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Fix structure spawns under water + peaceful spawns (#4607)
- peaceful structure spawns would not run in peaceful mode (e.g., parrots) - water structure spawns (e.g., guardians) would not run because the code required air above - small code improvements Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4607 Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land> Co-authored-by: kno10 <erich.schubert@gmail.com> Co-committed-by: kno10 <erich.schubert@gmail.com>
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1 changed files with 13 additions and 8 deletions
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@ -229,14 +229,14 @@ function mcl_structures.spawn_mobs(mob,spawnon,p1,p2,pr,n,water)
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sp = minetest.find_nodes_in_area_under_air(p1,p2,spawnon)
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end
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table.shuffle(sp)
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for i,node in pairs(sp) do
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if not peaceful and i <= n then
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local pos = vector.offset(node,0,1,0)
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if pos then
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minetest.add_entity(pos,mob)
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end
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local count = 0
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local mob_def = minetest.registered_entities[mob]
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local enabled = (not peaceful) or (mob_def and mob_def.spawn_class ~= "hostile")
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for _,node in pairs(sp) do
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if enabled and count < n and minetest.add_entity(vector.offset(node, 0, 1, 0), mob) then
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count = count + 1
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end
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minetest.get_meta(node):set_string("spawnblock","yes")
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minetest.get_meta(node):set_string("spawnblock", "yes") -- note: also in peaceful mode!
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end
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end
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@ -371,7 +371,12 @@ function mcl_structures.register_structure_spawn(def)
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if active_object_count_wider > limit + mob_cap_animal then return end
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if active_object_count_wider > mob_cap_player then return end
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local p = vector.offset(pos,0,1,0)
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if minetest.get_node(p).name ~= "air" then return end
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local pname = minetest.get_node(p).name
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if def.type_of_spawning == "water" then
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if pname ~= "mcl_core:water_source" and pname ~= "mclx_core:river_water_source" then return end
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else
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if pname ~= "air" then return end
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end
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if minetest.get_meta(pos):get_string("spawnblock") == "" then return end
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if mg_name ~= "v6" and mg_name ~= "singlenode" and def.biomes then
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if table.indexof(def.biomes,minetest.get_biome_name(minetest.get_biome_data(p).biome)) == -1 then
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