MineClone2/mods/ENTITIES/mcl_mobs/spawning.lua

1106 lines
34 KiB
Lua

--lua locals
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light
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 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
local vector_floor = vector.floor
local table_copy = table.copy
local table_remove = table.remove
local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Mobs spawn]", true)
end
end
local dbg_spawn_attempts = 0
local dbg_spawn_succ = 0
local dbg_spawn_counts = {}
local remove_far = true
local WAIT_FOR_SPAWN_ATTEMPT = 10
local FIND_SPAWN_POS_RETRIES = 16
local FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN = 8
local MOB_SPAWN_ZONE_INNER = 24
local MOB_SPAWN_ZONE_MIDDLE = 32
local MOB_SPAWN_ZONE_OUTER = 128
-- range for mob count
local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136
local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 5
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
}
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
mcl_log("Mob cap hostile: " .. mob_cap.hostile)
mcl_log("Mob cap water: " .. mob_cap.water)
mcl_log("Mob cap passive: " .. mob_cap.passive)
mcl_log("Percentage of peacefuls spawned: " .. peaceful_percentage_spawned)
mcl_log("Percentage of peaceful spawns are group: " .. peaceful_group_percentage_spawned)
mcl_log("Percentage of hostile spawns are group: " .. hostile_group_percentage_spawned)
--do mobs spawn?
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
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:
"FlowerForest_underground",
"JungleEdge_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
"MegaTaiga_underground",
"Taiga_underground",
"ExtremeHills+_underground",
"JungleM_underground",
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
"MangroveSwamp_underground",
-- ocean:
"RoofedForest_ocean",
"JungleEdgeM_ocean",
"BirchForestM_ocean",
"BirchForest_ocean",
"IcePlains_deep_ocean",
"Jungle_deep_ocean",
"Savanna_ocean",
"MesaPlateauF_ocean",
"ExtremeHillsM_deep_ocean",
"Savanna_deep_ocean",
"SunflowerPlains_ocean",
"Swampland_deep_ocean",
"Swampland_ocean",
"MegaSpruceTaiga_deep_ocean",
"ExtremeHillsM_ocean",
"JungleEdgeM_deep_ocean",
"SunflowerPlains_deep_ocean",
"BirchForest_deep_ocean",
"IcePlainsSpikes_ocean",
"Mesa_ocean",
"StoneBeach_ocean",
"Plains_deep_ocean",
"JungleEdge_deep_ocean",
"SavannaM_deep_ocean",
"Desert_deep_ocean",
"Mesa_deep_ocean",
"ColdTaiga_deep_ocean",
"Plains_ocean",
"MesaPlateauFM_ocean",
"Forest_deep_ocean",
"JungleM_deep_ocean",
"FlowerForest_deep_ocean",
"MushroomIsland_ocean",
"MegaTaiga_ocean",
"StoneBeach_deep_ocean",
"IcePlainsSpikes_deep_ocean",
"ColdTaiga_ocean",
"SavannaM_ocean",
"MesaPlateauF_deep_ocean",
"MesaBryce_deep_ocean",
"ExtremeHills+_deep_ocean",
"ExtremeHills_ocean",
"MushroomIsland_deep_ocean",
"Forest_ocean",
"MegaTaiga_deep_ocean",
"JungleEdge_ocean",
"MesaBryce_ocean",
"MegaSpruceTaiga_ocean",
"ExtremeHills+_ocean",
"Jungle_ocean",
"RoofedForest_deep_ocean",
"IcePlains_ocean",
"FlowerForest_ocean",
"ExtremeHills_deep_ocean",
"MesaPlateauFM_deep_ocean",
"Desert_ocean",
"Taiga_ocean",
"BirchForestM_deep_ocean",
"Taiga_deep_ocean",
"JungleM_ocean",
"MangroveSwamp_ocean",
"MangroveSwamp_deep_ocean",
-- water or beach?
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
-- beach:
"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",
"BambooJungleM_shore",
"BambooJungle_shore",
"MangroveSwamp_shore",
-- dimension biome:
"Nether",
"BasaltDelta",
"CrimsonForest",
"WarpedForest",
"SoulsandValley",
"End",
-- Overworld regular:
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"ExtremeHillsM",
"ExtremeHills+_snowtop",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"MushroomIsland",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
"MangroveSwamp",
"BambooJungle",
"BambooJungleEdge",
"BambooJungleEdgeM",
"BambooJungleM",
}
-- count how many mobs are in an area
local function count_mobs(pos,r,mob_type)
local num = 0
for _,l in pairs(minetest.luaentities) do
if l and l.is_mob and (mob_type == nil or l.type == mob_type) then
local p = l.object:get_pos()
if p and vector_distance(p,pos) < r then
num = num + 1
end
end
end
return num
end
local function count_mobs_total(mob_type)
local num = 0
for _,l in pairs(minetest.luaentities) do
if l.is_mob then
if mob_type == nil or l.type == mob_type then
num = num + 1
end
end
end
return num
end
local function count_mobs_add_entry (mobs_list, mob_cat)
if mobs_list[mob_cat] then
mobs_list[mob_cat] = mobs_list[mob_cat] + 1
else
mobs_list[mob_cat] = 1
end
end
--categorise_by can be name or type or spawn_class
local function count_mobs_all(categorise_by, pos)
local mobs_found_wide = {}
local mobs_found_close = {}
local num = 0
for _,entity in pairs(minetest.luaentities) do
if entity and entity.is_mob then
local add_entry = false
--local mob_type = entity.type -- animal / monster / npc
local mob_cat = entity[categorise_by]
if pos then
local mob_pos = entity.object:get_pos()
if mob_pos then
local distance = vector.distance(pos, mob_pos)
--mcl_log("distance: ".. distance)
if distance <= MOB_SPAWN_ZONE_MIDDLE then
--mcl_log("distance is close")
count_mobs_add_entry (mobs_found_close, mob_cat)
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
elseif distance <= MOB_SPAWN_ZONE_OUTER then
--mcl_log("distance is wide")
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
else
--mcl_log("mob_pos: " .. minetest.pos_to_string(mob_pos))
end
end
else
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
end
if add_entry then
num = num + 1
end
end
end
--mcl_log("num: ".. num)
return mobs_found_close, mobs_found_wide, num
end
local function count_mobs_total_cap(mob_type)
local num = 0
for _,l in pairs(minetest.luaentities) do
if l.is_mob then
if ( mob_type == nil or l.type == mob_type ) and l.can_despawn and not l.nametag then
num = num + 1
end
end
end
return num
end
local function output_mob_stats(mob_counts, total_mobs, chat_display)
if (total_mobs) then
local total_output = "Total mobs found: " .. total_mobs
if chat_display then
minetest.log(total_output)
else
minetest.log("action", total_output)
end
end
local detailed = ""
if mob_counts then
for k, v1 in pairs(mob_counts) do
detailed = detailed .. tostring(k) .. ": " .. tostring(v1) .. "; "
end
end
if detailed and detailed ~= "" then
if chat_display then
minetest.log(detailed)
else
minetest.log("action", detailed)
end
end
end
-- global functions
function mcl_mobs:spawn_abm_check(pos, node, name)
-- global function to add additional spawn checks
-- return true to stop spawning mob
end
--[[
Custom elements changed:
name:
the mobs name
dimension:
"overworld"
"nether"
"end"
types of spawning:
"water"
"ground"
"lava"
biomes: tells the spawner to allow certain mobs to spawn in certain biomes
{"this", "that", "grasslands", "whatever"}
what is aoc??? objects in area
WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
]]--
--this is where all of the spawning information is kept
local spawn_dictionary = {}
--this is where all of the spawning information is kept for mobs that don't naturally spawn
local non_spawn_dictionary = {}
local summary_chance = 0
function mcl_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("[mcl_mobs] %s has spawning disabled", name))
return
end
minetest.log("action", string.format("[mcl_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
end
function mcl_mobs:mob_light_lvl(mob_name, dimension)
local spawn_dictionary_consolidated = {}
if non_spawn_dictionary[mob_name] then
local mob_dimension = non_spawn_dictionary[mob_name][dimension]
if mob_dimension then
--minetest.log("Found in non spawn dictionary for dimension")
return mob_dimension.min_light, mob_dimension.max_light
else
--minetest.log("Found in non spawn dictionary but not for dimension")
local overworld_non_spawn_def = non_spawn_dictionary[mob_name]["overworld"]
if overworld_non_spawn_def then
return overworld_non_spawn_def.min_light, overworld_non_spawn_def.max_light
end
end
else
--minetest.log("must be in spawning dictionary")
for i,v in pairs(spawn_dictionary) do
local current_mob_name = spawn_dictionary[i].name
local current_mob_dim = spawn_dictionary[i].dimension
if mob_name == current_mob_name then
if not spawn_dictionary_consolidated[current_mob_name] then
spawn_dictionary_consolidated[current_mob_name] = {}
end
spawn_dictionary_consolidated[current_mob_name][current_mob_dim] = {
["min_light"] = spawn_dictionary[i].min_light,
["max_light"] = spawn_dictionary[i].max_light
}
end
end
if spawn_dictionary_consolidated[mob_name] then
--minetest.log("is in consolidated")
local mob_dimension = spawn_dictionary_consolidated[mob_name][dimension]
if mob_dimension then
--minetest.log("found for dimension")
return mob_dimension.min_light, mob_dimension.max_light
else
--minetest.log("not found for dimension, use overworld def")
local mob_dimension_default = spawn_dictionary_consolidated[mob_name]["overworld"]
if mob_dimension_default then
return mob_dimension_default.min_light, mob_dimension_default.max_light
end
end
else
--minetest.log("not in consolidated")
end
end
minetest.log("action", "There are no light levels for mob (" .. tostring(mob_name) .. ") in dimension (" .. tostring(dimension) .. "). Return defaults")
return 0, minetest.LIGHT_MAX+1
end
function mcl_mobs:non_spawn_specific(mob_name,dimension,min_light,max_light)
table.insert(non_spawn_dictionary, mob_name)
non_spawn_dictionary[mob_name] = {
[dimension] = {
min_light = min_light , max_light = max_light
}
}
end
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, check_position)
-- Do mobs spawn at all?
if not mobs_spawn then
return
end
-- 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("[mcl_mobs] %s has spawning disabled", name))
return
end
minetest.log("action", string.format("[mcl_mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
--load information into the spawn dictionary
local key = #spawn_dictionary + 1
spawn_dictionary[key] = {}
spawn_dictionary[key]["name"] = name
spawn_dictionary[key]["dimension"] = dimension
spawn_dictionary[key]["type_of_spawning"] = type_of_spawning
spawn_dictionary[key]["biomes"] = biomes
spawn_dictionary[key]["min_light"] = min_light
spawn_dictionary[key]["max_light"] = max_light
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]["check_position"] = check_position
summary_chance = summary_chance + chance
end
local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos)
-- TODO We should consider spawning something a little further away sporadically.
-- It would be good for sky farms and variance, rather than all being on the 24 - 32 block away radius
local distance = math_random(MOB_SPAWN_ZONE_INNER, MOB_SPAWN_ZONE_MIDDLE)
local angle = math_random() * two_pi
-- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts.
local xoff = math_round(distance * math_cos(angle))
local zoff = math_round(distance * math_sin(angle))
return vector.offset(pos, xoff, 0, zoff)
end
local function decypher_limits(posy)
posy = math_floor(posy)
return posy - MOB_SPAWN_ZONE_MIDDLE, posy + MOB_SPAWN_ZONE_MIDDLE
end
--a simple helper function for mob_spawn
local function biome_check(biome_list, biome_goal)
for _, data in pairs(biome_list) do
if data == biome_goal then
return true
end
end
return false
end
local function is_farm_animal(n)
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"
end
local function get_water_spawn(p)
local nn = minetest.find_nodes_in_area(vector.offset(p,-2,-1,-2),vector.offset(p,2,-15,2),{"group:water"})
if nn and #nn > 0 then
return nn[math.random(#nn)]
end
end
local function has_room(self,pos)
local cb = self.collisionbox
local nodes = {}
if self.fly_in then
local t = type(self.fly_in)
if t == "table" then
nodes = table.copy(self.fly_in)
elseif t == "string" then
table.insert(nodes,self.fly_in)
end
end
table.insert(nodes,"air")
local x = cb[4] - cb[1]
local y = cb[5] - cb[2]
local z = cb[6] - cb[3]
local r = math.ceil(x * y * z)
local p1 = vector.offset(pos,cb[1],cb[2],cb[3])
local p2 = vector.offset(pos,cb[4],cb[5],cb[6])
local n = #minetest.find_nodes_in_area(p1,p2,nodes) or 0
if r > n then
minetest.log("warning","[mcl_mobs] No room for mob "..self.name.." at "..minetest.pos_to_string(vector.round(pos)))
return false
end
return true
end
local function spawn_check(pos, spawn_def)
if not spawn_def or not pos then return end
dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos)
local mob_def = minetest.registered_entities[spawn_def.name]
local mob_type = mob_def.type
local gotten_node = get_node(pos).name
local gotten_biome = minetest.get_biome_data(pos)
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
local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
if not is_ground then
pos.y = pos.y - 1
gotten_node = get_node(pos).name
is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
end
pos.y = pos.y + 1
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
local is_bedrock = gotten_node == "mcl_core:bedrock"
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
if pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, gotten_biome) then
--minetest.log("Level 1 spawn check passed")
minetest.log("Mob: " .. mob_def.name)
if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and has_room(mob_def,pos)
and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and (not is_farm_animal(spawn_def.name) or is_grass)
and (spawn_def.type_of_spawning ~= "water" or is_water)
and ( not spawn_protected or not minetest.is_protected(pos, "") )
and not is_bedrock then
minetest.log("Level 2 spawn check passed")
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(pos)
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
minetest.log("Level 3 spawn check passed")
return true
end
end
end
return false
end
function mcl_mobs.spawn(pos,id)
local def = minetest.registered_entities[id] or minetest.registered_entities["mobs_mc:"..id] or minetest.registered_entities["extra_mobs:"..id]
if not def or (def.can_spawn and not def.can_spawn(pos)) or not def.is_mob then
return false
end
if not dbg_spawn_counts[def.name] then
dbg_spawn_counts[def.name] = 1
else
dbg_spawn_counts[def.name] = dbg_spawn_counts[def.name] + 1
end
return minetest.add_entity(pos, def.name)
end
local function spawn_group(p,mob,spawn_on,amount_to_spawn)
local nn= minetest.find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
local o
table.shuffle(nn)
if not nn or #nn < 1 then
nn = {}
table.insert(nn,p)
end
for i = 1, amount_to_spawn do
local sp = vector.offset(nn[math.random(#nn)],0,1,0)
if spawn_check(nn[math.random(#nn)],mob) then
if mob.type_of_spawning == "water" then
sp = get_water_spawn(sp)
end
o = mcl_mobs.spawn(sp,mob.name)
if o then dbg_spawn_succ = dbg_spawn_succ + 1 end
end
end
return o
end
mcl_mobs.spawn_group = spawn_group
local S = minetest.get_translator("mcl_mobs")
minetest.register_chatcommand("spawn_mob",{
privs = { debug = true },
description=S("spawn_mob is a chatcommand that allows you to type in the name of a mob without 'typing mobs_mc:' all the time like so; 'spawn_mob spider'. however, there is more you can do with this special command, currently you can edit any number, boolean, and string variable you choose with this format: spawn_mob 'any_mob:var<mobs_variable=variable_value>:'. any_mob being your mob of choice, mobs_variable being the variable, and variable value being the value of the chosen variable. and example of this format: \n spawn_mob skeleton:var<passive=true>:\n this would spawn a skeleton that wouldn't attack you. REMEMBER-THIS> when changing a number value always prefix it with 'NUM', example: \n spawn_mob skeleton:var<jump_height=NUM10>:\n this setting the skelly's jump height to 10. if you want to make multiple changes to a mob, you can, example: \n spawn_mob skeleton:var<passive=true>::var<jump_height=NUM10>::var<fly_in=air>::var<fly=true>:\n etc."),
func = function(n,param)
local pos = minetest.get_player_by_name(n):get_pos()
local modifiers = {}
for capture in string.gmatch(param, "%:(.-)%:") do
table.insert(modifiers, ":"..capture)
end
local mod1 = string.find(param, ":")
local mobname = param
if mod1 then
mobname = string.sub(param, 1, mod1-1)
end
local mob = mcl_mobs.spawn(pos,mobname)
if mob then
for c=1, #modifiers do
modifs = modifiers[c]
local mod1 = string.find(modifs, ":")
local mod_start = string.find(modifs, "<")
local mod_vals = string.find(modifs, "=")
local mod_end = string.find(modifs, ">")
local mob_entity = mob:get_luaentity()
if string.sub(modifs, mod1+1, mod1+3) == "var" then
if mod1 and mod_start and mod_vals and mod_end then
local variable = string.sub(modifs, mod_start+1, mod_vals-1)
local value = string.sub(modifs, mod_vals+1, mod_end-1)
number_tag = string.find(value, "NUM")
if number_tag then
value = tonumber(string.sub(value, 4, -1))
end
if value == "true" then
value = true
elseif value == "false" then
value = false
end
if not mob_entity[variable] then
minetest.log("warning", n.." mob variable "..variable.." previously unset")
end
mob_entity[variable] = value
else
minetest.log("warning", n.." couldn't modify "..mobname.." at "..minetest.pos_to_string(pos).. ", missing paramaters")
end
else
minetest.log("warning", n.." couldn't modify "..mobname.." at "..minetest.pos_to_string(pos).. ", missing modification type")
end
end
minetest.log("action", n.." spawned "..mobname.." at "..minetest.pos_to_string(pos))
return true, mobname.." spawned at "..minetest.pos_to_string(pos)
else
return false, "Couldn't spawn "..mobname
end
end
})
if mobs_spawn then
local perlin_noise
-- Get pos to spawn, x and z are randomised, y is range
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
--type = "animal", spawn_class = "passive",
--local cod = { type = "animal", spawn_class = "water",
local type_cap = mob_cap[mob_type] or MISSING_CAP_DEFAULT
local close_zone_cap = MOBS_CAP_CLOSE
local mob_total_wide = mob_counts_wide[mob_type]
if not mob_total_wide then
--mcl_log("none of type found. set as 0")
mob_total_wide = 0
end
local cap_space_wide = type_cap - mob_total_wide
if cap_space_wide < 1 then
cap_space_wide = 0
end
local mob_total_close = mob_counts_close[mob_type]
if not mob_total_close then
--mcl_log("none of type found. set as 0")
mob_total_close = 0
end
local cap_space_close = close_zone_cap - mob_total_close
if cap_space_close < 1 then
cap_space_close = 0
end
--mcl_log("spawn_class: " .. spawn_class)
if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
mcl_log("wide: " .. mob_total_wide .. "/" .. type_cap)
mcl_log("cap_space_wide: " .. cap_space_wide)
mcl_log("close: " .. mob_total_close .. "/" .. close_zone_cap)
mcl_log("cap_space_close: " .. cap_space_close)
end
return cap_space_wide, cap_space_close
end
local function find_spawning_position(pos, max_times)
local spawning_position
local max_loops = 1
if max_times then max_loops = max_times end
local y_min, y_max = decypher_limits(pos.y)
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0
repeat
local goal_pos = get_next_mob_spawn_pos(pos)
if math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT then
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
mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
else
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
end
else
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
end
i = i + 1
if i >= max_loops then
mcl_log("Cancel finding spawn positions at: " .. max_loops)
break
end
until spawning_position
return spawning_position
end
local function spawn_a_mob(pos)
--create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
if not spawning_position then
minetest.log("action", "[Mobs spawn] Cannot find a valid spawn position after retries: " .. FIND_SPAWN_POS_RETRIES)
return
end
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", spawning_position)
--output_mob_stats(mob_counts_close, total_mobs)
--output_mob_stats(mob_counts_wide)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
local noise = perlin_noise:get_3d(spawning_position)
local current_summary_chance = summary_chance
table.shuffle(mob_library_worker_table)
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
--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
local mob_def = mob_library_worker_table[mob_index]
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local mob_def_ent = minetest.registered_entities[mob_def.name]
--local mob_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.spawn_class
--mcl_log("mob_spawn_class: " .. mob_spawn_class)
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
if cap_space_close > 0 and cap_space_wide > 0 then
--mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
-- or not hostile
--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
if (spawn_hostile or spawn_passive) and spawn_check(spawning_position,mob_def) then
if mob_def.type_of_spawning == "water" then
spawning_position = get_water_spawn(spawning_position)
if not spawning_position then
minetest.log("warning","[mcl_mobs] no water spawn for mob "..mob_def.name.." found at "..minetest.pos_to_string(vector.round(pos)))
return
end
end
if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
return
end
--everything is correct, spawn mob
local spawn_in_group = mob_def_ent.spawn_in_group or 4
local spawn_group_hostile = (mob_spawn_class == "hostile") and (math.random(100) < hostile_group_percentage_spawned)
local spawn_group_passive = (mob_spawn_class ~= "hostile") and (math.random(100) < peaceful_group_percentage_spawned)
mcl_log("spawn_group_hostile: " .. tostring(spawn_group_hostile))
mcl_log("spawn_group_passive: " .. tostring(spawn_group_passive))
local spawned
if spawn_in_group and (spawn_group_hostile or spawn_group_passive) then
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min,spawn_in_group)
if amount_to_spawn > cap_space_wide then
mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
amount_to_spawn = cap_space_wide
end
if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
end
spawned = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
else
if logging then
minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at ".. minetest.pos_to_string(spawning_position, 1))
end
spawned = mcl_mobs.spawn(spawning_position, mob_def.name)
end
if spawned then
--mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then
mcl_log("Setting new spawning position")
spawning_position = new_spawning_position
else
mcl_log("Cannot set new spawning position")
end
end
else
mcl_log("Spawn check failed")
end
else
mcl_log("Cap space full")
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 < WAIT_FOR_SPAWN_ATTEMPT then return end
timer = 0
local players = get_connected_players()
local total_mobs = count_mobs_total_cap()
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
return
end --mob cap per player
for _, player in pairs(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
spawn_a_mob(pos)
end
end
end)
end
function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
and ((not self.nametag) or (self.nametag == ""))
and self.state ~= "attack"
and self.following == nil then
if self.despawn_immediately or self.lifetimer <= 0 then
if logging then
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
elseif self.lifetimer <= 10 then
if math.random(10) < 4 then
self.despawn_immediately = true
else
self.lifetimer = 20
end
end
end
end
minetest.register_chatcommand("mobstats",{
privs = { debug = true },
func = function(n,param)
--minetest.chat_send_player(n,dump(dbg_spawn_counts))
local pos = minetest.get_player_by_name(n):get_pos()
minetest.chat_send_player(n,"mobs: within 32 radius of player/total loaded :"..count_mobs(pos,MOB_CAP_INNER_RADIUS) .. "/" .. count_mobs_total())
minetest.chat_send_player(n,"spawning attempts since server start:" .. dbg_spawn_succ .. "/" .. dbg_spawn_attempts)
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("name") -- Can use "type"
output_mob_stats(mob_counts_wide, total_mobs, true)
end
})