Fix Enderman's teleport by getting less nodes to pass PseudoRandom:next
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@ -468,32 +468,36 @@ mobs:register_mob("mobs_mc:enderman", {
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else
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-- Attempt to randomly teleport enderman
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local pos = self.object:get_pos()
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-- Find all solid nodes below air in a 65×65×65 cuboid centered on the enderman
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local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(pos, 32), vector.add(pos, 32), {"group:solid", "group:cracky", "group:crumbly"})
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local telepos
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if nodes ~= nil then
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if #nodes > 0 then
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-- Up to 64 attempts to teleport
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for n=1, math.min(64, #nodes) do
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local r = pr:next(1, #nodes)
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local nodepos = nodes[r]
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local node_ok = true
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-- Selected node needs to have 3 nodes of free space above
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for u=1, 3 do
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local node = minetest.get_node({x=nodepos.x, y=nodepos.y+u, z=nodepos.z})
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if minetest.registered_nodes[node.name].walkable then
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node_ok = false
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-- Up to 8 top-level attempts to teleport
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for n=1, 8 do
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local node_ok = false
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-- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract():
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local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) )
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local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"})
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if nodes ~= nil then
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if #nodes > 0 then
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-- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport
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for n=1, math.min(8, #nodes) do
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local r = pr:next(1, #nodes)
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local nodepos = nodes[r]
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node_ok = true
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for u=1, 3 do
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local node = minetest.get_node({x=nodepos.x, y=nodepos.y+u, z=nodepos.z})
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if minetest.registered_nodes[node.name].walkable then
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node_ok = false
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break
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end
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end
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if node_ok then
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self.object:set_pos({x=nodepos.x, y=nodepos.y+1, z=nodepos.z})
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break
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end
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end
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if node_ok then
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telepos = {x=nodepos.x, y=nodepos.y+1, z=nodepos.z}
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end
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end
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if telepos then
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self.object:set_pos(telepos)
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end
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end
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if node_ok then
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break
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end
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end
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end
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end,
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