Hyper-optimize mob spawning

This commit is contained in:
jordan4ibanez 2021-04-22 00:20:57 -04:00
parent ecebe0253c
commit 7c1adeab45
1 changed files with 154 additions and 111 deletions

View File

@ -9,6 +9,8 @@ local get_biome_name = minetest.get_biome_name
local max = math.max 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 vector_distance = vector.distance local vector_distance = vector.distance
local table_copy = table.copy
local math_random = math.random
-- range for mob count -- range for mob count
local aoc_range = 32 local aoc_range = 32
@ -155,27 +157,15 @@ Overworld regular:
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
mobs_spawn = false
-- count how many mobs of one type are inside an area
local count_mobs = function(pos,mobtype) -- count how many mobs are in an area
local count_mobs = function(pos)
local num = 0 local num = 0
local objs = get_objects_inside_radius(pos, aoc_range) for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do
for n = 1, #objs do if object and object:get_luaentity() and object.name and object._cmi_is_mob then
local obj = objs[n]:get_luaentity() num = num + 1
if obj and obj.name and obj._cmi_is_mob then
-- count hostile mobs only
if mobtype == "hostile" then
if obj.spawn_class == "hostile" then
num = num + 1
end
-- count passive mobs only
else
num = num + 1
end
end end
end end
return num return num
end end
@ -485,8 +475,8 @@ end
local axis local axis
--inner and outer part of square donut radius --inner and outer part of square donut radius
local inner = 1 local inner = 15
local outer = 65 local outer = 64
local int = {-1,1} local int = {-1,1}
local position_calculation = function(pos) local position_calculation = function(pos)
@ -540,108 +530,161 @@ if mobs_spawn then
local timer = 0 local timer = 0
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
timer = timer + dtime timer = timer + dtime
if timer >= 8 then if timer >= 10 then
timer = 0 timer = 0
for _,player in pairs(minetest.get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
for i = 1,math_random(3,8) do -- after this line each "break" means "continue"
repeat -- after this line each "break" means "continue" local do_mob_spawning = true
local player_pos = player:get_pos() repeat
--don't need to get these variables more than once
--they happen in a single server step
local _,dimension = mcl_worlds.y_to_layer(player_pos.y) local player_pos = player:get_pos()
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
if dimension == "void" or dimension == "default" then if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area break -- ignore void and unloaded area
end end
local min,max = decypher_limits(player_pos.y) local min,max = decypher_limits(player_pos.y)
local goal_pos = position_calculation(player_pos) for i = 1,math_random(1,4) do
-- after this line each "break" means "continue"
local do_mob_algorithm = true
repeat
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 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"})
--couldn't find node
if #spawning_position_list <= 0 then
break
end
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
--Prevent strange behavior --- this is commented out: /too close to player --fixed with inner circle
if not spawning_position then -- or vector_distance(player_pos, spawning_position) < 15
break
end
--hard code mob limit in area to 10 for now
if count_mobs(spawning_position) >= 10 then
break
end
local gotten_node = get_node(spawning_position).name
if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_biome then
break --skip if in unloaded area
end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local mob_def = nil
--create a disconnected clone of the spawn dictionary
--prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
local repeat_mob_search = true
repeat
local skip = false
--use this for removing table elements of mobs that do not match
local temp_index = math_random(1,#mob_library_worker_table)
local temp_def = mob_library_worker_table[temp_index]
--skip if something ridiculous happens (nil mob def)
--something truly horrible has happened if skip gets
--activated at this point
if not temp_def then
skip = true
end
if not skip and (spawning_position.y < temp_def.min_height or spawning_position.y > temp_def.max_height) then
skip = true
end
--skip if not correct dimension
if not skip and (temp_def.dimension ~= dimension) then
skip = true
end
--skip if not in correct biome
if not skip and (not biome_check(temp_def.biomes, gotten_biome)) then
skip = true
end
--don't spawn if not in light limits
if not skip and (gotten_light < temp_def.min_light or gotten_light > temp_def.max_light) then
skip = true
end
--skip if not in correct spawning type
if not skip and (temp_def.type_of_spawning == "ground" and is_water) then
skip = true
end
if not skip and (temp_def.type_of_spawning == "ground" and is_lava) then
skip = true
end
--found a mob, exit out of loop
if not skip then
--print("found mob:"..temp_def.name)
mob_def = table_copy(temp_def)
break
else
--print("deleting temp index")
table.remove(mob_library_worker_table, temp_index)
end
until repeat_mob_search == false --this is needed to sort through mobs randomly
--catch if went through all mobs and something went horribly wrong
--could not find a valid mob to spawn that fits the environment
if not mob_def then
break
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--print("spawning: " .. mob_def.name)
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
--couldn't find node
if #spawning_position_list <= 0 then
break break
end until do_mob_algorithm == false --this is a safety catch
end
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] break
until do_mob_spawning == false --this is a performance catch
--Prevent strange behavior/too close to player
if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
break
end
local gotten_node = get_node(spawning_position).name
if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_biome then
break --skip if in unloaded area
end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
if not mob_def then
break --skip if something ridiculous happens (nil mob def)
end
--skip if not correct dimension
if mob_def.dimension ~= dimension then
break
end
--skip if not in correct biome
if not biome_check(mob_def.biomes, gotten_biome) then
break
end
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
break
end
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
--don't spawn if not in light limits
if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
break
end
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
if mob_def.type_of_spawning == "ground" and is_water then
break
end
if mob_def.type_of_spawning == "ground" and is_lava then
break
end
--finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
break
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
until true --this is a safety catch
end
end end
end end
end) end)