forked from Mineclonia/Mineclonia
Generate monster spawners in dungeons (kinda...)
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62e3967082
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@ -299,17 +299,24 @@ minetest.register_abm({
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{x = pos.x + 4, y = pos.y + 1 + yof, z = pos.z + 4},
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{"air"})
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-- spawn in random air block
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if air and #air > 0 then
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-- spawn up to 4 mobs in random air blocks
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if air then
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for a=1, 4 do
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if #air <= 0 then
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-- We're out of space! Stop spawning
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break
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end
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local air_index = math.random(#air)
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local pos2 = air[air_index]
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local lig = minetest.get_node_light(pos2) or 0
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local pos2 = air[math.random(#air)]
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local lig = minetest.get_node_light(pos2) or 0
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pos2.y = pos2.y + 0.5
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pos2.y = pos2.y + 0.5
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-- only if light levels are within range
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if lig >= mlig and lig <= xlig then
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minetest.add_entity(pos2, mob)
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-- only if light levels are within range
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if lig >= mlig and lig <= xlig then
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minetest.add_entity(pos2, mob)
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end
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table.remove(air, air_index)
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end
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end
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@ -1,3 +1,4 @@
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mcl_init
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mcl_core
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mcl_chests
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mcl_monster_spawner
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@ -79,8 +79,9 @@ minetest.register_on_generated(function(minp, maxp)
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local c_mossycobble = minetest.get_content_id("mcl_core:mossycobble")
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local c_chest = minetest.get_content_id("mcl_chests:chest")
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-- Remember chest positions to set metadata later
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-- Remember spawner chest positions to set metadata later
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local chest_posses = {}
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local spawner_posses = {}
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-- Calculate the number of dungeon spawn attempts
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local sizevector = vector.subtract(maxp, minp)
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@ -190,7 +191,11 @@ minetest.register_on_generated(function(minp, maxp)
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table.sort(chestSlots)
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local currentChest = 1
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-- Wall and floor
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-- Calculate the monster spawner position, to be re-used for later
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local spawner_pos = {x = x + math.ceil(dim.x/2), y = y+1, z = z + math.ceil(dim.z/2)}
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table.insert(spawner_posses, spawner_pos)
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-- Generate walls and floor
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local maxx, maxy, maxz = x+dim.x+1, y+dim.y, z+dim.z+1
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local chestSlotCounter = 1
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for tx = x, maxx do
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@ -298,7 +303,7 @@ minetest.register_on_generated(function(minp, maxp)
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chest_param2[c] = facedir
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end
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-- Actually generate the dungeon all at once (except the chests and the spawner)
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-- Finally generate the dungeons all at once (except the chests and the spawners)
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vm:set_data(data)
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vm:calc_lighting()
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vm:update_liquids()
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@ -315,6 +320,28 @@ minetest.register_on_generated(function(minp, maxp)
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inv:set_stack("main", i, ItemStack(items[i]))
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end
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end
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-- Monster spawners are placed seperately, too
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-- We don't want to destroy non-ground nodes
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for s=1, #spawner_posses do
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local sp = spawner_posses[s]
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local n = minetest.get_name_from_content_id(data[area:index(sp.x,sp.y,sp.z)])
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if minetest.registered_nodes[n].is_ground_content then
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-- ... and place it and select a random mob
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minetest.set_node(sp, {name = "mcl_monster_spawner:spawner"})
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local mobs = {
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"mobs_mc:zombie",
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"mobs_mc:zombie",
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"mobs_mc:spider",
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"mobs_mc:skeleton",
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}
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local spawner_mob = mobs[math.random(1, #mobs)]
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mcl_monster_spawner.setup_spawner(sp, spawner_mob)
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end
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end
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end
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end)
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