Search the area before giving up when no mobs in table left
otherwise it will advance stages prematurely
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@ -116,7 +116,7 @@ function mcl_raids.promote_to_raidcaptain(c) -- object
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end
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function mcl_raids.is_raidcaptain_near(pos)
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for k,v in pairs(minetest.get_objects_inside_radius(pos,128)) do
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for k,v in pairs(minetest.get_objects_inside_radius(pos,32)) do
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local l = v:get_luaentity()
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if l and l._raidcaptain then return true end
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end
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@ -176,6 +176,7 @@ function mcl_raids.spawn_raid(event)
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local mob = mcl_mobs.spawn(p,m)
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local l = mob:get_luaentity()
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if l then
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l.raidmob = true
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event.health_max = event.health_max + l.health
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table.insert(event.mobs,mob)
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mcl_mobs:gopath(l,pos)
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@ -253,6 +254,36 @@ local function make_firework(pos,stime)
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minetest.after(10,make_firework,pos,stime)
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end
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local function is_player_near(self)
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for _,pl in pairs(minetest.get_connected_players()) do
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if self.pos and vector.distance(pl:get_pos(),self.pos) < 64 then return true end
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end
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end
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local function check_mobs(self)
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local m = {}
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local h = 0
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for k,o in pairs(self.mobs) do
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if o and o:get_pos() then
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local l = o:get_luaentity()
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h = h + l.health
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table.insert(m,o)
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end
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end
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if #m == 0 then --if no valid mobs in table search if there are any (reloaded ones) in the area
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for k,o in pairs(minetest.get_objects_inside_radius(self.pos,64)) do
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local l = o:get_luaentity()
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if l and l.raidmob then
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local l = o:get_luaentity()
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h = h + l.health
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table.insert(m,o)
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end
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end
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end
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self.mobs = m
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return h
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end
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mcl_events.register_event("raid",{
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readable_name = "Raid",
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max_stage = 5,
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@ -280,38 +311,19 @@ mcl_events.register_event("raid",{
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if lv and lv.factor and lv.factor > 1 then self.max_stage = 6 end
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end,
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cond_progress = function(self)
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local m = {}
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local h = 0
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for k,o in pairs(self.mobs) do
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if o and o:get_pos() then
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local l = o:get_luaentity()
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h = h + l.health
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table.insert(m,o)
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end
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end
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self.mobs = m
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self.health = h
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if not is_player_near(self) then return false end
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self.health = check_mobs(self)
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self.percent = math.max(0,(self.health / self.health_max ) * 100)
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if #m < 1 then
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if #self.mobs < 1 then
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return true end
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end,
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on_stage_begin = mcl_raids.spawn_raid,
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cond_complete = function(self)
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local player_near = false
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for _,pl in pairs(minetest.get_connected_players()) do
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if self.pos and vector.distance(pl:get_pos(),self.pos) < 72 then player_near = true end
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end
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if not player_near then return false end
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if not is_player_near(self) then return false end
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--let the event api handle cancel the event when no players are near
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--without this check it would sort out the unloaded mob entities and
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--think the raid is defeated.
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local m = {}
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for k,o in pairs(self.mobs) do
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if o and o:get_pos() then
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local l = o:get_luaentity()
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table.insert(m,o)
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end
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end
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check_mobs(self)
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return self.stage >= self.max_stage and #m < 1
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end,
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on_complete = function(self)
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