Complete prototype of biome generated mobs
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@ -89,7 +89,7 @@ local cod = {
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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if not object:is_player() and object:get_luaentity().name == "extra_mobs:cod" then
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if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:cod" then
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self.state = "runaway"
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self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
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end
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@ -88,7 +88,7 @@ local fox = {
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end)
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end
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for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 8)) do
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if not object:is_player() and object:get_luaentity().name == "extra_mobs:fox" and self.state ~= "attack" and math.random(1, 500) == 1 then
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if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:fox" and self.state ~= "attack" and math.random(1, 500) == 1 then
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self.horny = true
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end
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local lp = object:get_pos()
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@ -98,7 +98,7 @@ local fox = {
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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if object:is_player() and not object:get_player_control().sneak or not object:is_player() and object:get_luaentity().name == "mobs_mc:wolf" then
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if object and object:is_player() and not object:get_player_control().sneak or not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mobs_mc:wolf" then
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self.state = "runaway"
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self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
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if self.reach > vector.distance(self.object:get_pos(), object:get_pos()) and self.timer > .9 then
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@ -154,6 +154,7 @@ mobs_mc.spawn_height.water,
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mobs_mc.spawn_height.overworld_max)
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--mobs:spawn_specific("extra_mobs:fox", "overworld", "ground", 0, minetest.LIGHT_MAX+1, 30, 6000, 3, 0, 500)
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--[[
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mobs:spawn_specific(
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"extra_mobs:artic_fox",
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"overworld",
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@ -171,6 +172,6 @@ minetest.LIGHT_MAX+1,
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3,
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mobs_mc.spawn_height.water,
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mobs_mc.spawn_height.overworld_max)
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]]--
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-- spawn eggs
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mobs:register_egg("extra_mobs:fox", S("Fox"), "extra_mobs_spawn_icon_fox.png", 0)
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@ -1,29 +1,18 @@
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--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 new_vector = vector.new
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local math_random = math.random
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local get_biome_name = minetest.get_biome_name
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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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underground:
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"FlowerForest_underground",
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"JungleEdge_underground",
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"StoneBeach_underground",
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"MesaBryce_underground",
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"Mesa_underground",
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"RoofedForest_underground",
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"Jungle_underground",
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"Swampland_underground",
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"MushroomIsland_underground",
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"BirchForest_underground",
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"Plains_underground",
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"MesaPlateauF_underground",
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"ExtremeHills_underground",
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"MegaSpruceTaiga_underground",
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"BirchForestM_underground",
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"SavannaM_underground",
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"MesaPlateauFM_underground",
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"Desert_underground",
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"Savanna_underground",
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"Forest_underground",
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"SunflowerPlains_underground",
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"JungleEdge_underground",local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
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"ColdTaiga_underground",
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"IcePlains_underground",
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"IcePlainsSpikes_underground",
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@ -433,59 +422,22 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
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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]["interval"] = interval
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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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spawn_dictionary[key]["on_spawn"] = spawn_abm_action
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--allow for new dimensions to be auto added
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--this will take extra time, a whole few nanoseconds
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--but will allow modularity
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--build dimensions modularly
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if not spawn_dictionary[dimension] then
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spawn_dictionary[dimension] = {}
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end
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--build biome list modularly
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for _,added_biome in pairs(biomes) do
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if not spawn_dictionary[dimension][added_biome] then
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spawn_dictionary[dimension][added_biome] = {}
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end
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--build type of spawning per biome modularly
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if not spawn_dictionary[dimension][added_biome][type_of_spawning] then
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spawn_dictionary[dimension][added_biome][type_of_spawning] = {}
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end
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--build light levels to spawn mob
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for i = min_light,max_light do
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if not spawn_dictionary[dimension][added_biome][type_of_spawning][i] then
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spawn_dictionary[dimension][added_biome][type_of_spawning][i] = {}
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end
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for y = min_height, max_height do
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--print(y)
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end
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end
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end
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print("--")
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print(min_height, max_height)
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--[[
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local key = #spawn_dictionary[dimension] + 1
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spawn_dictionary[dimension][key] = {}
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spawn_dictionary[dimension][key]["name"] = name
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spawn_dictionary[dimension][key]["type"] = type_of_spawning
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spawn_dictionary[dimension][key]["min_light"] = min_light
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spawn_dictionary[dimension][key]["max_light"] = max_light
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spawn_dictionary[dimension][key]["interval"] = interval
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spawn_dictionary[dimension][key]["chance"] = chance
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spawn_dictionary[dimension][key]["aoc"] = aoc
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spawn_dictionary[dimension][key]["min_height"] = min_height
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spawn_dictionary[dimension][key]["max_height"] = max_height
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spawn_dictionary[dimension][key]["day_toggle"] = day_toggle
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spawn_dictionary[dimension][key]["on_spawn"] = spawn_abm_action
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]]--
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--[[
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minetest.register_abm({
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label = name .. " spawning",
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@ -499,7 +451,6 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
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]]--
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end
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-- compatibility with older mob registration
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-- we're going to forget about this for now -j4i
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--[[
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@ -574,108 +525,119 @@ 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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--[[
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minetest.register_on_mods_loaded(function()
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for _,data in pairs(minetest.registered_biomes) do
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print(data.name)
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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 ipairs(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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print(dump(spawn_dictionary))
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end)
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]]--
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return false
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end
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--todo mob limiting
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--MAIN LOOP
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--[[
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if mobs_spawn then
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local timer = 15 --0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer >= 15 then
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timer = 15--0
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timer = 0--15--0
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for _,player in ipairs(minetest.get_connected_players()) do
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for i = 1,math.random(5) do
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local player_pos = player:get_pos()
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local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
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if dimension == "void" or dimension == "default" then
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goto continue -- ignore void and unloaded area
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end
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local min,max = decypher_limits(player_pos.y)
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local goal_pos = position_calculation(player_pos)
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local gotten_biome = minetest.get_biome_data(goal_pos)
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local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
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--couldn't find node
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if #spawning_position_list <= 0 then
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goto continue
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end
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local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
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--I have no idea why this would happen, but better to be safe
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if not spawning_position then
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goto continue
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end
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local gotten_node = get_node(spawning_position).name
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if not gotten_node or gotten_node == "air" then --skip air nodes
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goto continue
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end
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local gotten_biome = minetest.get_biome_data(spawning_position)
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if not gotten_biome then
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goto continue --skip if in unloaded area
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end
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print(minetest.get_biome_name(gotten_biome.biome))
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gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
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local mob_def = spawn_dictionary[dimension][math.random(1,#spawn_dictionary[dimension])]
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--grab random mob
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local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
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if not mob_def then --to catch a crazy error if it ever happens
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minetest.log("error", "WARNING!! Attempted to spawn a mob that doesn't exist! Please notify developers!\nThe game will continue to run though.")
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goto continue
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end
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if not mob_def then
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goto continue --skip if something ridiculous happens (nil mob def)
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end
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if mob_def.type == "ground" then
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--skip if not correct dimension
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if mob_def.dimension ~= dimension then
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goto continue
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end
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local spawning_position_list = minetest.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"})
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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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if #spawning_position_list <= 0 then
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goto continue
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end
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local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
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if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
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goto continue
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end
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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 gotten_light = minetest.get_node_light(spawning_position)
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--don't spawn if not in light limits
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if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
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goto continue
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end
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if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
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minetest.add_entity(spawning_position, mob_def.name)
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end
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elseif mob_def.type == "air" then
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local spawning_position_list = minetest.find_nodes_in_area(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"air"})
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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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if #spawning_position_list <= 0 then
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goto continue
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end
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local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
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if mob_def.type_of_spawning == "ground" and is_water then
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goto continue
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end
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local gotten_light = minetest.get_node_light(spawning_position)
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if mob_def.type_of_spawning == "ground" and is_lava then
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goto continue
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end
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if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
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minetest.add_entity(spawning_position, mob_def.name)
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end
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elseif mob_def.type == "water" then
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local spawning_position_list = minetest.find_nodes_in_area(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:water"})
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if #spawning_position_list <= 0 then
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goto continue
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end
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local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
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local gotten_light = minetest.get_node_light(spawning_position)
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if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
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minetest.add_entity(spawning_position, mob_def.name)
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end
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--elseif mob_def.type == "lava" then
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--implement later
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end
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--local spawn minetest.find_nodes_in_area_under_air(vector.new(pos.x,pos.y-find_node_height,pos.z), vector.new(pos.x,pos.y+find_node_height,pos.z), {"group:solid"})
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--adjust the position for water and lava mobs
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if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
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spawning_position.y = spawning_position.y - 1
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end
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--everything is correct, spawn mob
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minetest.add_entity(spawning_position, mob_def.name)
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::continue:: --this is a safety catch
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end
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end
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end
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end)
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end
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]]--
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@ -290,9 +290,9 @@ mobs_mc.spawn = {
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mobs_mc.spawn_height = {
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water = tonumber(minetest.settings:get("water_level")) or 0, -- Water level in the Overworld
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-- Overworld boundaries (inclusive) --had to make this reasonable otherwise mob spawning would go nuts using data
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-- Overworld boundaries (inclusive) --I adjusted this to be more reasonable
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overworld_min = -64,-- -2999,
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overworld_max = 256,-- 31000,
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overworld_max = 31000,
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-- Nether boundaries (inclusive)
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nether_min = -29067,-- -3369,
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