Fix several minor mob issues

This commit is contained in:
kay27 2022-03-13 07:10:25 +04:00
parent abfd2e692a
commit 429984937c
7 changed files with 516 additions and 851 deletions

View File

@ -18,12 +18,7 @@ local S = minetest.get_translator("extra_mobs")
--################### fox
--###################
local followitem = ""
if minetest.get_modpath("mc_sweet_berry") then
followitem = "mc_sweet_berry:sweet_berry"
else
followitem = nil
end
local followitem = "mcl_farming:sweet_berry"
local fox = {
type = "monster",
@ -123,11 +118,9 @@ local fox = {
mobs:register_mob("extra_mobs:fox", fox)
-- spawning
mobs:spawn_specific(
"extra_mobs:fox",
"overworld",
"ground",
{
mobs:spawn_setup({
name = "extra_mobs:fox",
biomes = {
"FlowerForest",
"Swampland",
"Taiga",
@ -145,13 +138,10 @@ mobs:spawn_specific(
"ExtremeHillsM",
"BirchForestM",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mobs_mc.spawn_height.water,
mobs_mc.spawn_height.overworld_max)
interval = 30,
chance = 6000,
min_height = mobs_mc.spawn_height.water,
})
--mobs:spawn_specific("extra_mobs:fox", "overworld", "ground", 0, minetest.LIGHT_MAX+1, 30, 6000, 3, 0, 500)
--[[

View File

@ -213,20 +213,36 @@ baby_strider.child = 1
mobs:register_mob("extra_mobs:baby_strider", baby_strider)
-- Regular spawning in the Nether
mobs:spawn_specific(
"extra_mobs:strider",
"nether",
"lava",
{
mobs:spawn_setup({
name = "extra_mobs:strider",
type_of_spawning = "lava",
dimension = "nether",
biomes = {
"Nether"
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mobs_mc.spawn_height.nether_min,
mobs_mc.spawn_height.nether_max)
min_height = mcl_mapgen.nether.min,
max_height = mcl_mapgen.nether.max,
chance = 2000,
check_position = function(pos)
return minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z}).name:find("lava")
end
})
mobs:spawn_setup({
name = "extra_mobs:baby_strider",
type_of_spawning = "lava",
dimension = "nether",
biomes = {
"Nether"
},
min_height = mcl_mapgen.nether.min,
max_height = mcl_mapgen.nether.max,
chance = 100,
check_position = function(pos)
return minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z}).name:find("lava")
end
})
-- spawn eggs
mobs:register_egg("extra_mobs:strider", S("Strider"), "extra_mobs_spawn_icon_strider.png", 0)

View File

@ -211,26 +211,6 @@ mobs.teleport = function(self, target)
end
end
--a function used for despawning mobs
mobs.check_for_player_within_area = function(self, radius)
local pos1 = self.object:get_pos()
if not pos1 then return end
--get players in radius
for _,player in pairs(minetest_get_connected_players()) do
if player and player:get_hp() > 0 then
local pos2 = player:get_pos()
local distance = vector_distance(pos1,pos2)
if distance < radius then
--found a player
return true
end
end
end
--did not find a player
return false
end
--a simple helper function for mobs following
mobs.get_2d_distance = function(pos1,pos2)
pos1.y = 0

View File

@ -5,9 +5,27 @@ local minetest_settings = minetest.settings
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
local vector_distance = vector.distance
local minetest_get_connected_players = minetest.get_connected_players
local math_random = math.random
mobs.can_despawn = function(self)
return (not self.tamed and not self.bred and not self.nametag and
not mobs.check_for_player_within_area(self, 64));
if self.tamed or self.bred or self.nametag then return false end
local mob_pos = self.object:get_pos()
if not mob_pos then return true end
local distance = 999
for _, player in pairs(minetest_get_connected_players()) do
if player and player:get_hp() > 0 then
local player_pos = player:get_pos()
local new_distance = vector_distance(player_pos, mob_pos)
if new_distance < distance then
distance = new_distance
if distance < 33 then return false end
if distance < 128 and math_random(1, 200) == 19 then return true end
end
end
end
return true
end
-- get entity staticdata

View File

@ -6,11 +6,14 @@ local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players
local minetest_get_perlin = minetest.get_perlin
local math_random = math.random
local math_floor = math.floor
--local max = math.max
local math_ceil = math.ceil
local math_cos = math.cos
local math_sin = math.sin
local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
--local vector_distance = vector.distance
local vector_new = vector.new
@ -22,18 +25,35 @@ local table_remove = table.remove
local pairs = pairs
-- range for mob count
local aoc_range = 48
local aoc_range = 32
--do mobs spawn?
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
--[[
THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
local noise_params = {
offset = 0,
scale = 3,
spread = {
x = 301,
y = 50,
z = 304,
},
seed = 100,
octaves = 3,
persistence = 0.5,
}
-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
-- Also used for missing parameter
-- Please update the list when adding new biomes!
local list_of_all_biomes = {
-- underground:
underground:
"FlowerForest_underground",
"JungleEdge_underground",local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
"JungleEdge_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
@ -44,7 +64,8 @@ underground:
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
ocean:
-- ocean:
"RoofedForest_ocean",
"JungleEdgeM_ocean",
"BirchForestM_ocean",
@ -106,13 +127,15 @@ ocean:
"Taiga_deep_ocean",
"JungleM_ocean",
water or beach?
-- water or beach?
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
beach:
-- beach:
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
@ -127,11 +150,13 @@ beach:
"JungleM_shore",
"Jungle_shore",
dimension biome:
-- dimension biome:
"Nether",
"End",
Overworld regular:
-- Overworld regular:
"Mesa",
"FlowerForest",
"Swampland",
@ -164,9 +189,7 @@ Overworld regular:
"MesaBryce",
"JungleEdge",
"SavannaM",
]]--
}
-- count how many mobs are in an area
local function count_mobs(pos)
@ -216,11 +239,74 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
--this is where all of the spawning information is kept
local spawn_dictionary = {}
local summary_chance = 0
function mobs:spawn_setup(def)
if not mobs_spawn then return end
if not def then
minetest.log("warning", "Empty mob spawn setup definition")
return
end
local name = def.name
if not name then
minetest.log("warning", "Missing mob name")
return
end
local dimension = def.dimension or "overworld"
local type_of_spawning = def.type_of_spawning or "ground"
local biomes = def.biomes or list_of_all_biomes
local min_light = def.min_light or 0
local max_light = def.max_light or (minetest.LIGHT_MAX + 1)
local chance = def.chance or 1000
local aoc = def.aoc or aoc_range
local min_height = def.min_height or mcl_mapgen.overworld.min
local max_height = def.max_height or mcl_mapgen.overworld.max
local day_toggle = def.day_toggle
local on_spawn = def.on_spawn
local check_position = def.check_position
-- chance/spawn number override in minetest.conf for registered mob
local numbers = minetest.settings:get(name)
if numbers then
numbers = numbers:split(",")
chance = tonumber(numbers[1]) or chance
aoc = tonumber(numbers[2]) or aoc
if chance == 0 then
minetest.log("warning", string.format("[mobs] %s has spawning disabled", name))
return
end
minetest.log("action", string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
if chance < 1 then
chance = 1
minetest.log("warning", "Chance shouldn't be less than 1 (mob name: " .. name ..")")
end
spawn_dictionary[#spawn_dictionary + 1] = {
name = name,
dimension = dimension,
type_of_spawning = type_of_spawning,
biomes = biomes,
min_light = min_light,
max_light = max_light,
chance = chance,
aoc = aoc,
min_height = min_height,
max_height = max_height,
day_toggle = day_toggle,
check_position = check_position,
on_spawn = on_spawn,
}
summary_chance = summary_chance + chance
minetest.log("warning", minetest.serialize(spawn_dictionary))
end
function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
--print(dump(biomes))
-- Do mobs spawn at all?
if not mobs_spawn then
return
@ -239,179 +325,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
return
end
minetest.log("action",
string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
--[[
local function spawn_action(pos, node, active_object_count, active_object_count_wider, name)
local orig_pos = table.copy(pos)
-- is mob actually registered?
if not mobs.spawning_mobs[name]
or not minetest.registered_entities[name] then
minetest.log("warning", "Mob spawn of "..name.." failed, unknown entity or mob is not registered for spawning!")
return
end
-- additional custom checks for spawning mob
if mobs:spawn_abm_check(pos, node, name) == true then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, ABM check rejected!")
return
end
-- count nearby mobs in same spawn class
local entdef = minetest.registered_entities[name]
local spawn_class = entdef and entdef.spawn_class
if not spawn_class then
if entdef.type == "monster" then
spawn_class = "hostile"
else
spawn_class = "passive"
end
end
local in_class_cap = count_mobs(pos, "!"..spawn_class) < MOB_CAP[spawn_class]
-- do not spawn if too many of same mob in area
if active_object_count_wider >= max_per_block -- large-range mob cap
or (not in_class_cap) -- spawn class mob cap
or count_mobs(pos, name) >= aoc then -- per-mob mob cap
-- too many entities
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too crowded!")
return
end
-- if toggle set to nil then ignore day/night check
if day_toggle then
local tod = (minetest.get_timeofday() or 0) * 24000
if tod > 4500 and tod < 19500 then
-- daylight, but mob wants night
if day_toggle == false then
-- mob needs night
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs light!")
return
end
else
-- night time but mob wants day
if day_toggle == true then
-- mob needs day
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs daylight!")
return
end
end
end
-- spawn above node
pos.y = pos.y + 1
-- only spawn away from player
local objs = minetest.get_objects_inside_radius(pos, 24)
for n = 1, #objs do
if objs[n]:is_player() then
-- player too close
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, player too close!")
return
end
end
-- mobs cannot spawn in protected areas when enabled
if not spawn_protected
and minetest.is_protected(pos, "") then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, position is protected!")
return
end
-- are we spawning within height limits?
if pos.y > max_height
or pos.y < min_height then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, out of height limit!")
return
end
-- are light levels ok?
local light = minetest.get_node_light(pos)
if not light
or light > max_light
or light < min_light then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, bad light!")
return
end
-- do we have enough space to spawn mob?
local ent = minetest.registered_entities[name]
local width_x = max(1, math.ceil(ent.collisionbox[4] - ent.collisionbox[1]))
local min_x, max_x
if width_x % 2 == 0 then
max_x = math.floor(width_x/2)
min_x = -(max_x-1)
else
max_x = math.floor(width_x/2)
min_x = -max_x
end
local width_z = max(1, math.ceil(ent.collisionbox[6] - ent.collisionbox[3]))
local min_z, max_z
if width_z % 2 == 0 then
max_z = math.floor(width_z/2)
min_z = -(max_z-1)
else
max_z = math.floor(width_z/2)
min_z = -max_z
end
local max_y = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
for y = 0, max_y do
for x = min_x, max_x do
for z = min_z, max_z do
local pos2 = {x = pos.x+x, y = pos.y+y, z = pos.z+z}
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
-- inside block
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
if ent.spawn_small_alternative and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative)
spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative)
end
return
end
end
end
end
-- tweak X/Y/Z spawn pos
if width_x % 2 == 0 then
pos.x = pos.x + 0.5
end
if width_z % 2 == 0 then
pos.z = pos.z + 0.5
end
pos.y = pos.y - 0.5
local mob = minetest.add_entity(pos, name)
minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
if on_spawn then
local ent = mob:get_luaentity()
on_spawn(ent, pos)
end
end
local function spawn_abm_action(pos, node, active_object_count, active_object_count_wider)
spawn_action(pos, node, active_object_count, active_object_count_wider, name)
end
]]--
local entdef = minetest.registered_entities[name]
local spawn_class
if entdef.type == "monster" then
spawn_class = "hostile"
else
spawn_class = "passive"
minetest.log("action", string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
--load information into the spawn dictionary
@ -423,107 +337,34 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
spawn_dictionary[key]["biomes"] = biomes
spawn_dictionary[key]["min_light"] = min_light
spawn_dictionary[key]["max_light"] = max_light
spawn_dictionary[key]["interval"] = interval
spawn_dictionary[key]["chance"] = chance
spawn_dictionary[key]["aoc"] = aoc
spawn_dictionary[key]["min_height"] = min_height
spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle
--spawn_dictionary[key]["on_spawn"] = spawn_abm_action
spawn_dictionary[key]["spawn_class"] = spawn_class
--[[
minetest.register_abm({
label = name .. " spawning",
nodenames = nodes,
neighbors = neighbors,
interval = interval,
chance = floor(max(1, chance * mobs_spawn_chance)),
catch_up = false,
action = spawn_abm_action,
})
]]--
summary_chance = summary_chance + chance
end
-- compatibility with older mob registration
-- we're going to forget about this for now -j4i
--[[
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
chance, active_object_count, -31000, max_height, day_toggle)
end
]]--
--Don't disable this yet-j4i
-- MarkBu's spawn function
function mobs:spawn(def)
--does nothing for now
--[[
local name = def.name
local nodes = def.nodes or {"group:soil", "group:stone"}
local neighbors = def.neighbors or {"air"}
local min_light = def.min_light or 0
local max_light = def.max_light or 15
local interval = def.interval or 30
local chance = def.chance or 5000
local active_object_count = def.active_object_count or 1
local min_height = def.min_height or -31000
local max_height = def.max_height or 31000
local day_toggle = def.day_toggle
local on_spawn = def.on_spawn
mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
]]--
end
local axis
--inner and outer part of square donut radius
local inner = 15
local outer = 64
local int = {-1,1}
local function position_calculation(pos)
pos = vector_floor(pos)
--this is used to determine the axis buffer from the player
axis = math_random(0,1)
--cast towards the direction
if axis == 0 then --x
pos.x = pos.x + math_random(inner,outer)*int[math_random(1,2)]
pos.z = pos.z + math_random(-outer,outer)
else --z
pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)]
pos.x = pos.x + math_random(-outer,outer)
end
return pos
end
--[[
local decypher_limits_dictionary = {
["overworld"] = {mcl_vars.mg_overworld_min,mcl_vars.mg_overworld_max},
["nether"] = {mcl_vars.mg_nether_min, mcl_vars.mg_nether_max},
["end"] = {mcl_vars.mg_end_min, mcl_vars.mg_end_max}
local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos)
local distance = math_random(25, 32)
local angle = math_random() * two_pi
return {
x = math_round(pos.x + distance * math_cos(angle)),
y = pos.y,
z = math_round(pos.z + distance * math_sin(angle))
}
]]--
end
local function decypher_limits(posy)
--local min_max_table = decypher_limits_dictionary[dimension]
--return min_max_table[1],min_max_table[2]
posy = math_floor(posy)
return posy - 32, posy + 32
end
--a simple helper function for mob_spawn
local function biome_check(biome_list, biome_goal)
for _,data in ipairs(biome_list) do
for _, data in pairs(biome_list) do
if data == biome_goal then
return true
end
@ -533,69 +374,27 @@ local function biome_check(biome_list, biome_goal)
end
--todo mob limiting
--MAIN LOOP
if mobs_spawn then
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 10 then
timer = 0
for _,player in pairs(get_connected_players()) do
-- after this line each "break" means "continue"
local do_mob_spawning = true
repeat
--don't need to get these variables more than once
--they happen in a single server step
local player_pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(player_pos)
if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area
end
local min, max = decypher_limits(player_pos.y)
for i = 1, math_random(1,4) do
-- after this line each "break" means "continue"
local do_mob_algorithm = true
repeat
local goal_pos = position_calculation(player_pos)
local spawning_position_list = find_nodes_in_area_under_air(vector_new(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
break
end
local perlin_noise
local function spawn_a_mob(pos, dimension, y_min, y_max)
local dimension = dimension or mcl_worlds.pos_to_dimension(pos)
local goal_pos = get_next_mob_spawn_pos(pos)
local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
)
if #spawning_position_list <= 0 then return end
local spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
--Prevent strange behavior --- this is commented out: /too close to player --fixed with inner circle
if not spawning_position then -- or vector_distance(player_pos, spawning_position) < 15
break
end
--hard code mob limit in area to 5 for now
if count_mobs(spawning_position) >= 5 then
break
end
--hard code mob limit in area to 7 for now
if count_mobs(spawning_position) >= 7 then return end
local gotten_node = get_node(spawning_position).name
if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_biome then
break --skip if in unloaded area
end
if not gotten_node or not gotten_biome then return end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--add this so mobs don't spawn inside nodes
@ -606,8 +405,12 @@ if mobs_spawn then
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local is_ground = not (is_water or is_lava)
if not is_ground then
spawning_position.y = spawning_position.y - 1
end
local mob_def = nil
local mob_def
--create a disconnected clone of the spawn dictionary
--prevents memory leak
@ -615,94 +418,58 @@ if mobs_spawn then
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
local repeat_mob_search = true
repeat
--do not infinite loop
if #mob_library_worker_table <= 0 then
--print("breaking infinite loop")
break
perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
local noise = perlin_noise:get_3d(spawning_position)
local current_summary_chance = summary_chance
while #mob_library_worker_table > 0 do
local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
local mob_index = 1
local mob_chance = mob_library_worker_table[mob_index].chance
local step_chance = mob_chance
while step_chance < mob_chance_offset do
mob_index = mob_index + 1
mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance
end
local skip = false
--use this for removing table elements of mobs that do not match
local temp_index = math_random(1,#mob_library_worker_table)
local temp_def = mob_library_worker_table[temp_index]
--skip if something ridiculous happens (nil mob def)
--something truly horrible has happened if skip gets
--activated at this point
if not temp_def then
skip = true
end
if not skip and (spawning_position.y < temp_def.min_height or spawning_position.y > temp_def.max_height) then
skip = true
end
--skip if not correct dimension
if not skip and (temp_def.dimension ~= dimension) then
skip = true
end
--skip if not in correct biome
if not skip and (not biome_check(temp_def.biomes, gotten_biome)) then
skip = true
end
--don't spawn if not in light limits
if not skip and (gotten_light < temp_def.min_light or gotten_light > temp_def.max_light) then
skip = true
end
--skip if not in correct spawning type
if not skip and (temp_def.type_of_spawning == "ground" and is_water) then
skip = true
end
if not skip and (temp_def.type_of_spawning == "ground" and is_lava) then
skip = true
end
--found a mob, exit out of loop
if not skip then
--minetest.log("warning", "found mob:"..temp_def.name)
--print("found mob:"..temp_def.name)
mob_def = table_copy(temp_def)
break
else
--minetest.log("warning", "deleting temp index "..temp_index)
--print("deleting temp index")
table_remove(mob_library_worker_table, temp_index)
end
until repeat_mob_search == false --this is needed to sort through mobs randomly
--catch if went through all mobs and something went horribly wrong
--could not find a valid mob to spawn that fits the environment
if not mob_def 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
--print("spawning: " .. mob_def.name)
local mob_def = mob_library_worker_table[mob_index]
if mob_def
and spawning_position.y >= mob_def.min_height
and spawning_position.y <= mob_def.max_height
and mob_def.dimension == dimension
and biome_check(mob_def.biomes, gotten_biome)
and gotten_light >= mob_def.min_light
and gotten_light <= mob_def.max_light
and (is_ground or mob_def.type_of_spawning ~= "ground")
and (mob_def.check_position and mob_def.check_position(spawning_position) or true)
then
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
break
until do_mob_algorithm == false --this is a safety catch
local object = minetest.add_entity(spawning_position, mob_def.name)
if object then
return mob_def.on_spawn and mob_def.on_spawn(object, pos)
end
end
current_summary_chance = current_summary_chance - mob_chance
table_remove(mob_library_worker_table, mob_index)
end
end
break
until do_mob_spawning == false --this is a performance catch
--MAIN LOOP
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < 10 then return end
timer = 0
for _, player in pairs(get_connected_players()) do
local pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
local y_min, y_max = decypher_limits(pos.y)
for i = 1, math_random(1, 4) do
spawn_a_mob(pos, dimension, y_min, y_max)
end
end
end
end)

View File

@ -9,6 +9,95 @@ local S = minetest.get_translator(minetest.get_current_modname())
--################### ZOMBIE
--###################
local husk_biomes = {
"Desert",
"SavannaM",
"Savanna",
"Savanna_beach",
}
local zombie_biomes = {
"FlowerForest_underground",
"JungleEdge_underground",
"StoneBeach_underground",
"MesaBryce_underground",
"Mesa_underground",
"RoofedForest_underground",
"Jungle_underground",
"Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground",
"Plains_underground",
"MesaPlateauF_underground",
"ExtremeHills_underground",
"MegaSpruceTaiga_underground",
"BirchForestM_underground",
"SavannaM_underground",
"MesaPlateauFM_underground",
"Desert_underground",
"Savanna_underground",
"Forest_underground",
"SunflowerPlains_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
}
local drops_common = {
{name = mobs_mc.items.rotten_flesh,
chance = 1,
@ -166,230 +255,36 @@ baby_husk.child = 1
mobs:register_mob("mobs_mc:baby_husk", baby_husk)
-- Spawning
mobs:spawn_specific(
"mobs_mc:zombie",
"overworld",
"ground",
{
"FlowerForest_underground",
"JungleEdge_underground",
"StoneBeach_underground",
"MesaBryce_underground",
"Mesa_underground",
"RoofedForest_underground",
"Jungle_underground",
"Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground",
"Plains_underground",
"MesaPlateauF_underground",
"ExtremeHills_underground",
"MegaSpruceTaiga_underground",
"BirchForestM_underground",
"SavannaM_underground",
"MesaPlateauFM_underground",
"Desert_underground",
"Savanna_underground",
"Forest_underground",
"SunflowerPlains_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
},
0,
7,
30,
6000,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_setup({
name = "mobs_mc:zombie",
biomes = zombie_biomes,
max_light = 7,
chance = 2000,
})
-- Baby zombie is 20 times less likely than regular zombies
mobs:spawn_specific(
"mobs_mc:baby_zombie",
"overworld",
"ground",
{
"FlowerForest_underground",
"JungleEdge_underground",
"StoneBeach_underground",
"MesaBryce_underground",
"Mesa_underground",
"RoofedForest_underground",
"Jungle_underground",
"Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground",
"Plains_underground",
"MesaPlateauF_underground",
"ExtremeHills_underground",
"MegaSpruceTaiga_underground",
"BirchForestM_underground",
"SavannaM_underground",
"MesaPlateauFM_underground",
"Desert_underground",
"Savanna_underground",
"Forest_underground",
"SunflowerPlains_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"MushroomIslandShore",
"JungleM_shore",
"Jungle_shore",
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
},
0,
7,
30,
60000,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_setup({
name = "mobs_mc:baby_zombie",
biomes = zombie_biomes,
max_lignt = 7,
chance = 100,
})
mobs:spawn_setup({
name = "mobs_mc:husk",
biomes = husk_biomes,
max_light = 7,
chance = 2000,
})
mobs:spawn_specific(
"mobs_mc:husk",
"overworld",
"ground",
{
"Desert",
"SavannaM",
"Savanna",
"Savanna_beach",
},
0,
7,
30,
6500,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_specific(
"mobs_mc:baby_husk",
"overworld",
"ground",
{
"Desert",
"SavannaM",
"Savanna",
"Savanna_beach",
},
0,
7,
30,
65000,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_setup({
name = "mobs_mc:baby_husk",
biomes = husk_biomes,
max_light = 7,
chance = 100,
})
-- Spawn eggs
mobs:register_egg("mobs_mc:husk", S("Husk"), "mobs_mc_spawn_icon_husk.png", 0)

View File

@ -436,8 +436,7 @@ local function build_a_village(minp, maxp, pr, placer)
end
-- Disable natural generation in singlenode.
if mg_name ~= "singlenode" then
local mg_name = minetest.get_mapgen_setting("mg_name")
if not mcl_mapgen.singlenode then
local scan_last_node = mcl_mapgen.LAST_BLOCK * mcl_mapgen.BS - 1
local scan_offset = mcl_mapgen.BS
mcl_mapgen.register_mapgen(function(minp, maxp, chunkseed)