Fix Enderman's teleport by getting less nodes to pass PseudoRandom:next

This commit is contained in:
kay27 2020-06-18 23:16:00 +00:00 committed by Booglejr
parent 7b9a79658d
commit 80fcffcd38

@ -468,32 +468,36 @@ mobs:register_mob("mobs_mc:enderman", {
else
-- Attempt to randomly teleport enderman
local pos = self.object:get_pos()
-- Find all solid nodes below air in a 65×65×65 cuboid centered on the enderman
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(pos, 32), vector.add(pos, 32), {"group:solid", "group:cracky", "group:crumbly"})
local telepos
if nodes ~= nil then
if #nodes > 0 then
-- Up to 64 attempts to teleport
for n=1, math.min(64, #nodes) do
local r = pr:next(1, #nodes)
local nodepos = nodes[r]
local node_ok = true
-- Selected node needs to have 3 nodes of free space above
for u=1, 3 do
local node = minetest.get_node({x=nodepos.x, y=nodepos.y+u, z=nodepos.z})
if minetest.registered_nodes[node.name].walkable then
node_ok = false
-- Up to 8 top-level attempts to teleport
for n=1, 8 do
local node_ok = false
-- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract():
local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) )
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"})
if nodes ~= nil then
if #nodes > 0 then
-- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport
for n=1, math.min(8, #nodes) do
local r = pr:next(1, #nodes)
local nodepos = nodes[r]
node_ok = true
for u=1, 3 do
local node = minetest.get_node({x=nodepos.x, y=nodepos.y+u, z=nodepos.z})
if minetest.registered_nodes[node.name].walkable then
node_ok = false
break
end
end
if node_ok then
self.object:set_pos({x=nodepos.x, y=nodepos.y+1, z=nodepos.z})
break
end
end
if node_ok then
telepos = {x=nodepos.x, y=nodepos.y+1, z=nodepos.z}
end
end
if telepos then
self.object:set_pos(telepos)
end
end
if node_ok then
break
end
end
end
end,