Initial changes to spawn_check() and spawn_a_mob(), add profiling for mob spawning

This commit is contained in:
teknomunk 2024-06-17 18:21:38 -05:00
parent 026ea5940c
commit 6358663c86

View file

@ -786,85 +786,110 @@ local function get_biome_name(pos)
end
end
local counts = {}
local function spawn_check(pos, spawn_def)
if not spawn_def or not pos then return end
local function log_fail(reason)
local count = (counts[reason] or 0) + 1
counts[reason] = count
mcl_log("Spawn check failed - "..reason.." ("..count..")")
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
dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos)
local mob_def = minetest.registered_entities[spawn_def.name]
local mob_type = mob_def.type
local gotten_node = get_node(pos).name
if not gotten_node then return end
-- 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 biome_check(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
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
local is_bedrock = gotten_node == "mcl_core:bedrock"
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
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
if pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, biome_name) then
-- 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
mcl_log("Spawn level 1 check - Passed")
if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and (not is_farm_animal(spawn_def.name) or is_grass)
and (spawn_def.type_of_spawning ~= "water" or is_water)
and not is_bedrock
and has_room(mob_def,pos)
and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
-- 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
mcl_log("Spawn level 2 check - Passed")
local gotten_light = get_node_light(pos)
-- 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
if modern_lighting then
local my_node = get_node(pos)
local sky_light = minetest.get_natural_light(pos)
local art_light = minetest.get_artificial_light(my_node.param1)
-- 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
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif mob_type == "monster" then
if dimension == "nether" then
if art_light <= nether_threshold then
return true
end
elseif dimension == "end" then
if art_light <= end_threshold then
return true
end
elseif dimension == "overworld" then
if art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then
return true
end
end
else
-- passive threshold is apparently the same in all dimensions ...
if gotten_light > overworld_passive_threshold then
return true
end
end
else
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
return true
end
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
return false
-- 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
function mcl_mobs.spawn(pos,id)
@ -1054,6 +1079,7 @@ if mobs_spawn then
if not mob_library_worker_table then
mob_library_worker_table = table_copy(spawn_dictionary)
end
if not cumulative_chance then
cumulative_chance = 0
for k, v in pairs(mob_library_worker_table) do
@ -1062,8 +1088,27 @@ if mobs_spawn then
end
end
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
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]
local mob_chance = mob_def.chance
if mob_chance_offset <= mob_chance then
minetest.log(mob_def.name.." "..mob_chance)
return mob_def
end
mob_chance_offset = mob_chance_offset - mob_chance
end
assert(not "failed")
end
-- Spawns one mob or one group of mobs
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
minetest.log("action", "[Mobs spawn] Cannot find a valid spawn position after retries: " .. FIND_SPAWN_POS_RETRIES)
@ -1080,104 +1125,90 @@ if mobs_spawn then
--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()
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
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
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
spawning_position = get_water_spawn(spawning_position)
if not spawning_position then
minetest.log("warning","[mcl_mobs] no water spawn for mob "..mob_def.name.." found at "..minetest.pos_to_string(vector.round(pos)))
return
end
end
if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
return
end
--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
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min, spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn)
amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("throttled spawning quantity: " .. amount_to_spawn)
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
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 "..
minetest.pos_to_string(spawning_position, 1)
)
end
return mcl_mobs.spawn(spawning_position, mob_def.name)
end
end
while spawn_loop_counter > 0 do
table.shuffle(mob_library_worker_table)
local mob_chance_offset = math_random(1, cumulative_chance)
local mob_index = 1
local mob_chance = mob_library_worker_table[mob_index].chance
local step_chance = mob_chance
while step_chance < mob_chance_offset do
mob_index = mob_index + 1
if mob_index <= #mob_library_worker_table then
mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance
else
break
end
end
--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
local mob_def = mob_library_worker_table[mob_index]
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local mob_def_ent = minetest.registered_entities[mob_def.name]
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 available")
-- 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))
if (spawn_hostile or spawn_passive) and spawn_check(spawning_position,mob_def) then
if mob_def.type_of_spawning == "water" then
spawning_position = get_water_spawn(spawning_position)
if not spawning_position then
minetest.log("warning","[mcl_mobs] no water spawn for mob "..mob_def.name.." found at "..minetest.pos_to_string(vector.round(pos)))
return
end
end
if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
return
end
--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
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min, spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn)
amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("throttled spawning quantity: " .. amount_to_spawn)
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
spawned = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
else
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 ".. minetest.pos_to_string(spawning_position, 1))
end
spawned = mcl_mobs.spawn(spawning_position, mob_def.name)
end
if spawned then
--mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then
mcl_log("Setting new spawning position")
spawning_position = new_spawning_position
else
mcl_log("Cannot set new spawning position")
end
end
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
@ -1193,6 +1224,8 @@ 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()
@ -1203,6 +1236,7 @@ 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
@ -1214,6 +1248,7 @@ 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