[mcl_mobs] Replace goto to repeat-break-until true in spawning.lua

This commit is contained in:
kay27 2021-04-11 01:54:40 +04:00
parent b14ca5a843
commit a76fe2b487

@ -535,114 +535,114 @@ end
--todo mob limiting
--MAIN LOOP
if mobs_spawn then
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 8 then
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
for i = 1,math.random(3,8) do
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 8 then
timer = 0
for _,player in pairs(minetest.get_connected_players()) do
for i = 1,math_random(3,8) do
repeat -- after this line each "break" means "continue"
local player_pos = player:get_pos()
local player_pos = player:get_pos()
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
if dimension == "void" or dimension == "default" then
goto continue -- ignore void and unloaded area
end
if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area
end
local min,max = decypher_limits(player_pos.y)
local min,max = decypher_limits(player_pos.y)
local goal_pos = position_calculation(player_pos)
local goal_pos = position_calculation(player_pos)
local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
--couldn't find node
if #spawning_position_list <= 0 then
goto continue
end
--couldn't find node
if #spawning_position_list <= 0 then
break
end
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
--Prevent strange behavior/too close to player
if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
goto continue
end
--Prevent strange behavior/too close to player
if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
break
end
local gotten_node = get_node(spawning_position).name
local gotten_node = get_node(spawning_position).name
if not gotten_node or gotten_node == "air" then --skip air nodes
goto continue
end
if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
local gotten_biome = minetest.get_biome_data(spawning_position)
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_biome then
goto continue --skip if in unloaded area
end
if not gotten_biome then
break --skip if in unloaded area
end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
--grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
if not mob_def then
goto continue --skip if something ridiculous happens (nil mob def)
end
if not mob_def then
break --skip if something ridiculous happens (nil mob def)
end
--skip if not correct dimension
if mob_def.dimension ~= dimension then
goto continue
end
--skip if not correct dimension
if mob_def.dimension ~= dimension then
break
end
--skip if not in correct biome
if not biome_check(mob_def.biomes, gotten_biome) then
goto continue
end
--skip if not in correct biome
if not biome_check(mob_def.biomes, gotten_biome) then
break
end
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
goto continue
end
if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
break
end
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
--don't spawn if not in light limits
if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
goto continue
end
--don't spawn if not in light limits
if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
break
end
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
if mob_def.type_of_spawning == "ground" and is_water then
goto continue
end
if mob_def.type_of_spawning == "ground" and is_water then
break
end
if mob_def.type_of_spawning == "ground" and is_lava then
goto continue
end
if mob_def.type_of_spawning == "ground" and is_lava then
break
end
--finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
goto continue
end
--finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
break
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
::continue:: --this is a safety catch
end
end
end
end)
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
until true --this is a safety catch
end
end
end
end)
end