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Merge pull request 'Mob spawner crash teleport bug logging' (#3534) from over_mapgen_limit into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/3534
This commit is contained in:
commit
9f182dc63a
@ -5,25 +5,18 @@ local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local PATHFINDING = "gowp"
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local CRASH_WARN_FREQUENCY = 60
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local LIFETIMER_DISTANCE = 47
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-- Localize
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local S = minetest.get_translator("mcl_mobs")
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local DEVELOPMENT = minetest.settings:get_bool("mcl_development",false)
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
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local function mcl_log (message)
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if LOGGING_ON then
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mcl_util.mcl_log (message, "[Mobs]", true)
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end
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end
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-- Invisibility mod check
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mcl_mobs.invis = {}
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local remove_far = true
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
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local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
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@ -503,6 +496,7 @@ end
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-- main mob function
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function mob_class:on_step(dtime)
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if not DEVELOPMENT then
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-- Removed as bundled Lua (5.1 doesn't support xpcall)
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--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
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local status, retVal = pcall(on_step_work, self, dtime)
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if status then
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@ -510,6 +504,12 @@ function mob_class:on_step(dtime)
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else
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warn_user_error ()
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local pos = self.object:get_pos()
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if pos then
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local node = minetest.get_node(pos)
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if node and node.name == "ignore" then
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minetest.log("warning", "Pos is ignored: " .. dump(pos))
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end
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end
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log_error (dump(retVal), dump(pos), dump(self))
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end
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else
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@ -518,12 +518,13 @@ function mob_class:on_step(dtime)
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end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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local function update_lifetimer(dtime)
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timer = timer + dtime
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if timer < 1 then return end
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for _, player in pairs(minetest.get_connected_players()) do
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local pos = player:get_pos()
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, LIFETIMER_DISTANCE)) do
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local lua = obj:get_luaentity()
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if lua and lua.is_mob then
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lua.lifetimer = math.max(20, lua.lifetimer)
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@ -532,6 +533,10 @@ minetest.register_globalstep(function(dtime)
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end
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end
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timer = 0
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end
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minetest.register_globalstep(function(dtime)
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update_lifetimer(dtime)
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end)
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@ -622,24 +622,34 @@ function mob_class:do_env_damage()
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return true
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end
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local sunlight = minetest.get_natural_light(pos, self.time_of_day)
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-- bright light harms mob
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if self.light_damage ~= 0 and (sunlight or 0) > 12 then
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if self:deal_light_damage(pos, self.light_damage) then
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return true
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local node = minetest.get_node(pos)
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if node then
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if node.name ~= "ignore" then
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-- put below code in this block if we can prove that unloaded maps are causing crash.
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-- it should warn then error
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else
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--minetest.log("warning", "Pos is ignored: " .. dump(pos))
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end
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end
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
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if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
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if self.ignited_by_sunlight then
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mcl_burning.set_on_fire(self.object, 10)
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else
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self:deal_light_damage(pos, self.sunlight_damage)
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local sunlight = minetest.get_natural_light(pos, self.time_of_day)
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if self.light_damage ~= 0 and (sunlight or 0) > 12 then
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if self:deal_light_damage(pos, self.light_damage) then
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return true
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end
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end
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
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if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
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if self.ignited_by_sunlight then
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mcl_burning.set_on_fire(self.object, 10)
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else
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self:deal_light_damage(pos, self.sunlight_damage)
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return true
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end
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end
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end
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end
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local y_level = self.collisionbox[2]
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