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MineClone2-finecraft/mods/ITEMS/mcl_mobspawners/init.lua

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local S = minetest.get_translator(minetest.get_current_modname())
local math = math
local table = table
mcl_mobspawners = {}
local default_mob = "mobs_mc:pig"
-- Mob spawner
--local spawner_default = default_mob.." 0 15 4 15"
local function get_mob_textures(mob)
local list = minetest.registered_entities[mob].texture_list
if type(list[1]) == "table" then
return list[1]
else
return list
end
end
local function find_doll(pos)
for _,obj in pairs(minetest.get_objects_inside_radius(pos, 0.5)) do
if not obj:is_player() then
if obj and obj:get_luaentity().name == "mcl_mobspawners:doll" then
return obj
end
end
end
return nil
end
local function spawn_doll(pos)
return minetest.add_entity({x=pos.x, y=pos.y-0.3, z=pos.z}, "mcl_mobspawners:doll")
end
-- Manually set the doll sizes for large mobs
-- TODO: Relocate this code to mobs_mc
local doll_size_overrides = {
["mobs_mc:guardian"] = { x = 0.6, y = 0.6 },
["mobs_mc:guardian_elder"] = { x = 0.72, y = 0.72 },
["mobs_mc:enderman"] = { x = 0.8, y = 0.8 },
["mobs_mc:iron_golem"] = { x = 0.9, y = 0.9 },
["mobs_mc:ghast"] = { x = 1.05, y = 1.05 },
["mobs_mc:wither"] = { x = 1.2, y = 1.2 },
["mobs_mc:enderdragon"] = { x = 0.16, y = 0.16 },
["mobs_mc:witch"] = { x = 0.95, y = 0.95 },
}
local spawn_count_overrides = {
["mobs_mc:enderdragon"] = 1,
["mobs_mc:wither"] = 1,
["mobs_mc:ghast"] = 1,
["mobs_mc:guardian_elder"] = 1,
["mobs_mc:guardian"] = 2,
["mobs_mc:iron_golem"] = 2,
}
local function set_doll_properties(doll, mob)
local mobinfo = minetest.registered_entities[mob]
if not mobinfo then return end
local xs, ys
if doll_size_overrides[mob] then
xs = doll_size_overrides[mob].x
ys = doll_size_overrides[mob].y
else
xs = mobinfo.visual_size.x * 0.33333
ys = mobinfo.visual_size.y * 0.33333
end
local prop = {
mesh = mobinfo.mesh,
textures = get_mob_textures(mob),
visual_size = {
x = xs,
y = ys,
}
}
doll:set_properties(prop)
doll:get_luaentity()._mob = mob
end
local function respawn_doll(pos)
local meta = minetest.get_meta(pos)
local mob = meta:get_string("Mob")
local doll
if mob and mob ~= "" then
doll = find_doll(pos)
if not doll then
doll = spawn_doll(pos)
set_doll_properties(doll, mob)
end
end
return doll
end
--[[ Public function: Setup the spawner at pos.
This function blindly assumes there's actually a spawner at pos.
If not, then the results are undefined.
All the arguments are optional!
* Mob: ID of mob to spawn (default: mobs_mc:pig)
* MinLight: Minimum light to spawn (default: 0)
* MaxLight: Maximum light to spawn (default: 15)
* MaxMobsInArea: How many mobs are allowed in the area around the spawner (default: 4)
* PlayerDistance: Spawn mobs only if a player is within this distance; 0 to disable (default: 15)
* YOffset: Y offset to spawn mobs; 0 to disable (default: 0)
]]
function mcl_mobspawners.setup_spawner(pos, Mob, MinLight, MaxLight, MaxMobsInArea, PlayerDistance, YOffset)
-- Activate mob spawner and disable editing functionality
if Mob == nil then Mob = default_mob end
if MinLight == nil then MinLight = 0 end
if MaxLight == nil then MaxLight = 15 end
if MaxMobsInArea == nil then MaxMobsInArea = 4 end
if PlayerDistance == nil then PlayerDistance = 15 end
if YOffset == nil then YOffset = 0 end
local meta = minetest.get_meta(pos)
meta:set_string("Mob", Mob)
meta:set_int("MinLight", MinLight)
meta:set_int("MaxLight", MaxLight)
meta:set_int("MaxMobsInArea", MaxMobsInArea)
meta:set_int("PlayerDistance", PlayerDistance)
meta:set_int("YOffset", YOffset)
-- Create doll or replace existing doll
local doll = find_doll(pos)
if not doll then
doll = spawn_doll(pos)
end
set_doll_properties(doll, Mob)
-- Start spawning very soon
local t = minetest.get_node_timer(pos)
t:start(2)
end
-- Spawn mobs around pos
-- NOTE: The node is timer-based, rather than ABM-based.
local function spawn_mobs(pos, elapsed)
-- get meta
local meta = minetest.get_meta(pos)
-- get settings
local mob = meta:get_string("Mob")
local mlig = meta:get_int("MinLight")
local xlig = meta:get_int("MaxLight")
local num = meta:get_int("MaxMobsInArea")
local pla = meta:get_int("PlayerDistance")
local yof = meta:get_int("YOffset")
-- if amount is 0 then do nothing
if num == 0 then
return
end
-- are we spawning a registered mob?
if not mobs.spawning_mobs[mob] then
minetest.log("error", "[mcl_mobspawners] Mob Spawner: Mob doesn't exist: "..mob)
return
end
-- check objects inside 8×8 area around spawner
local objs = minetest.get_objects_inside_radius(pos, 8)
local count = 0
local ent
local timer = minetest.get_node_timer(pos)
-- spawn mob if player detected and in range
if pla > 0 then
local in_range = 0
local objs = minetest.get_objects_inside_radius(pos, pla)
for _,oir in pairs(objs) do
if oir:is_player() then
in_range = 1
break
end
end
-- player not found
if in_range == 0 then
-- Try again quickly
timer:start(2)
return
end
end
--[[ HACK!
The doll may not stay spawned if the mob spawner is placed far away from
players, so we will check for its existance periodically when a player is nearby.
This would happen almost always when the mob spawner is placed by the mapgen.
This is probably caused by a Minetest bug:
https://github.com/minetest/minetest/issues/4759
FIXME: Fix this horrible hack.
]]
local doll = find_doll(pos)
if not doll then
doll = spawn_doll(pos)
set_doll_properties(doll, mob)
end
-- count mob objects of same type in area
for k, obj in ipairs(objs) do
ent = obj:get_luaentity()
if ent and ent.name and ent.name == mob then
count = count + 1
end
end
-- Are there too many of same type? then fail
if count >= num then
timer:start(math.random(5, 20))
return
end
-- find air blocks within 8×3×8 nodes of spawner
local air = minetest.find_nodes_in_area(
{x = pos.x - 4, y = pos.y - 1 + yof, z = pos.z - 4},
{x = pos.x + 4, y = pos.y + 1 + yof, z = pos.z + 4},
{"air"})
-- spawn up to 4 mobs in random air blocks
if air then
local max = 4
if spawn_count_overrides[mob] then
max = spawn_count_overrides[mob]
end
for a=1, max do
if #air <= 0 then
-- We're out of space! Stop spawning
break
end
local air_index = math.random(#air)
local pos2 = air[air_index]
local lig = minetest.get_node_light(pos2) or 0
pos2.y = pos2.y + 0.5
-- only if light levels are within range
if lig >= mlig and lig <= xlig then
minetest.add_entity(pos2, mob)
end
table.remove(air, air_index)
end
end
-- Spawn attempt done. Next spawn attempt much later
timer:start(math.random(10, 39.95))
end
-- The mob spawner node.
-- PLACEMENT INSTRUCTIONS:
-- If this node is placed by a player, minetest.item_place, etc. default settings are applied
-- automatially.
-- IF this node is placed by ANY other method (e.g. minetest.set_node, LuaVoxelManip), you
-- MUST call mcl_mobspawners.setup_spawner right after the spawner has been placed.
minetest.register_node("mcl_mobspawners:spawner", {
tiles = {"mob_spawner.png"},
drawtype = "glasslike",
paramtype = "light",
walkable = true,
description = S("Mob Spawner"),
_tt_help = S("Makes mobs appear"),
_doc_items_longdesc = S("A mob spawner regularily causes mobs to appear around it while a player is nearby. Some mob spawners are disabled while in light."),
_doc_items_usagehelp = S("If you have a spawn egg, you can use it to change the mob to spawn. Just place the item on the mob spawner. Player-set mob spawners always spawn mobs regardless of the light level."),
groups = {pickaxey=1, material_stone=1, deco_block=1},
is_ground_content = false,
drop = "",
-- If placed by player, setup spawner with default settings
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
local name = placer:get_player_name()
local privs = minetest.get_player_privs(name)
if not privs.maphack then
minetest.chat_send_player(name, "Placement denied. You need the “maphack” privilege to place mob spawners.")
return itemstack
end
local node_under = minetest.get_node(pointed_thing.under)
local new_itemstack, success = minetest.item_place(itemstack, placer, pointed_thing)
if success then
local placepos
if minetest.registered_nodes[node_under.name].buildable_to then
placepos = pointed_thing.under
else
placepos = pointed_thing.above
end
mcl_mobspawners.setup_spawner(placepos)
end
return new_itemstack
end,
on_destruct = function(pos)
-- Remove doll (if any)
local obj = find_doll(pos)
if obj then
obj:remove()
end
mcl_experience.throw_xp(pos, math.random(15, 43))
end,
on_punch = function(pos)
respawn_doll(pos)
end,
on_timer = spawn_mobs,
sounds = mcl_sounds.node_sound_metal_defaults(),
_mcl_blast_resistance = 5,
_mcl_hardness = 5,
})
-- Mob spawner doll (rotating icon inside cage)
local doll_def = {
hp_max = 1,
physical = false,
pointable = false,
visual = "mesh",
makes_footstep_sound = false,
timer = 0,
automatic_rotate = math.pi * 2.9,
_mob = default_mob, -- name of the mob this doll represents
}
doll_def.get_staticdata = function(self)
return self._mob
end
doll_def.on_activate = function(self, staticdata, dtime_s)
local mob = staticdata
if mob == "" or mob == nil then
mob = default_mob
end
set_doll_properties(self.object, mob)
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
self.object:set_armor_groups({immortal=1})
end
doll_def.on_step = function(self, dtime)
-- Check if spawner is still present. If not, delete the entity
self.timer = self.timer + dtime
local n = minetest.get_node_or_nil(self.object:get_pos())
if self.timer > 1 then
if n and n.name and n.name ~= "mcl_mobspawners:spawner" then
self.object:remove()
end
end
end
doll_def.on_punch = function(self, hitter) end
minetest.register_entity("mcl_mobspawners:doll", doll_def)
-- FIXME: Doll can get destroyed by /clearobjects
minetest.register_lbm({
label = "Respawn mob spawner dolls",
name = "mcl_mobspawners:respawn_entities",
nodenames = { "mcl_mobspawners:spawner" },
run_at_every_load = true,
action = function(pos, node)
respawn_doll(pos)
end,
})