forked from VoxeLibre/VoxeLibre
528 lines
14 KiB
Lua
528 lines
14 KiB
Lua
--lua locals
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local get_node = minetest.get_node
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local get_item_group = minetest.get_item_group
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local get_node_light = minetest.get_node_light
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local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
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local get_biome_name = minetest.get_biome_name
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local get_objects_inside_radius = minetest.get_objects_inside_radius
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local get_connected_players = minetest.get_connected_players
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local minetest_get_perlin = minetest.get_perlin
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local math_random = math.random
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local math_floor = math.floor
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local math_ceil = math.ceil
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local math_cos = math.cos
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local math_sin = math.sin
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local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
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--local vector_distance = vector.distance
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local vector_new = vector.new
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local vector_floor = vector.floor
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local table_copy = table.copy
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local table_remove = table.remove
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local pairs = pairs
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-- range for mob count
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local aoc_range = 32
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--do mobs spawn?
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local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
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local noise_params = {
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offset = 0,
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scale = 3,
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spread = {
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x = 301,
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y = 50,
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z = 304,
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},
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seed = 100,
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octaves = 3,
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persistence = 0.5,
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}
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-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
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-- Also used for missing parameter
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-- Please update the list when adding new biomes!
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local list_of_all_biomes = {
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-- underground:
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"FlowerForest_underground",
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"JungleEdge_underground",
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"ColdTaiga_underground",
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"IcePlains_underground",
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"IcePlainsSpikes_underground",
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"MegaTaiga_underground",
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"Taiga_underground",
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"ExtremeHills+_underground",
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"JungleM_underground",
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"ExtremeHillsM_underground",
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"JungleEdgeM_underground",
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-- ocean:
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"RoofedForest_ocean",
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"JungleEdgeM_ocean",
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"BirchForestM_ocean",
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"BirchForest_ocean",
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"IcePlains_deep_ocean",
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"Jungle_deep_ocean",
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"Savanna_ocean",
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"MesaPlateauF_ocean",
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"ExtremeHillsM_deep_ocean",
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"Savanna_deep_ocean",
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"SunflowerPlains_ocean",
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"Swampland_deep_ocean",
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"Swampland_ocean",
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"MegaSpruceTaiga_deep_ocean",
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"ExtremeHillsM_ocean",
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"JungleEdgeM_deep_ocean",
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"SunflowerPlains_deep_ocean",
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"BirchForest_deep_ocean",
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"IcePlainsSpikes_ocean",
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"Mesa_ocean",
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"StoneBeach_ocean",
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"Plains_deep_ocean",
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"JungleEdge_deep_ocean",
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"SavannaM_deep_ocean",
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"Desert_deep_ocean",
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"Mesa_deep_ocean",
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"ColdTaiga_deep_ocean",
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"Plains_ocean",
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"MesaPlateauFM_ocean",
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"Forest_deep_ocean",
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"JungleM_deep_ocean",
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"FlowerForest_deep_ocean",
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"MushroomIsland_ocean",
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"MegaTaiga_ocean",
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"StoneBeach_deep_ocean",
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"IcePlainsSpikes_deep_ocean",
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"ColdTaiga_ocean",
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"SavannaM_ocean",
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"MesaPlateauF_deep_ocean",
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"MesaBryce_deep_ocean",
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"ExtremeHills+_deep_ocean",
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"ExtremeHills_ocean",
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"MushroomIsland_deep_ocean",
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"Forest_ocean",
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"MegaTaiga_deep_ocean",
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"JungleEdge_ocean",
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"MesaBryce_ocean",
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"MegaSpruceTaiga_ocean",
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"ExtremeHills+_ocean",
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"Jungle_ocean",
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"RoofedForest_deep_ocean",
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"IcePlains_ocean",
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"FlowerForest_ocean",
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"ExtremeHills_deep_ocean",
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"MesaPlateauFM_deep_ocean",
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"Desert_ocean",
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"Taiga_ocean",
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"BirchForestM_deep_ocean",
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"Taiga_deep_ocean",
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"JungleM_ocean",
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-- water or beach?
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"MesaPlateauFM_sandlevel",
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"MesaPlateauF_sandlevel",
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"MesaBryce_sandlevel",
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"Mesa_sandlevel",
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-- beach:
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"FlowerForest_beach",
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"Forest_beach",
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"StoneBeach",
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"ColdTaiga_beach_water",
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"Taiga_beach",
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"Savanna_beach",
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"Plains_beach",
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"ExtremeHills_beach",
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"ColdTaiga_beach",
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"Swampland_shore",
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"MushroomIslandShore",
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"JungleM_shore",
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"Jungle_shore",
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-- dimension biome:
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"Nether",
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"End",
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-- Overworld regular:
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"Mesa",
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"FlowerForest",
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"Swampland",
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"Taiga",
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"ExtremeHills",
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"Jungle",
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"Savanna",
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"BirchForest",
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"MegaSpruceTaiga",
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"MegaTaiga",
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"ExtremeHills+",
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"Forest",
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"Plains",
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"Desert",
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"ColdTaiga",
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"MushroomIsland",
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"IcePlainsSpikes",
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"SunflowerPlains",
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"IcePlains",
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"RoofedForest",
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"ExtremeHills+_snowtop",
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"MesaPlateauFM_grasstop",
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"JungleEdgeM",
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"ExtremeHillsM",
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"JungleM",
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"BirchForestM",
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"MesaPlateauF",
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"MesaPlateauFM",
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"MesaPlateauF_grasstop",
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"MesaBryce",
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"JungleEdge",
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"SavannaM",
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"Nether",
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"WarpedForest",
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"SoulsandValley"
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}
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-- count how many mobs are in an area
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local function count_mobs(pos)
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local num = 0
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for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do
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if object and object:get_luaentity() and object:get_luaentity().is_mob then
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num = num + 1
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end
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end
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return num
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end
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-- global functions
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function mcl_mobs:spawn_abm_check(pos, node, name)
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-- global function to add additional spawn checks
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-- return true to stop spawning mob
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end
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--[[
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Custom elements changed:
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name:
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the mobs name
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dimension:
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"overworld"
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"nether"
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"end"
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types of spawning:
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"water"
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"ground"
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"lava"
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biomes: tells the spawner to allow certain mobs to spawn in certain biomes
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{"this", "that", "grasslands", "whatever"}
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what is aoc??? objects in area
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WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
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]]--
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--this is where all of the spawning information is kept
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local spawn_dictionary = {}
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local summary_chance = 0
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function mcl_mobs:spawn_setup(def)
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if not mobs_spawn then return end
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if not def then
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minetest.log("warning", "Empty mob spawn setup definition")
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return
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end
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local name = def.name
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if not name then
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minetest.log("warning", "Missing mob name")
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return
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end
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local dimension = def.dimension or "overworld"
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local type_of_spawning = def.type_of_spawning or "ground"
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local biomes = def.biomes or list_of_all_biomes
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local min_light = def.min_light or 0
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local max_light = def.max_light or (minetest.LIGHT_MAX + 1)
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local chance = def.chance or 1000
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local aoc = def.aoc or aoc_range
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local min_height = def.min_height or mcl_mapgen.overworld.min
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local max_height = def.max_height or mcl_mapgen.overworld.max
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local day_toggle = def.day_toggle
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local on_spawn = def.on_spawn
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local check_position = def.check_position
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-- chance/spawn number override in minetest.conf for registered mob
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local numbers = minetest.settings:get(name)
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if numbers then
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numbers = numbers:split(",")
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chance = tonumber(numbers[1]) or chance
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aoc = tonumber(numbers[2]) or aoc
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if chance == 0 then
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minetest.log("warning", string.format("[mcl_mobs] %s has spawning disabled", name))
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return
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end
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minetest.log("action", string.format("[mcl_mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
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end
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if chance < 1 then
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chance = 1
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minetest.log("warning", "Chance shouldn't be less than 1 (mob name: " .. name ..")")
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end
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spawn_dictionary[#spawn_dictionary + 1] = {
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name = name,
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dimension = dimension,
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type_of_spawning = type_of_spawning,
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biomes = biomes,
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min_light = min_light,
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max_light = max_light,
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chance = chance,
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aoc = aoc,
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min_height = min_height,
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max_height = max_height,
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day_toggle = day_toggle,
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check_position = check_position,
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on_spawn = on_spawn,
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}
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summary_chance = summary_chance + chance
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end
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function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
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-- Do mobs spawn at all?
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if not mobs_spawn then
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return
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end
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-- chance/spawn number override in minetest.conf for registered mob
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local numbers = minetest.settings:get(name)
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if numbers then
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numbers = numbers:split(",")
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chance = tonumber(numbers[1]) or chance
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aoc = tonumber(numbers[2]) or aoc
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if chance == 0 then
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minetest.log("warning", string.format("[mcl_mobs] %s has spawning disabled", name))
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return
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end
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minetest.log("action", string.format("[mcl_mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
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end
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--load information into the spawn dictionary
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local key = #spawn_dictionary + 1
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spawn_dictionary[key] = {}
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spawn_dictionary[key]["name"] = name
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spawn_dictionary[key]["dimension"] = dimension
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spawn_dictionary[key]["type_of_spawning"] = type_of_spawning
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spawn_dictionary[key]["biomes"] = biomes
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spawn_dictionary[key]["min_light"] = min_light
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spawn_dictionary[key]["max_light"] = max_light
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spawn_dictionary[key]["chance"] = chance
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spawn_dictionary[key]["aoc"] = aoc
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spawn_dictionary[key]["min_height"] = min_height
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spawn_dictionary[key]["max_height"] = max_height
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spawn_dictionary[key]["day_toggle"] = day_toggle
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summary_chance = summary_chance + chance
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end
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local two_pi = 2 * math.pi
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local function get_next_mob_spawn_pos(pos)
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local distance = math_random(25, 32)
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local angle = math_random() * two_pi
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return {
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x = math_round(pos.x + distance * math_cos(angle)),
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y = pos.y,
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z = math_round(pos.z + distance * math_sin(angle))
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}
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end
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local function decypher_limits(posy)
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posy = math_floor(posy)
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return posy - 32, posy + 32
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end
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--a simple helper function for mob_spawn
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local function biome_check(biome_list, biome_goal)
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for _, data in pairs(biome_list) do
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if data == biome_goal then
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return true
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end
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end
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return false
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end
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local function is_farm_animal(n)
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return n == "mobs_mc:pig" or n == "mobs_mc:cow" or n == "mobs_mc:sheep" or n == "mobs_mc:chicken" or n == "mobs_mc:horse" or n == "mobs_mc:donkey"
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end
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local function get_water_spawn(p)
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local nn = minetest.find_nodes_in_area(vector.offset(p,-2,-1,-2),vector.offset(p,2,-15,2),{"group:water"})
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if nn and #nn > 0 then
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return nn[math.random(#nn)]
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end
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end
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local function spawn_group(p,mob,spawn_on,group_max,group_min)
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if not group_min then group_min = 1 end
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local nn = minetest.find_nodes_in_area(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
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local o
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if not nn or #nn < 1 then
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nn = {}
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table.insert(nn,p)
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end
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for i = 1, math.random(group_min,group_max) do
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o = minetest.add_entity(nn[math.random(#nn)],mob)
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end
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return o
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end
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if mobs_spawn then
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local perlin_noise
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local function spawn_a_mob(pos, dimension, y_min, y_max)
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local dimension = dimension or mcl_worlds.pos_to_dimension(pos)
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local goal_pos = get_next_mob_spawn_pos(pos)
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local spawning_position_list = find_nodes_in_area_under_air(
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{x = goal_pos.x, y = y_min, z = goal_pos.z},
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{x = goal_pos.x, y = y_max, z = goal_pos.z},
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{"group:solid", "group:water", "group:lava"}
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)
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if #spawning_position_list <= 0 then return end
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local spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
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--hard code mob limit in area to 5 for now
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if count_mobs(spawning_position) >= 5 then return end
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local gotten_node = get_node(spawning_position).name
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local gotten_biome = minetest.get_biome_data(spawning_position)
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if not gotten_node or not gotten_biome then return end
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gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
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--add this so mobs don't spawn inside nodes
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spawning_position.y = spawning_position.y + 1
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--only need to poll for node light if everything else worked
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local gotten_light = get_node_light(spawning_position)
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local is_water = get_item_group(gotten_node, "water") ~= 0
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local is_lava = get_item_group(gotten_node, "lava") ~= 0
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local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
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local is_bedrock = gotten_node == "mcl_core:bedrock"
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local is_ground = not (is_water or is_lava)
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local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
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local has_bed = minetest.find_node_near(pos,25,{"group:bed"})
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if not is_ground then
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spawning_position.y = spawning_position.y - 1
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end
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local mob_def
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--create a disconnected clone of the spawn dictionary
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--prevents memory leak
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local mob_library_worker_table = table_copy(spawn_dictionary)
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--grab mob that fits into the spawning location
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--randomly grab a mob, don't exclude any possibilities
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perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
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local noise = perlin_noise:get_3d(spawning_position)
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local current_summary_chance = summary_chance
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table.shuffle(mob_library_worker_table)
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while #mob_library_worker_table > 0 do
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local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
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local mob_index = 1
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local mob_chance = mob_library_worker_table[mob_index].chance
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local step_chance = mob_chance
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while step_chance < mob_chance_offset do
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mob_index = mob_index + 1
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mob_chance = mob_library_worker_table[mob_index].chance
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step_chance = step_chance + mob_chance
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end
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local mob_def = mob_library_worker_table[mob_index]
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local mob_type = minetest.registered_entities[mob_def.name].type
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local spawn_in_group = minetest.registered_entities[mob_def.name].spawn_in_group or 4
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if mob_def
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and spawning_position.y >= mob_def.min_height
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and spawning_position.y <= mob_def.max_height
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and mob_def.dimension == dimension
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and biome_check(mob_def.biomes, gotten_biome)
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and gotten_light >= mob_def.min_light
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and gotten_light <= mob_def.max_light
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and (is_ground or mob_def.type_of_spawning ~= "ground")
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and (mob_def.type_of_spawning ~= "ground" or not is_leaf)
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and (mob_def.check_position and mob_def.check_position(spawning_position) or true)
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and (not is_farm_animal(mob_def.name) or is_grass)
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and (mob_type ~= "npc" or has_bed)
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and (mob_def.type_of_spawning ~= "water" or is_water)
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and not is_bedrock
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then
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if mob_def.type_of_spawning == "water" then
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spawning_position = get_water_spawn(spawning_position)
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if not spawning_position then
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return
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end
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end
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--everything is correct, spawn mob
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local object
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if spawn_in_group then
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object = spawn_group(spawning_position,mob_def.name,{gotten_node},spawn_in_group,spawn_in_group_min)
|
|
else object = minetest.add_entity(spawning_position, mob_def.name)
|
|
end
|
|
|
|
|
|
if object then
|
|
return mob_def.on_spawn and mob_def.on_spawn(object, spawning_position)
|
|
end
|
|
end
|
|
current_summary_chance = current_summary_chance - mob_chance
|
|
table_remove(mob_library_worker_table, mob_index)
|
|
end
|
|
end
|
|
|
|
|
|
--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)
|
|
end
|