)
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if spawn_def.dimension ~= dimension then return log_fail("incorrect dimension") end
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-- Make sure the biome is correct
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local biome_name = get_biome_name(pos)
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if not biome_name then return end
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if not biome_check(spawn_def.biomes, biome_name) then return log_fail("incorrect biome") end
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-- Never spawn directly on bedrock
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if gotten_node == "mcl_core:bedrock" then return log_fail("tried to spawn on bedrock") end
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-- Spawning prohibited in protected areas
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if spawn_protected and minetest.is_protected(pos, "") then return log_fail("tried to spawn in protected area") end
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-- Ground mobs must spawn on solid nodes that are not leafes
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local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
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if not is_ground then
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mcl_log("Node "..gotten_node.." not solid, trying one block")
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pos.y = pos.y - 1
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gotten_node = get_node(pos).name
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is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
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end
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pos.y = pos.y + 1
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local is_water = get_item_group(gotten_node, "water") ~= 0
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local is_lava = get_item_group(gotten_node, "lava") ~= 0
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local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
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local is_bedrock = gotten_node == "mcl_core:bedrock"
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local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
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if spawn_def.type_of_spawning == "ground" and (not is_ground or get_item_group(gotten_node, "leaves") ~= 0) then
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return log_fail("not ground node")
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end
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if pos.y >= spawn_def.min_height
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and pos.y <= spawn_def.max_height
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and spawn_def.dimension == dimension
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and biome_check(spawn_def.biomes, biome_name) then
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-- Water mobs must spawn in water
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if spawn_def.type_of_spawning == "water" and get_item_group(gotten_node, "water") == 0 then return log_fail("not water node") end
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mcl_log("Spawn level 1 check - Passed")
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if (is_ground or spawn_def.type_of_spawning ~= "ground")
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and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
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and (not is_farm_animal(spawn_def.name) or is_grass)
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and (spawn_def.type_of_spawning ~= "water" or is_water)
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and not is_bedrock
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and has_room(mob_def,pos)
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and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
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and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
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-- Farm animals must spawn on grass
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if is_farm_animal(spawn_def.name) and get_item_group(gotten_node, "grass_block") == 0 then return log_fail("not grass block") end
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mcl_log("Spawn level 2 check - Passed")
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local gotten_light = get_node_light(pos)
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-- Spawns require enough room for the mob
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local mob_def = minetest.registered_entities[spawn_def.name]
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if not has_room(mob_def,pos) then return log_fail("mob doesn't fit here") end
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if modern_lighting then
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local my_node = get_node(pos)
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local sky_light = minetest.get_natural_light(pos)
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local art_light = minetest.get_artificial_light(my_node.param1)
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-- Don't spawn if the spawn definition has a custom check and that fails
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if spawn_def.check_position and not spawn_def.check_position(pos) then return log_fail("custom position check failed") end
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if mob_def.spawn_check then
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return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
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elseif mob_type == "monster" then
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if dimension == "nether" then
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if art_light <= nether_threshold then
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return true
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end
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elseif dimension == "end" then
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if art_light <= end_threshold then
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return true
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end
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elseif dimension == "overworld" then
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if art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then
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return true
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end
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end
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else
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-- passive threshold is apparently the same in all dimensions ...
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if gotten_light > overworld_passive_threshold then
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return true
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end
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end
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else
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if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
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return true
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end
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end
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local gotten_light = get_node_light(pos)
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-- Legacy lighting
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if not modern_lighting then
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if gotten_light < spawn_def.min_light or gotten_light > spawn_def.max_light then
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return log_fail("incorrect light level")
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end
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end
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return false
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-- Modern lighting
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local my_node = get_node(pos)
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local sky_light = minetest.get_natural_light(pos)
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local art_light = minetest.get_artificial_light(my_node.param1)
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if mob_def.spawn_check then
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if not mob_def.spawn_check(pos, gotten_light, art_light, sky_light) then
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return log_fail("mob_def.spawn_check failed")
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end
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elseif mob_def.type == "monster" then
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if dimension == "nether" then
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if art_light > nether_threshold then
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return log_fail("artificial light too high")
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end
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elseif dimension == "end" then
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if art_light > end_threshold then
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return log_fail("artificial light too high")
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end
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elseif dimension == "overworld" then
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if art_light > overworld_threshold then
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return log_fail("artificial light too high")
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end
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if sky_light > overworld_sky_threshold then
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return log_fail("sky light too high")
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end
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end
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else
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-- passive threshold is apparently the same in all dimensions ...
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if gotten_light < overworld_passive_threshold then
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return log_fail("light too low")
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end
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end
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return true
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end
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function mcl_mobs.spawn(pos,id)
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@ -1018,6 +1043,7 @@ if mobs_spawn then
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if not mob_library_worker_table then
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mob_library_worker_table = table_copy(spawn_dictionary)
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end
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if not cumulative_chance then
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cumulative_chance = 0
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for k, v in pairs(mob_library_worker_table) do
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@ -1026,8 +1052,27 @@ if mobs_spawn then
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end
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end
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local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
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local function select_random_mob_def()
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local mob_chance_offset = math_random(1, 1e6) / 1e6 * cumulative_chance
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minetest.log("action", "mob_chance_offset = "..tostring(mob_chance_offset).."/"..tostring(cumulative_chance))
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for i = 1,#mob_library_worker_table do
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local mob_def = mob_library_worker_table[i]
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local mob_chance = mob_def.chance
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if mob_chance_offset <= mob_chance then
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minetest.log(mob_def.name.." "..mob_chance)
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return mob_def
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end
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mob_chance_offset = mob_chance_offset - mob_chance
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end
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assert(not "failed")
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end
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-- Spawns one mob or one group of mobs
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local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
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local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
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if not spawning_position then
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minetest.log("action", "[Mobs spawn] Cannot find a valid spawn position after retries: " .. FIND_SPAWN_POS_RETRIES)
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@ -1044,104 +1089,90 @@ if mobs_spawn then
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--repeat grabbing a mob to maintain existing spawn rates
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local spawn_loop_counter = #mob_library_worker_table
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local spawn_check_cache = {}
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local function inner_loop()
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local mob_def = select_random_mob_def()
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if not mob_def or not mob_def.name then return end
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local mob_def_ent = minetest.registered_entities[mob_def.name]
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if not mob_def_ent then return end
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-- Check capacity
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local mob_spawn_class = mob_def_ent.spawn_class
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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)
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if cap_space_available == 0 then
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mcl_log("Cap space full")
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return
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end
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-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
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-- for performance and for early game challenge. We don't want to reduce hostiles though.
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local spawn_hostile = (mob_spawn_class == "hostile")
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local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
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--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
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--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
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-- Make sure we would be spawning a mob
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if not (spawn_hostile or spawn_passive) then return end
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if not (spawn_check_cache[mob_def.name] or spawn_check(spawning_position, mob_def)) then
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mcl_log("Spawn check failed")
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return
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end
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spawn_check_cache[mob_def.name] = true
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-- Water mob special case
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if mob_def.type_of_spawning == "water" then
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spawning_position = get_water_spawn(spawning_position)
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if not spawning_position then
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minetest.log("warning","[mcl_mobs] no water spawn for mob "..mob_def.name.." found at "..minetest.pos_to_string(vector.round(pos)))
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return
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end
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end
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if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
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minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
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return
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end
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--everything is correct, spawn mob
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local spawn_in_group = mob_def_ent.spawn_in_group or 4
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local spawn_group_hostile = (mob_spawn_class == "hostile") and (math.random(100) < hostile_group_percentage_spawned)
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local spawn_group_passive = (mob_spawn_class ~= "hostile") and (math.random(100) < peaceful_group_percentage_spawned)
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mcl_log("spawn_group_hostile: " .. tostring(spawn_group_hostile))
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mcl_log("spawn_group_passive: " .. tostring(spawn_group_passive))
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local spawned
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if spawn_in_group and (spawn_group_hostile or spawn_group_passive) then
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local group_min = mob_def_ent.spawn_in_group_min or 1
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if not group_min then group_min = 1 end
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local amount_to_spawn = math.random(group_min, spawn_in_group)
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mcl_log("Spawning quantity: " .. amount_to_spawn)
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amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
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mcl_log("throttled spawning quantity: " .. amount_to_spawn)
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if logging then
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minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name ..
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"mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name ..
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" at " .. minetest.pos_to_string(spawning_position, 1)
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)
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end
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return spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
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else
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if logging then
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minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..
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minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at "..
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minetest.pos_to_string(spawning_position, 1)
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)
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end
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return mcl_mobs.spawn(spawning_position, mob_def.name)
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end
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end
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while spawn_loop_counter > 0 do
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table.shuffle(mob_library_worker_table)
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local mob_chance_offset = math_random(1, cumulative_chance)
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local mob_index = 1
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local mob_chance = mob_library_worker_table[mob_index].chance
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local step_chance = mob_chance
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while step_chance < mob_chance_offset do
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mob_index = mob_index + 1
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if mob_index <= #mob_library_worker_table then
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mob_chance = mob_library_worker_table[mob_index].chance
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step_chance = step_chance + mob_chance
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else
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break
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end
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end
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--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
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local mob_def = mob_library_worker_table[mob_index]
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if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
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local mob_def_ent = minetest.registered_entities[mob_def.name]
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local mob_spawn_class = mob_def_ent.spawn_class
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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)
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if cap_space_available > 0 then
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--mcl_log("Cap space available")
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-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
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-- for performance and for early game challenge. We don't want to reduce hostiles though.
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local spawn_hostile = (mob_spawn_class == "hostile")
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local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
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--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
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--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
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if (spawn_hostile or spawn_passive) and spawn_check(spawning_position,mob_def) then
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if mob_def.type_of_spawning == "water" then
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spawning_position = get_water_spawn(spawning_position)
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if not spawning_position then
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minetest.log("warning","[mcl_mobs] no water spawn for mob "..mob_def.name.." found at "..minetest.pos_to_string(vector.round(pos)))
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return
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end
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end
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if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
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minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
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return
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end
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--everything is correct, spawn mob
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local spawn_in_group = mob_def_ent.spawn_in_group or 4
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local spawn_group_hostile = (mob_spawn_class == "hostile") and (math.random(100) < hostile_group_percentage_spawned)
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local spawn_group_passive = (mob_spawn_class ~= "hostile") and (math.random(100) < peaceful_group_percentage_spawned)
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mcl_log("spawn_group_hostile: " .. tostring(spawn_group_hostile))
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mcl_log("spawn_group_passive: " .. tostring(spawn_group_passive))
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local spawned
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if spawn_in_group and (spawn_group_hostile or spawn_group_passive) then
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local group_min = mob_def_ent.spawn_in_group_min or 1
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if not group_min then group_min = 1 end
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local amount_to_spawn = math.random(group_min, spawn_in_group)
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mcl_log("Spawning quantity: " .. amount_to_spawn)
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amount_to_spawn = math_min(amount_to_spawn, cap_space_available)
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mcl_log("throttled spawning quantity: " .. amount_to_spawn)
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if logging then
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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))
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end
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spawned = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
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else
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if logging then
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minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at ".. minetest.pos_to_string(spawning_position, 1))
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end
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spawned = mcl_mobs.spawn(spawning_position, mob_def.name)
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end
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if spawned then
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--mcl_log("We have spawned")
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mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
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local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
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if new_spawning_position then
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mcl_log("Setting new spawning position")
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spawning_position = new_spawning_position
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else
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mcl_log("Cannot set new spawning position")
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end
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end
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||||
else
|
||||
--mcl_log("Spawn check failed")
|
||||
end
|
||||
else
|
||||
--mcl_log("Cap space full")
|
||||
end
|
||||
|
||||
end
|
||||
if inner_loop() then return end
|
||||
spawn_loop_counter = spawn_loop_counter - 1
|
||||
end
|
||||
end
|
||||
|
@ -1157,6 +1188,8 @@ if mobs_spawn then
|
|||
initialize_spawn_data()
|
||||
timer = 0
|
||||
|
||||
local start_time_us = minetest.get_us_time()
|
||||
|
||||
local players = get_connected_players()
|
||||
local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
|
||||
|
||||
|
@ -1167,6 +1200,7 @@ 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")
|
||||
return
|
||||
end --mob cap per player
|
||||
|
||||
|
@ -1178,6 +1212,7 @@ 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")
|
||||
end)
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in a new issue