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synced 2024-11-28 05:43:43 +01:00
Limit peaceful spawning and add configurable option
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044a91e831
commit
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@ -59,12 +59,20 @@ 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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ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
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water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 5,
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water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 10,
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water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused
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player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
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total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
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}
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local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
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mcl_log("Mob cap hostile: " .. mob_cap.hostile)
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mcl_log("Mob cap water: " .. mob_cap.water)
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mcl_log("Mob cap passive: " .. mob_cap.passive)
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mcl_log("Percentage of peacefuls spawned: " .. peaceful_percentage_spawned)
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--do mobs spawn?
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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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@ -869,14 +877,23 @@ 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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if spawn_check(spawning_position,mob_def) then
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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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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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spawning_position = get_water_spawn(spawning_position)
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if not spawning_position then
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@ -115,6 +115,9 @@ mobs_griefing (Mobs change blocks) bool true
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# If enabled, mobs won't damage particles when they got hurt.
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mobs_disable_blood (Disable mob damage particles) bool false
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#Percentage of peaceful spawn attempts that succeed (default:30)
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mcl_mob_peaceful_percentage_spawned (Peaceful percentage success) int 30 0 100
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#Maximum amount mobs (default:500)
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mcl_mob_cap_total (Global mob cap) int 500 0 2048
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@ -127,6 +130,9 @@ mcl_mob_cap_monster (Mob cap monsters) int 70 0 2048
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#Maximum amount of animals that will spawn near a player (default:10)
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mcl_mob_cap_animal (Mob cap animals) int 10 0 1024
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#Maximum amount of water mobs that will spawn near a player (default:10)
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mcl_mob_cap_water (Mob cap water) int 10 0 1024
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#Maximum amount of ambient mobs that will spawn near a player (default:15)
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mcl_mob_cap_ambient (Mob cap ambient mobs) int 15 0 1024
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