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Merge pull request 'Spawning: fix random weighted choice' (#4025) from Bakawun/MineClone2:random_select into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/4025 Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
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commit
41c6773fd4
63
mods/ENTITIES/mcl_mobs/spawning.lua
Normal file → Executable file
63
mods/ENTITIES/mcl_mobs/spawning.lua
Normal file → Executable file
@ -16,7 +16,6 @@ local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
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local get_biome_name = minetest.get_biome_name
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local get_objects_inside_radius = minetest.get_objects_inside_radius
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local get_connected_players = minetest.get_connected_players
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local minetest_get_perlin = minetest.get_perlin
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local math_random = math.random
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local math_floor = math.floor
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@ -97,19 +96,6 @@ local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
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local noise_params = {
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offset = 0,
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scale = 3,
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spread = {
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x = 301,
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y = 50,
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z = 304,
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},
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seed = 100,
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octaves = 3,
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persistence = 0.5,
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}
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-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
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-- Also used for missing parameter
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-- Please update the list when adding new biomes!
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@ -446,7 +432,6 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
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local spawn_dictionary = {}
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--this is where all of the spawning information is kept for mobs that don't naturally spawn
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local non_spawn_dictionary = {}
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local summary_chance = 0
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function mcl_mobs:spawn_setup(def)
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if not mobs_spawn then return end
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@ -508,7 +493,6 @@ function mcl_mobs:spawn_setup(def)
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check_position = check_position,
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on_spawn = on_spawn,
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}
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summary_chance = summary_chance + chance
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end
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function mcl_mobs:mob_light_lvl(mob_name, dimension)
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@ -612,10 +596,8 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
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spawn_dictionary[key]["day_toggle"] = day_toggle
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spawn_dictionary[key]["check_position"] = check_position
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summary_chance = summary_chance + chance
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end
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local two_pi = 2 * math.pi
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local function get_next_mob_spawn_pos(pos)
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-- TODO We should consider spawning something a little further away sporadically.
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@ -875,8 +857,6 @@ minetest.register_chatcommand("spawn_mob",{
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if mobs_spawn then
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local perlin_noise
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-- Get pos to spawn, x and z are randomised, y is range
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@ -973,9 +953,21 @@ if mobs_spawn then
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return spawning_position
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end
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local cumulative_chance = nil
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local mob_library_worker_table = nil
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local function initialize_spawn_data()
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if not mob_library_worker_table then
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mob_library_worker_table = table_copy(spawn_dictionary)
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end
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if not cumulative_chance then
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cumulative_chance = 0
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for k, v in pairs(mob_library_worker_table) do
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cumulative_chance = cumulative_chance + v.chance
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end
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end
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end
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local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
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--create a disconnected clone of the spawn dictionary, prevents memory leak
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local mob_library_worker_table = table_copy(spawn_dictionary)
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local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
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if not spawning_position then
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@ -988,22 +980,25 @@ if mobs_spawn then
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--output_mob_stats(mob_counts_wide)
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--grab mob that fits into the spawning location
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--randomly grab a mob, don't exclude any possibilities
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perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
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local noise = perlin_noise:get_3d(spawning_position)
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local current_summary_chance = summary_chance
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--use random weighted choice with replacement to grab a mob, don't exclude any possibilities
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--shuffle table once every loop to provide equal inclusion probability to all mobs
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--repeat grabbing a mob to maintain existing spawn rates
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local spawn_loop_counter = #mob_library_worker_table
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table.shuffle(mob_library_worker_table)
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while #mob_library_worker_table > 0 do
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local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
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while spawn_loop_counter > 0 do
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table.shuffle(mob_library_worker_table)
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local mob_chance_offset = math_random(1, cumulative_chance)
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local mob_index = 1
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local mob_chance = mob_library_worker_table[mob_index].chance
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local step_chance = mob_chance
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while step_chance < mob_chance_offset do
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mob_index = mob_index + 1
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mob_chance = mob_library_worker_table[mob_index].chance
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step_chance = step_chance + mob_chance
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if mob_index <= #mob_library_worker_table then
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mob_chance = mob_library_worker_table[mob_index].chance
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step_chance = step_chance + mob_chance
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else
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break
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end
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end
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--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
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@ -1088,8 +1083,7 @@ if mobs_spawn then
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end
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end
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current_summary_chance = current_summary_chance - mob_chance
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table_remove(mob_library_worker_table, mob_index)
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spawn_loop_counter = spawn_loop_counter - 1
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end
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end
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@ -1101,6 +1095,7 @@ if mobs_spawn then
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timer = timer + dtime
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if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
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initialize_spawn_data()
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timer = 0
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local players = get_connected_players()
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