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Replace second call to minetest.find_nodes_in_area with checking top layer for matching nodes, change p2 calculation to use ceil(value) - 1, fix dx*dy*dz calculation
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@ -550,23 +550,31 @@ local function has_room(self,pos)
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local cb_height = cb[5] - cb[2]
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local cb_height = cb[5] - cb[2]
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local p2 = vector.offset(p1,cb[4] - cb[1], cb_height, cb[6] - cb[3])
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local p2 = vector.offset(p1,cb[4] - cb[1], cb_height, cb[6] - cb[3])
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p2.x = math.floor(p2.x)
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p2.x = math.ceil(p2.x) - 1
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p2.y = math.floor(p2.y)
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p2.y = math.ceil(p2.y) - 1
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p2.z = math.floor(p2.z)
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p2.z = math.ceil(p2.z) - 1
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-- Check if the entire spawn volume is free
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-- Check if the entire spawn volume is free
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local dx = p2.x - p1.x + 1
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local dx = p2.x - p1.x + 1
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local dy = p2.y - p1.y + 1
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local dy = p2.y - p1.y + 1
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local dz = p2.z - p1.z + 1
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local dz = p2.z - p1.z + 1
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local n = #minetest.find_nodes_in_area(p1,p2,nodes) or 0
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local found_nodes = minetest.find_nodes_in_area(p1,p2,nodes) or 0
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if n == ( dx * dz * dz ) then return true end
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local n = #found_nodes
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if n == ( dx * dy * dz ) then return true end
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-- If we don't have an implementation of get_node_boxes, we can't check for sub-node space
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-- If we don't have an implementation of get_node_boxes, we can't check for sub-node space
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if not minetest.get_node_boxes then return false end
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if not minetest.get_node_boxes then return false end
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-- Make sure the entire volume except for the top level is free before checking the top layer
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-- Make sure the entire volume except for the top level is free before checking the top layer
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if dy > 1 then
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if dy > 1 then
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n = #minetest.find_nodes_in_area(p1, vector.offset(p2, 0, -1, 0), nodes)
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-- Remove nodes in the top layer from the count
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for i = 1,#found_nodes do
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if found_nodes[i].y == p2.y then
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n = n - 1
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end
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end
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-- If the entire volume except the top layer isn't air (or nodes) then we can't spawn this mob here
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if n < (dx * dz * ( dy - 1)) then return false end
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if n < (dx * dz * ( dy - 1)) then return false end
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end
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end
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