VoxeLibre/mods/ENTITIES/mcl_mobs/spawning.lua
2025-01-20 18:37:09 +01:00

1209 lines
40 KiB
Lua

--lua locals
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local modern_lighting = core.settings:get_bool("mcl_mobs_modern_lighting", true)
local nether_threshold = tonumber(core.settings:get("mcl_mobs_nether_threshold")) or 11
local end_threshold = tonumber(core.settings:get("mcl_mobs_end_threshold")) or 0
local overworld_threshold = tonumber(core.settings:get("mcl_mobs_overworld_threshold")) or 0
local overworld_sky_threshold = tonumber(core.settings:get("mcl_mobs_overworld_sky_threshold")) or 7
local overworld_passive_threshold = tonumber(core.settings:get("mcl_mobs_overworld_passive_threshold")) or 7
local debug_time_threshold = tonumber(core.settings:get("vl_debug_time_threshold")) or 1000
local get_node = core.get_node
local get_node_light = core.get_node_light
local find_nodes_in_area_under_air = core.find_nodes_in_area_under_air
local mt_get_biome_name = core.get_biome_name
local get_connected_players = core.get_connected_players
local registered_nodes = core.registered_nodes
local math_min = math.min
local math_max = math.max
local math_random = math.random
local math_round = math.round
local math_floor = math.floor
local math_ceil = math.ceil
local math_sqrt = math.sqrt
local math_abs = math.abs
local vector_distance = vector.distance
local pairs = pairs
local check_line_of_sight = mcl_mobs.check_line_of_sight
local profile = false
local logging = core.settings:get_bool("mcl_logging_mobs_spawn", false)
local function mcl_log(message, property)
if property then message = message .. ": " .. dump(property) end
mcl_util.mcl_log(message, "[Mobs spawn]", true)
end
if not logging then mcl_log = function() end end
local dbg_spawn_attempts = 0
local dbg_spawn_succ = 0
local exclude_time = 0
local note = nil
local remove_far = true
local MOB_SPAWN_ZONE_INNER = 24
local MOB_SPAWN_ZONE_INNER_SQ = MOB_SPAWN_ZONE_INNER^2 -- squared
local MOB_SPAWN_ZONE_MIDDLE = 32
local MOB_SPAWN_ZONE_OUTER = 128
local MOB_SPAWN_ZONE_OUTER_SQ = MOB_SPAWN_ZONE_OUTER^2 -- squared
-- range for mob count
local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136
local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 10
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = {
hostile = tonumber(core.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(core.settings:get("mcl_mob_cap_animal")) or 10,
ambient = tonumber(core.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(core.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(core.settings:get("mcl_mob_cap_water_ambient")) or 20,
water_underground = tonumber(core.settings:get("mcl_mob_cap_water_underground")) or 5,
axolotl = tonumber(core.settings:get("mcl_mob_cap_axolotl")) or 2, -- TODO should be 5 when lush caves added
player = tonumber(core.settings:get("mcl_mob_cap_player")) or 75,
global_hostile = tonumber(core.settings:get("mcl_mob_cap_hostile")) or 300,
global_non_hostile = tonumber(core.settings:get("mcl_mob_cap_non_hostile")) or 300,
total = tonumber(core.settings:get("mcl_mob_cap_total")) or 500,
}
local peaceful_percentage_spawned = tonumber(core.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
local peaceful_group_percentage_spawned = tonumber(core.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(core.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
mcl_log("Mob cap hostile: " .. mob_cap.hostile)
mcl_log("Mob cap water: " .. mob_cap.water)
mcl_log("Mob cap passive: " .. mob_cap.passive)
mcl_log("Percentage of peacefuls spawned: " .. peaceful_percentage_spawned)
mcl_log("Percentage of peaceful spawns are group: " .. peaceful_group_percentage_spawned)
mcl_log("Percentage of hostile spawns are group: " .. hostile_group_percentage_spawned)
--do mobs spawn?
local mobs_spawn = core.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = core.settings:get_bool("mobs_spawn_protected") ~= false
-- count how many mobs are in an area
local function count_mobs(pos,r,mob_type)
local num = 0
for _,l in pairs(core.luaentities) do
if l and l.is_mob and (mob_type == nil or l.type == mob_type) then
local p = l.object:get_pos()
if p and vector_distance(p,pos) < r then
num = num + 1
end
end
end
return num
end
local function count_mobs_total(mob_type)
local num = 0
for _,l in pairs(core.luaentities) do
if l.is_mob then
if mob_type == nil or l.type == mob_type then
num = num + 1
end
end
end
return num
end
local function count_mobs_add_entry (mobs_list, mob_cat)
mobs_list[mob_cat] = (mobs_list[mob_cat] or 0) + 1
end
--categorise_by can be name or type or spawn_class
local function count_mobs_all(categorise_by, pos)
local mobs_found_wide = {}
local mobs_found_close = {}
local num = 0
local luaentities = core.luaentities
for i=1,#luaentities do
local entity = luaentities[i]
if entity and entity.is_mob then
local add_entry = false
local mob_cat = entity[categorise_by]
if pos then
local mob_pos = entity.object:get_pos()
if mob_pos then
local distance = vector.distance(pos, mob_pos)
if distance <= MOB_SPAWN_ZONE_MIDDLE then
count_mobs_add_entry (mobs_found_close, mob_cat)
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
elseif distance <= MOB_SPAWN_ZONE_OUTER then
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
end
end
else
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
end
if add_entry then
num = num + 1
end
end
end
return mobs_found_close, mobs_found_wide, num
end
local function count_mobs_total_cap(mob_type)
local total = 0
local num = 0
local hostile = 0
local non_hostile = 0
local luaentities = core.luaentities
for i = 1,#luaentities do
local l = luaentities[i]
if l and l.is_mob then
total = total + 1
local nametagged = l.nametag and l.nametag ~= ""
if ( mob_type == nil or l.type == mob_type ) and not nametagged then
if l.spawn_class == "hostile" then
hostile = hostile + 1
else
non_hostile = non_hostile + 1
end
num = num + 1
end
end
end
return num, non_hostile, hostile
end
local function output_mob_stats(mob_counts, total_mobs, chat_display)
if (total_mobs) then
local total_output = "Total mobs found: " .. total_mobs
if chat_display then
core.log(total_output)
else
core.log("action", total_output)
end
end
local detailed = ""
if mob_counts then
for k, v1 in pairs(mob_counts) do
detailed = detailed .. tostring(k) .. ": " .. tostring(v1) .. "; "
end
end
if detailed and detailed ~= "" then
if chat_display then
core.log(detailed)
else
core.log("action", detailed)
end
end
end
-- global functions
function mcl_mobs:spawn_abm_check(pos, node, name)
-- global function to add additional spawn checks
-- return true to stop spawning mob
end
-- this is where all of the spawning information is kept
---@class mcl_mobs.SpawnDef
---@field name string Name of the mob. Required
---@field dimension "overworld"|"nether"|"end"
---@field type_of_spawning "ground"|"water"|"lava"
---@field biomes? string[] List of biomes the mob can spawn in
---@field biomes_lookup {[string]: boolean} Lookup table version of biomes field
---@field min_light integer
---@field max_light integer
---@field chance integer
---@field interval integer
---@field aoc integer
---@field min_height integer
---@field max_height integer
---@field day_toggle boolean
---@field check_position? fun(pos : vector.Vector): boolean
---@field on_spawn? fun()
---@type mcl_mobs.SpawnDef[]
local spawn_dictionary = {}
--this is where all of the spawning information is kept for mobs that don't naturally spawn
---@type {[string]: {[string]: {min_light: integer, max_light: integer}}}
local non_spawn_dictionary = {}
function mcl_mobs:spawn_setup(def)
if not mobs_spawn then return end
-- Validate required definition fields are present
assert(def, "Missing spawn definition")
assert(def.name, "Spawn definition missing entity name")
assert(core.registered_entities[def.name], "Entity name not registered")
local name = def.name
-- Defaults
def.chance = def.chance or 1000
def.aoc = def.aoc or aoc_range
def.dimension = def.dimension or "overworld"
def.type_of_spawning = def.type_of_spawning or "overworld"
def.interval = def.interval or 1
def.min_height = def.min_height or mcl_vars.mg_overworld_min
def.max_height = def.max_height or mcl_vars.mg_overworld_max
def.min_light = def.min_light or 0
def.max_light = def.max_light or core.LIGHT_MAX + 1
-- chance/spawn number override in core.conf for registered mob
local numbers = core.settings:get(name)
if numbers then
local number_parts = numbers:split(",")
def.chance = tonumber(number_parts[1]) or def.chance
def.aoc = tonumber(number_parts[2]) or def.aoc
if def.chance == 0 then
core.log("warning", string.format("[mcl_mobs] %s has spawning disabled", name))
return
end
core.log("action", string.format("[mcl_mobs] Chance setting for %s changed to %s (total: %s)", name, def.chance, def.aoc))
end
if def.chance < 1 then
def.chance = 1
core.log("warning", "Chance shouldn't be less than 1 (mob name: " .. name ..")")
end
-- Create lookup table from biomes if one isn't provided
if not def.biomes_lookup then
local biomes_lookup = {}
def.biomes_lookup = biomes_lookup
local biomes = def.biomes
if biomes then
for i=1,#biomes do
biomes_lookup[biomes[i]] = true
end
end
end
spawn_dictionary[#spawn_dictionary + 1] = def
end
function mcl_mobs:mob_light_lvl(mob_name, dimension)
local spawn_dictionary_consolidated = {}
if non_spawn_dictionary[mob_name] then
local mob_dimension = non_spawn_dictionary[mob_name][dimension]
if mob_dimension then
--core.log("Found in non spawn dictionary for dimension")
return mob_dimension.min_light, mob_dimension.max_light
else
--core.log("Found in non spawn dictionary but not for dimension")
local overworld_non_spawn_def = non_spawn_dictionary[mob_name]["overworld"]
if overworld_non_spawn_def then
return overworld_non_spawn_def.min_light, overworld_non_spawn_def.max_light
end
end
else
--core.log("must be in spawning dictionary")
for i,v in pairs(spawn_dictionary) do
local current_mob_name = spawn_dictionary[i].name
local current_mob_dim = spawn_dictionary[i].dimension
if mob_name == current_mob_name then
if not spawn_dictionary_consolidated[current_mob_name] then
spawn_dictionary_consolidated[current_mob_name] = {}
end
spawn_dictionary_consolidated[current_mob_name][current_mob_dim] = {
["min_light"] = spawn_dictionary[i].min_light,
["max_light"] = spawn_dictionary[i].max_light
}
end
end
if spawn_dictionary_consolidated[mob_name] then
--core.log("is in consolidated")
local mob_dimension = spawn_dictionary_consolidated[mob_name][dimension]
if mob_dimension then
--core.log("found for dimension")
return mob_dimension.min_light, mob_dimension.max_light
else
--core.log("not found for dimension, use overworld def")
local mob_dimension_default = spawn_dictionary_consolidated[mob_name]["overworld"]
if mob_dimension_default then
return mob_dimension_default.min_light, mob_dimension_default.max_light
end
end
end
end
core.log("action", "There are no light levels for mob (" .. tostring(mob_name) .. ") in dimension (" .. tostring(dimension) .. "). Return defaults")
return 0, core.LIGHT_MAX+1
end
function mcl_mobs:non_spawn_specific(mob_name,dimension,min_light,max_light)
non_spawn_dictionary[#non_spawn_dictionary + 1] = mob_name
non_spawn_dictionary[mob_name] = {
[dimension] = {
min_light = min_light , max_light = max_light
}
}
end
---@param name string
---@param dimension string
---@param type_of_spawning string
---@param biomes string[]
---@deprecated
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn, check_position)
mcl_mobs:spawn_setup({
name = name,
dimension = dimension,
type_of_spawning = type_of_spawning,
biomes = biomes,
min_light = min_light,
max_light = max_light,
interval = interval,
chance = chance,
aoc = aoc,
min_height = min_height,
max_height = max_height,
day_toggle = day_toggle,
on_spawn = on_spawn,
check_position = check_position,
})
end
local function get_next_mob_spawn_pos(pos)
-- Select a distance such that distances closer to the player are selected much more often than
-- those further away from the player. This does produce a concentration at INNER (24 blocks)
local distance = math_random()^2 * (MOB_SPAWN_ZONE_OUTER - MOB_SPAWN_ZONE_INNER) + MOB_SPAWN_ZONE_INNER
--print("Using spawn distance of "..tostring(distance).." fx="..tostring(fx)..",x="..tostring(x))
-- Choose a random direction. Rejection sampling is simple and fast (1-2 tries usually)
local xoff, yoff, zoff, dd
repeat
xoff, yoff, zoff = math_random() * 2 - 1, math_random() * 2 - 1, math_random() * 2 - 1
dd = xoff*xoff + yoff*yoff + zoff*zoff
until (dd <= 1 and dd >= 1e-6) -- outside of uniform ball, retry
dd = distance / math_sqrt(dd) -- distance scaling factor
xoff, yoff, zoff = xoff * dd, yoff * dd, zoff * dd
local goal_pos = vector.offset(pos, xoff, yoff, zoff)
if not (math_abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math_abs(goal_pos.y) <= SPAWN_MAPGEN_LIMIT and math_abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT) then
mcl_log("Pos outside mapgen limits: " .. core.pos_to_string(goal_pos))
return nil
end
-- Calculate upper/lower y limits
local d2 = xoff*xoff + zoff*zoff -- squared distance in x,z plane only
local y1 = math_sqrt(MOB_SPAWN_ZONE_OUTER_SQ - d2) -- absolue value of distance to outer sphere
local y_min, y_max
if d2 >= MOB_SPAWN_ZONE_INNER_SQ then
-- Outer region, y range has both ends on the outer sphere
y_min = pos.y - y1
y_max = pos.y + y1
else
-- Inner region, y range spans between inner and outer spheres
local y2 = math_sqrt(MOB_SPAWN_ZONE_INNER_SQ - d2)
if goal_pos.y > pos.y then
-- Upper hemisphere
y_min = pos.y + y2
y_max = pos.y + y1
else
-- Lower hemisphere
y_min = pos.y - y1
y_max = pos.y - y2
end
end
-- Limit total range of check to 32 nodes (maximum of 3 map blocks)
y_min = math_max(math_floor(y_min), goal_pos.y - 16)
y_max = math_min(math_ceil(y_max), goal_pos.y + 16)
-- Ask engine for valid spawn locations
local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
) or {}
-- Select only the locations at a valid distance
local valid_positions = {}
for i=1,#spawning_position_list do
local check_pos = spawning_position_list[i]
local dist = vector.distance(pos, check_pos)
if dist >= MOB_SPAWN_ZONE_INNER and dist <= MOB_SPAWN_ZONE_OUTER then
valid_positions[#valid_positions + 1] = check_pos
end
end
spawning_position_list = valid_positions
-- No valid locations, failed to find a position
if #spawning_position_list == 0 then
return nil
end
-- Pick a random valid location
return spawning_position_list[math_random(1, #spawning_position_list)]
end
local function is_farm_animal(n)
return n == "mobs_mc:pig" or n == "mobs_mc:cow" or n == "mobs_mc:sheep" or n == "mobs_mc:chicken" or n == "mobs_mc:horse" or n == "mobs_mc:donkey"
end
local function get_water_spawn(p)
local nn = core.find_nodes_in_area(vector.offset(p,-2,-1,-2),vector.offset(p,2,-15,2),{"group:water"})
return nn and #nn > 0 and nn[math_random(#nn)]
end
--- helper to check a single node p
local function check_room_helper(p, fly_in, fly_in_air, headroom, check_headroom)
local node = get_node(p)
local name = node.name
-- fast-track very common air case:
if fly_in_air and name == "air" then return true end
local n_def = registered_nodes[name]
if not n_def then return false end -- don't spawn in ignore
-- Fast-track common cases:
-- if fly_in "air", also include other non-walkable non-liquid nodes:
if fly_in_air and n_def and not n_def.walkable and n_def.liquidtype == "none" then return true end
-- other things we can fly in
if fly_in[name] then return true end
-- negative checks: need full node
if not check_headroom then return false end
-- solid block always overlaps
if n_def.node_box == "regular" then return false end
-- perform sub-node checks in top layer
local boxes = core.get_node_boxes("collision_box", p, node)
for i = 1,#boxes do
-- headroom is measured from the bottom, hence +0.5
if boxes[i][2] + 0.5 < headroom then
return false
end
end
return true
end
local FLY_IN_AIR = { air = true }
local function has_room(self, pos)
local cb = self.spawnbox or self.collisionbox
local fly_in = self.fly_in or FLY_IN_AIR
local fly_in_air = not not fly_in["air"]
-- Calculate area to check for room
local cb_height = cb[5] - cb[2]
local p1 = vector.new(
math_round(pos.x + cb[1]),
math_floor(pos.y),
math_round(pos.z + cb[3]))
local p2 = vector.new(
math_round(pos.x + cb[4]),
math_ceil(p1.y + cb_height) - 1,
math_round(pos.z + cb[6]))
-- Check if the entire spawn volume is free
local p = vector.copy(pos)
local headroom = cb_height - (p2.y - p1.y) -- headroom needed in top layer
for y = p1.y,p2.y do
p.y = y
local check_headroom = headroom < 1 and y == p2.y and core.get_node_boxes
for z = p1.z,p2.z do
p.z = z
for x = p1.x,p2.x do
p.x = x
if not check_room_helper(p, fly_in, fly_in_air, headroom, check_headroom) then
return false
end
end
end
end
return true
end
mcl_mobs.custom_biomecheck = nil
function mcl_mobs.register_custom_biomecheck(custom_biomecheck)
mcl_mobs.custom_biomecheck = custom_biomecheck
end
local function get_biome_name(pos)
if mcl_mobs.custom_biomecheck then return mcl_mobs.custom_biomecheck(pos) end
local biome_data = core.get_biome_data(pos)
local biome_id = biome_data and biome_data.biome
local biome_name = biome_id and mt_get_biome_name(biome_id)
return biome_name, biome_id
end
local function initial_spawn_check(state, spawn_def)
if not spawn_def then return false end
local mob_def = core.registered_entities[spawn_def.name]
if mob_def.type == "monster" then
if not state.spawn_hostile then return false end
else
if not state.spawn_passive then return false end
end
-- Make the dimention is correct
if spawn_def.dimension ~= state.dimension then return false end
if spawn_def.biomes and not spawn_def.biomes_lookup[state.biome] then return false end
-- Ground mobs must spawn on solid nodes that are not leaves
if spawn_def.type_of_spawning == "ground" and not state.is_ground then return false end
-- Water mobs must spawn in water
if spawn_def.type_of_spawning == "water" and not state.is_water then return false end
-- Lava mobs must spawn in lava
if spawn_def.type_of_spawning == "lava" and not state.is_lava then return false end
-- Farm animals must spawn on grass
if is_farm_animal(spawn_def.name) and not state.is_grass then return false end
return true
end
local function spawn_check(pos, state, node, spawn_def)
if not initial_spawn_check(state, spawn_def) then return false end
dbg_spawn_attempts = dbg_spawn_attempts + 1
-- 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 false end
-- 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 false end
return true
end
function mcl_mobs.spawn(pos,id)
if not pos or not id then return false end
local def = core.registered_entities[id] or core.registered_entities["mobs_mc:"..id] or core.registered_entities["extra_mobs:"..id]
if not def or not def.is_mob or (def.can_spawn and not def.can_spawn(pos)) then return false end
if not has_room(def, pos) then
local cb = def.spawnbox or def.collisionbox
-- simple position adjustment for 2x2 mobs until we add something better for asymmetric cases
-- e.g., when spawning next to a fence on one side, the 0.5 offset may not be optimal.
local wx, wz = cb[4] - cb[1], cb[6] - cb[3]
local retry = false
if (wx > 1 and wx <= 2) then
pos.x = pos.x + math_random(0,1) - 0.5
retry = true
end
if (wz > 1 and wz <= 2) then
pos.z = pos.z + math_random(0,1) - 0.5
retry = true
end
if not retry or not has_room(def, pos) then
--note = "no room for mob"
return false
end
end
if math_round(pos.y) == pos.y then -- node spawn
pos.y = pos.y - 0.495 - def.collisionbox[2] -- spawn just above ground below
end
local start_time = core.get_us_time()
local obj = core.add_entity(pos, def.name)
--note = "spawned a mob"
exclude_time = exclude_time + core.get_us_time() - start_time
-- initialize head bone
if def.head_swivel and def.head_bone_position then
if obj and obj.get_bone_override then -- minetest >= 5.9
obj:set_bone_override(def.head_swivel, {
position = { vec = def.head_bone_position, absolute = true },
rotation = { vec = vector.zero(), absolute = true }
})
else -- minetest < 5.9
obj:set_bone_position(def.head_swivel, def.head_bone_position, vector.zero())
end
end
return obj
end
---@class mcl_mobs.SpawnState
---@field cap_space_hostile integer
---@field cap_space_passive integer
---@field spawn_hostile boolean
---@field spawn_passive boolean
---@field is_ground boolean
---@field is_grass boolean
---@field is_water boolean
---@field is_lava boolean
---@field biome string
---@field dimension string
---@field light integer
---@field hash integer
---@param pos vector.Vector
---@param parent_state mcl_mobs.SpawnState?
---@param spawn_hostile boolean
---@param spawn_passive boolean
---@return mcl_mobs.SpawnState?, core.Node?
local function build_state_for_position(pos, parent_state, spawn_hostile, spawn_passive)
local dimension, dim_id = mcl_worlds.pos_to_dimension(pos)
-- Get node and make sure it's loaded and a valid spawn point
local node = get_node(pos)
local node_name = node.name
if not node or node_name == "ignore" or node_name == "mcl_core:bedrock" then return end
local node_def = core.registered_nodes[node_name] or core.nodedef_default
local groups = node_def.groups or {}
-- Make sure we can spawn here
-- Check if it's ground
local is_water = (groups.water or 0) ~= 0
local is_lava = (groups.lava or 0) ~= 0
local is_ground = false
if not is_water and not is_lava then
is_ground = (groups.solid or 0) ~= 0
if not is_ground then
pos.y = pos.y - 1
node = get_node(pos)
node_def = core.registered_nodes[node.name] or core.nodedef_default
groups = node_def.groups or {}
is_ground = (groups.solid or 0) ~= 0
end
pos.y = pos.y + 1
end
is_ground = is_ground and (groups.leaves or 0) == 0
-- Check light level
local gotten_light = get_node_light(pos)
local light = 0
-- Legacy lighting
if not modern_lighting then
light = gotten_light or 0
else
-- Modern lighting
local light_node = get_node(pos)
local sky_light = core.get_natural_light(pos) or 0
local art_light = core.get_artificial_light(light_node.param1)
if dimension == "nether" then
spawn_hostile = spawn_hostile and art_light <= nether_threshold
elseif dimension == "end" then
spawn_hostile = spawn_hostile and art_light <= end_threshold
elseif dimension == "overworld" then
spawn_hostile = spawn_hostile and art_light <= overworld_threshold and sky_light <= overworld_sky_threshold
end
-- passive threshold is apparently the same in all dimensions ...
spawn_passive = spawn_passive and gotten_light >= overworld_passive_threshold
end
-- Impossible to spawn a mob here
if not spawn_hostile and not spawn_passive then
--note = "can't spawn either hostile or passive mobs here"
return
end
-- Get biome information
local biome_name,biome_id = get_biome_name(pos)
if not biome_name then return end
-- Build spawn state data
local state = parent_state and table.copy(parent_state) or {}
state.biome = biome_name
state.dimension = dimension
state.is_ground = is_ground
state.is_grass = (groups.grass_block or 0) ~= 0
state.is_water = is_water
state.is_lava = is_lava
state.light = light
state.spawn_passive = spawn_passive
state.spawn_hostile = spawn_hostile
---@type integer
state.hash = biome_id * 8 + dim_id
+ (is_water and 0x400 or 0) + (is_lava and 0x800 or 0) + (is_ground and 0x1000 or 0)
+ (spawn_passive and 0x2000 or 0) + (spawn_hostile and 0x4000 or 0) + 0x8000 * (state.light or 0)
return state,node
end
local function spawn_group(p, mob, spawn_on, amount_to_spawn, parent_state)
-- Find possible spawn locations and shuffle the list
local nn = find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5), vector.offset(p,5,3,5), spawn_on)
if not nn or #nn < 1 then
nn = {p}
elseif #nn > 1 then
table.shuffle(nn)
end
--core.log("Spawn point list: "..dump(nn))
-- Use the first amount_to_spawn positions to spawn mobs. If a spawn position is protected,
-- it is removed from the list and not counted against the spawn amount. Only one mob will
-- spawn in a given spot.
local o
while amount_to_spawn > 0 and #nn > 0 do
-- Find the next valid group spawn point
local sp
while #nn > 0 and not sp do
-- Select the next spawn position
sp = vector.offset(nn[#nn],0,1,0)
nn[#nn] = nil
if spawn_protected and core.is_protected(sp, "") then
sp = nil
elseif not check_line_of_sight(p, sp) then
sp = nil
end
end
if not sp then return o end
-- Get state for each new position
local state, node = build_state_for_position(sp, parent_state, true, true)
if state and spawn_check(sp, state, node, mob) then
if mob.type_of_spawning == "water" then
sp = get_water_spawn(sp)
end
--core.log("Using spawn point "..vector.to_string(sp))
o = mcl_mobs.spawn(sp,mob.name)
if o then
amount_to_spawn = amount_to_spawn - 1
dbg_spawn_succ = dbg_spawn_succ + 1
end
end
end
return o
end
mcl_mobs.spawn_group = spawn_group
local S = core.get_translator("mcl_mobs")
core.register_chatcommand("spawn_mob",{
privs = { debug = true },
description=S("spawn_mob is a chatcommand that allows you to type in the name of a mob without 'typing mobs_mc:' all the time like so; 'spawn_mob spider'. however, there is more you can do with this special command, currently you can edit any number, boolean, and string variable you choose with this format: spawn_mob 'any_mob:var<mobs_variable=variable_value>:'. any_mob being your mob of choice, mobs_variable being the variable, and variable value being the value of the chosen variable. and example of this format: \n spawn_mob skeleton:var<passive=true>:\n this would spawn a skeleton that wouldn't attack you. REMEMBER-THIS> when changing a number value always prefix it with 'NUM', example: \n spawn_mob skeleton:var<jump_height=NUM10>:\n this setting the skelly's jump height to 10. if you want to make multiple changes to a mob, you can, example: \n spawn_mob skeleton:var<passive=true>::var<jump_height=NUM10>::var<fly=true>:\n etc."),
func = function(n,param)
local pos = core.get_player_by_name(n):get_pos()
local modifiers = {}
for capture in string.gmatch(param, "%:(.-)%:") do
modifiers[#modifiers + 1] = ":"..capture
end
local mod1 = string.find(param, ":")
local mobname = param
if mod1 then
mobname = string.sub(param, 1, mod1-1)
end
local mob = mcl_mobs.spawn(pos,mobname)
if mob then
for c=1, #modifiers do
local modifs = modifiers[c]
local mod1 = string.find(modifs, ":")
local mod_start = string.find(modifs, "<")
local mod_vals = string.find(modifs, "=")
local mod_end = string.find(modifs, ">")
local mob_entity = mob:get_luaentity()
if string.sub(modifs, mod1+1, mod1+3) == "var" then
if mod1 and mod_start and mod_vals and mod_end then
local variable = string.sub(modifs, mod_start+1, mod_vals-1)
local value = string.sub(modifs, mod_vals+1, mod_end-1)
local number_tag = string.find(value, "NUM")
if number_tag then
value = tonumber(string.sub(value, 4, -1))
end
if value == "true" then
value = true
elseif value == "false" then
value = false
end
if not mob_entity[variable] then
core.log("warning", n.." mob variable "..variable.." previously unset")
end
mob_entity[variable] = value
else
core.log("warning", n.." couldn't modify "..mobname.." at "..core.pos_to_string(pos).. ", missing paramaters")
end
else
core.log("warning", n.." couldn't modify "..mobname.." at "..core.pos_to_string(pos).. ", missing modification type")
end
end
core.log("action", n.." spawned "..mobname.." at "..core.pos_to_string(pos))
return true, mobname.." spawned at "..core.pos_to_string(pos)
else
return false, "Couldn't spawn "..mobname
end
end
})
if mobs_spawn then
local function mob_cap_space(mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
--type = "animal", spawn_class = "passive",
--local cod = { type = "animal", spawn_class = "water",
local type_cap = mob_cap[mob_type] or MISSING_CAP_DEFAULT
local close_zone_cap = MOBS_CAP_CLOSE
local mob_total_wide = mob_counts_wide[mob_type]
if not mob_total_wide then
mob_total_wide = 0
end
local cap_space_wide = math_max(type_cap - mob_total_wide, 0)
local cap_space_available
if mob_type == "hostile" then
cap_space_available = math_min(cap_space_hostile, cap_space_wide)
else
cap_space_available = math_min(cap_space_non_hostile, cap_space_wide)
end
local mob_total_close = mob_counts_close[mob_type]
if not mob_total_close then
mob_total_close = 0
end
local cap_space_close = math_max(close_zone_cap - mob_total_close, 0)
cap_space_available = math_min(cap_space_available, cap_space_close)
return cap_space_available
end
local function select_random_mob_def(spawn_table)
if #spawn_table == 0 then return nil end
local mob_chance_offset = math_random() * spawn_table.cumulative_chance
-- Deliberately one less that the table size. The last item will always
-- be chosen when all others aren't selected
for i = 1,(#spawn_table-1) do
local mob_def = spawn_table[i]
local mob_chance = mob_def.chance
if mob_chance_offset <= mob_chance then
return mob_def
end
mob_chance_offset = mob_chance_offset - mob_chance
end
-- If we get here, return the last element in the spawn table
return spawn_table[#spawn_table]
end
local spawn_lists = {}
local function get_spawn_list(pos, hostile_limit, passive_limit)
-- Check capacity
local mob_counts_close, mob_counts_wide = count_mobs_all("spawn_class", pos)
local cap_space_hostile = mob_cap_space("hostile", mob_counts_close, mob_counts_wide, hostile_limit, passive_limit )
local spawn_hostile = cap_space_hostile > 0
local cap_space_passive = mob_cap_space("passive", mob_counts_close, mob_counts_wide, hostile_limit, passive_limit )
local spawn_passive = cap_space_passive > 0 and math_random(100) < peaceful_percentage_spawned
-- Merge light level checks with cap checks
local state, node = build_state_for_position(pos, nil, spawn_hostile, spawn_passive)
if not state then
--note = note or "no valid state for position"
return
end
-- Make sure it is possible to spawn a mob here
if not state.spawn_hostile and not state.spawn_passive then
return
end
-- Check the cache to see if we have already built a spawn list for this state
local state_hash = state.hash
local spawn_list = spawn_lists[state_hash]
state.cap_space_hostile = cap_space_hostile
state.cap_space_passive = cap_space_passive
if spawn_list then
return spawn_list, state, node
end
-- Build a spawn list for this state
spawn_list = {}
for i = 1,#spawn_dictionary do
local def = spawn_dictionary[i]
if initial_spawn_check(state, def) then
spawn_list[#spawn_list + 1] = def
end
end
-- Calculate cumulative chance value
local cumulative_chance = 0
for i = 1,#spawn_list do
cumulative_chance = cumulative_chance + spawn_list[i].chance
end
spawn_list.cumulative_chance = cumulative_chance
if logging then
local spawn_names = {}
for _,def in pairs(spawn_dictionary) do
if initial_spawn_check(state, def) then
spawn_names[#spawn_names + 1] = def.name
end
end
core.log(dump({
pos = pos,
node = node,
state = state,
state_hash = state_hash,
spawn_names = spawn_names,
}))
end
spawn_lists[state_hash] = spawn_list
return spawn_list, state, node
end
-- Spawns one mob or one group of mobs
local fail_count = 0
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
local spawning_position = get_next_mob_spawn_pos(pos)
if not spawning_position then
fail_count = fail_count + 1
if logging and fail_count > 16 then
core.log("action", "[Mobs spawn] Could not find a valid spawn position in last 16 attempts")
end
--note = "no valid spawn position"
return
end
fail_count = 0
-- Spawning prohibited in protected areas
if spawn_protected and core.is_protected(spawning_position, "") then
--note = "position protected"
return
end
-- Select a mob
local spawn_list, state, node = get_spawn_list(spawning_position, cap_space_hostile, cap_space_non_hostile)
if not spawn_list or not state then
--note = note or "no spawnable mobs for pos"
return
end
local mob_def = select_random_mob_def(spawn_list)
if not mob_def or not mob_def.name then
--note = "no mob definition"
return
end
local mob_def_ent = core.registered_entities[mob_def.name]
local cap_space_available = mob_def_ent.type == "monster" and state.cap_space_hostile or state.cap_space_passive
-- Move up one node for lava spawns
if mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y + 1
node = core.get_node(spawning_position)
end
-- Make sure we would be spawning a mob
if not spawn_check(spawning_position, state, node, mob_def) then
if logging then mcl_log("Spawn check failed") end
--note = "spawn check failed"
return
end
-- Water mob special case
if mob_def.type_of_spawning == "water" then
spawning_position = get_water_spawn(spawning_position)
if not spawning_position then
if logging then
mcl_log("[mcl_mobs] no water spawn for mob "..mob_def.name.." found at "..core.pos_to_string(vector.round(pos)))
end
--note = "no water"
return
end
end
if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
if logging then
mcl_log("[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..core.pos_to_string(vector.round(spawning_position)))
end
--note = "mob refused to spawn"
return
end
--everything is correct, spawn mob
local spawn_in_group = mob_def_ent.spawn_in_group or 4
if spawn_in_group 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 = group_min
for i = group_min,spawn_in_group do
if math_random() > 0.80 then
amount_to_spawn = amount_to_spawn + 1
else
break
end
end
amount_to_spawn = math_min(amount_to_spawn, cap_space_available)
if amount_to_spawn > 1 then
if logging then
core.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name ..
" mob spawns on " ..get_node(vector.offset(spawning_position,0,-1,0)).name ..
" at " .. core.pos_to_string(spawning_position, 1)
)
end
return spawn_group(spawning_position,mob_def,{get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn, state)
end
end
if logging then
core.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..
get_node(vector.offset(spawning_position,0,-1,0)).name .." at "..
core.pos_to_string(spawning_position, 1)
)
end
return mcl_mobs.spawn(spawning_position, mob_def.name)
end
local count = 0
local function attempt_spawn()
count = count + 1
local players = get_connected_players()
local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
local cap_space_hostile = math_max(mob_cap.global_hostile - total_hostile, 0)
local cap_space_non_hostile = math_max(mob_cap.global_non_hostile - total_non_hostile, 0)
if total_mobs > mob_cap.total or total_mobs >= #players * mob_cap.player then
core.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
--note = "global mob cap reached"
return
end --mob cap per player
for i = 1,#players do
local player = players[i]
if player then
local pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
end
end
end
end
local function fixed_timeslice(timer, dtime, timeslice_us, handler)
timer = timer + dtime * timeslice_us * 1e-6
if timer <= 0 then return timer, 0 end
-- Time the function
local start_time_us = core.get_us_time()
handler()
local stop_time_us = core.get_us_time() + 1
-- Measure how long this took and calculate the time until the next call
local took = stop_time_us - start_time_us
timer = timer - took * 1e-6
return timer, took
end
--MAIN LOOP
local timer = 0
local start = true
local start_time
local total_time = 0
core.register_globalstep(function(dtime)
if start then
start = false
start_time = core.get_us_time()
end
--note = nil
local next_spawn, took = fixed_timeslice(timer, dtime, 1000, attempt_spawn)
timer = next_spawn
if (profile or logging) and took > 0 then
total_time = total_time + took
core.log("Totals: "..tostring(total_time / (core.get_us_time() - start_time) * 100).."% count="..count..
", "..tostring(total_time/count).."us per spawn attempt, took="..took.." us, note="..(note or ""))
end
end)
end
local function despawn_allowed(self)
local nametag = self.nametag and self.nametag ~= ""
local not_busy = self.state ~= "attack" and self.following == nil
if self.can_despawn == true then
if not nametag and not_busy and self.tamed ~= true and self.persistent ~= true then
return true
end
end
return false
end
function mob_class:despawn_allowed()
despawn_allowed(self)
end
assert(despawn_allowed({can_despawn=false}) == false, "despawn_allowed - can_despawn false failed")
assert(despawn_allowed({can_despawn=true}) == true, "despawn_allowed - can_despawn true failed")
assert(despawn_allowed({can_despawn=true, nametag=""}) == true, "despawn_allowed - blank nametag failed")
assert(despawn_allowed({can_despawn=true, nametag=nil}) == true, "despawn_allowed - nil nametag failed")
assert(despawn_allowed({can_despawn=true, nametag="bob"}) == false, "despawn_allowed - nametag failed")
assert(despawn_allowed({can_despawn=true, state="attack"}) == false, "despawn_allowed - attack state failed")
assert(despawn_allowed({can_despawn=true, following="blah"}) == false, "despawn_allowed - following state failed")
assert(despawn_allowed({can_despawn=true, tamed=false}) == true, "despawn_allowed - not tamed")
assert(despawn_allowed({can_despawn=true, tamed=true}) == false, "despawn_allowed - tamed")
assert(despawn_allowed({can_despawn=true, persistent=true}) == false, "despawn_allowed - persistent")
assert(despawn_allowed({can_despawn=true, persistent=false}) == true, "despawn_allowed - not persistent")
function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob
if remove_far and despawn_allowed(self) then
if self.despawn_immediately or self.lifetimer <= 0 then
if logging then
core.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..core.pos_to_string(pos, 1) .. " lifetimer ran out")
end
mcl_burning.extinguish(self.object)
mcl_util.remove_entity(self)
return true
elseif self.lifetimer <= 10 then
if math_random(10) < 4 then
self.despawn_immediately = true
else
self.lifetimer = 20
end
end
end
end
core.register_chatcommand("mobstats",{
privs = { debug = true },
func = function(n,param)
local pos = core.get_player_by_name(n):get_pos()
core.chat_send_player(n,"mobs: within 32 radius of player/total loaded :"..count_mobs(pos,MOB_CAP_INNER_RADIUS) .. "/" .. count_mobs_total())
core.chat_send_player(n,"spawning attempts since server start:" .. dbg_spawn_succ .. "/" .. dbg_spawn_attempts)
local _, mob_counts_wide, total_mobs = count_mobs_all("name") -- Can use "type"
output_mob_stats(mob_counts_wide, total_mobs, true)
end
})