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Add most of the code for sub-node accurate spawning volume check (needs a function to calculate bounding box height of nodes)
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@ -548,19 +548,47 @@ local function has_room(self,pos)
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p1.y = math.floor(p1.y)
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p1.z = math.floor(p1.z)
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local p2 = vector.offset(p1,cb[4] - cb[1], cb[5] - cb[2], cb[6] - cb[3])
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local cb_height = cb[5] - cb[2]
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local p2 = vector.offset(p1,cb[4] - cb[1], cb_height, cb[6] - cb[3])
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p2.x = math.floor(p2.x)
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p2.y = math.floor(p2.y)
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p2.z = math.floor(p2.z)
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local r = (p2.x - p1.x + 1) * (p2.y - p1.y + 1) * (p2.z - p1.z + 1)
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local found_nodes = minetest.find_nodes_in_area(p1,p2,nodes)
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local n = #found_nodes or 0
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if r > n then
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minetest.log("warning","[mcl_mobs] No room for mob "..self.name.." at "..minetest.pos_to_string(vector.round(pos)))
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return false
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-- Check if the entire spawn volume is free
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local dx = p2.x - p1.x + 1
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local dy = p2.y - p1.y + 1
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local dz = p2.z - p1.z + 1
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local n = #minetest.find_nodes_in_area(p1,p2,nodes) or 0
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if n == ( dx * dz * dz ) then return true end
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-- Make sure the entire volume except for the top level is free before checking the top layer
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if dy > 1 then
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n = #minetest.find_nodes_in_area(p1, vector.offset(p2, 0, -1, 0), nodes)
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if n < (dx * dz * ( dy - 1)) then return false end
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end
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return true
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-- Check the top layer to see if we have enough space to spawn in
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local top_layer_height = 1
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local processed = {}
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for x = p1.x,p2.x do
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for z = p1.z,p2.z do
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local node = minetest.get_node(vector.new(x,p2.y,z)) or { name = "ignore" }
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if not processed[node.name] then
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local nodedef = minetest.registered_nodes
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-- TODO: calculate node bounding box and select the lowest y value
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local lowest_y = 0
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top_layer_height = math.min(lowest_y, top_layer_height)
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processed[node.name] = true
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end
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end
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end
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if top_layer_height + dy - 1 >= cb_height then return true end
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-- We don't have room
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mcl_log("No room for mob "..self.name.." at "..minetest.pos_to_string(vector.round(pos)))
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return false
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end
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mcl_mobs.custom_biomecheck = nil
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