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Add world gen limits to spawning to avoid things spawning past the world gen limits
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@ -55,6 +55,8 @@ local aoc_range = 136
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local MISSING_CAP_DEFAULT = 15
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local MOBS_CAP_CLOSE = 5
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local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
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local mob_cap = {
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hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
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passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
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@ -771,7 +773,7 @@ if mobs_spawn then
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cap_space_close = 0
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end
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if mob_type == "water" then
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if false and mob_type == "water" then
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mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
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mcl_log("wide: " .. mob_total_wide .. "/" .. type_cap)
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mcl_log("cap_space_wide: " .. cap_space_wide)
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@ -811,21 +813,31 @@ if mobs_spawn then
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local max_loops = 1
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if max_times then max_loops = max_times end
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local y_min, y_max = decypher_limits(pos.y)
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mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
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local i = 0
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repeat
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local goal_pos = get_next_mob_spawn_pos(pos)
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local y_min, y_max = decypher_limits(pos.y)
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local spawning_position_list = find_nodes_in_area_under_air(
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{x = goal_pos.x, y = y_min, z = goal_pos.z},
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{x = goal_pos.x, y = y_max, z = goal_pos.z},
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{"group:solid", "group:water", "group:lava"}
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)
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if #spawning_position_list > 0 then
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mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
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spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
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if math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT then
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local spawning_position_list = find_nodes_in_area_under_air(
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{x = goal_pos.x, y = y_min, z = goal_pos.z},
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{x = goal_pos.x, y = y_max, z = goal_pos.z},
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{"group:solid", "group:water", "group:lava"}
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)
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if #spawning_position_list > 0 then
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mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
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spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
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else
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mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
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end
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else
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mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
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mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
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end
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i = i + 1
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if i >= max_loops then
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mcl_log("Cancel finding spawn positions at: " .. max_loops)
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@ -877,21 +889,22 @@ if mobs_spawn then
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local mob_def_ent = minetest.registered_entities[mob_def.name]
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--local mob_type = mob_def_ent.type
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local mob_spawn_class = mob_def_ent.spawn_class
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mcl_log("mob_spawn_class: " .. mob_spawn_class)
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--mcl_log("mob_spawn_class: " .. mob_spawn_class)
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local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
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if cap_space_close > 0 and cap_space_wide > 0 then
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mcl_log("Cap space available")
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--mcl_log("Cap space available")
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-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
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-- for performance and for early game challenge. We don't want to reduce hostiles though.
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local spawn_hostile = (mob_spawn_class == "hostile")
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local spawn_passive = (mob_spawn_class == "passive" or mob_spawn_class == "water") and math.random(100) < peaceful_percentage_spawned
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-- or not hostile
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mcl_log("Spawn_passive: " .. tostring(spawn_passive))
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mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
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--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
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--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
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if (spawn_hostile or spawn_passive) and spawn_check(spawning_position,mob_def) then
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if mob_def.type_of_spawning == "water" then
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