Reduce excessive mob overhead
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818052dc6c
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@ -407,8 +407,11 @@ local function on_step_work (self, dtime)
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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-- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
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self:check_follow()
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if player_in_active_range then
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if mcl_util.check_dtime_timer(self, dtime, "onstep_follow", 0.2) then
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self:check_follow()
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end
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end
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self:flop()
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self:check_smooth_rotation(dtime)
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@ -269,7 +269,7 @@ function mob_class:set_animation(anim, fixed_frame)
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if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
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if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
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self._current_animation = self._current_animation or ""
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@ -324,12 +324,12 @@ local function who_are_you_looking_at (self)
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self._locked_object = nil
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end
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elseif not self._locked_object then
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if math.random(1, 30) then
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if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
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--minetest.log("Change look check: ".. self.name)
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-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
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-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
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local chance = 20/self.curiosity
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local chance = 150/self.curiosity
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if chance < 1 then chance = 1 end
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local look_at_player_chance = math.random(chance)
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@ -623,7 +623,7 @@ function mob_class:check_runaway_from()
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end
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-- follow player if owner or holding item, if fish outta water then flop
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-- follow player if owner or holding item
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function mob_class:check_follow()
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-- find player to follow
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if (self.follow ~= "" or self.order == "follow") and not self.following
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