forked from VoxeLibre/VoxeLibre
633 lines
18 KiB
Lua
633 lines
18 KiB
Lua
--[[
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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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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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I have no idea:
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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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]]--
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local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
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-- count how many mobs of one type are inside an area
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--[[
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local count_mobs = function(pos, mobtype)
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local num = 0
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local objs = minetest.get_objects_inside_radius(pos, aoc_range)
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for n = 1, #objs do
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local obj = objs[n]:get_luaentity()
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if obj and obj.name and obj._cmi_is_mob then
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-- count passive mobs only
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if mobtype == "!passive" then
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if obj.spawn_class == "passive" then
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num = num + 1
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end
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-- count hostile mobs only
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elseif mobtype == "!hostile" then
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if obj.spawn_class == "hostile" then
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num = num + 1
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end
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-- count ambient mobs only
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elseif mobtype == "!ambient" then
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if obj.spawn_class == "ambient" then
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num = num + 1
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end
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-- count water mobs only
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elseif mobtype == "!water" then
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if obj.spawn_class == "water" then
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num = num + 1
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end
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-- count mob type
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elseif mobtype and obj.name == mobtype then
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num = num + 1
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-- count total mobs
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elseif not mobtype then
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num = num + 1
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end
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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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]]--
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-- global functions
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function 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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"air"
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"water"
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"ground"
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"lava"
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what is aoc???
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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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["overworld"] = {},
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["nether"] = {},
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["end"] = {}
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}
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function mobs:spawn_specific(name, dimension, type_of_spawning, 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("[mobs] %s has spawning disabled", name))
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return
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end
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minetest.log("action",
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string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
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end
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local spawn_action
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spawn_action = function(pos, node, active_object_count, active_object_count_wider, name)
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local orig_pos = table.copy(pos)
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-- is mob actually registered?
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if not mobs.spawning_mobs[name]
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or not minetest.registered_entities[name] then
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minetest.log("warning", "Mob spawn of "..name.." failed, unknown entity or mob is not registered for spawning!")
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return
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end
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-- additional custom checks for spawning mob
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if mobs:spawn_abm_check(pos, node, name) == true then
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, ABM check rejected!")
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return
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end
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-- count nearby mobs in same spawn class
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local entdef = minetest.registered_entities[name]
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local spawn_class = entdef and entdef.spawn_class
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if not spawn_class then
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if entdef.type == "monster" then
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spawn_class = "hostile"
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else
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spawn_class = "passive"
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end
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end
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local in_class_cap = count_mobs(pos, "!"..spawn_class) < MOB_CAP[spawn_class]
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-- do not spawn if too many of same mob in area
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if active_object_count_wider >= max_per_block -- large-range mob cap
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or (not in_class_cap) -- spawn class mob cap
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or count_mobs(pos, name) >= aoc then -- per-mob mob cap
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-- too many entities
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too crowded!")
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return
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end
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-- if toggle set to nil then ignore day/night check
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if day_toggle ~= nil then
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local tod = (minetest.get_timeofday() or 0) * 24000
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if tod > 4500 and tod < 19500 then
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-- daylight, but mob wants night
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if day_toggle == false then
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-- mob needs night
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs light!")
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return
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end
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else
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-- night time but mob wants day
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if day_toggle == true then
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-- mob needs day
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs daylight!")
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return
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end
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end
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end
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-- spawn above node
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pos.y = pos.y + 1
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-- only spawn away from player
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local objs = minetest.get_objects_inside_radius(pos, 24)
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for n = 1, #objs do
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if objs[n]:is_player() then
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-- player too close
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, player too close!")
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return
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end
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end
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-- mobs cannot spawn in protected areas when enabled
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if not spawn_protected
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and minetest.is_protected(pos, "") then
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, position is protected!")
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return
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end
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-- are we spawning within height limits?
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if pos.y > max_height
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or pos.y < min_height then
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, out of height limit!")
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return
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end
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-- are light levels ok?
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local light = minetest.get_node_light(pos)
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if not light
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or light > max_light
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or light < min_light then
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, bad light!")
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return
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end
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-- do we have enough space to spawn mob?
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local ent = minetest.registered_entities[name]
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local width_x = max(1, math.ceil(ent.collisionbox[4] - ent.collisionbox[1]))
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local min_x, max_x
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if width_x % 2 == 0 then
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max_x = math.floor(width_x/2)
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min_x = -(max_x-1)
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else
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max_x = math.floor(width_x/2)
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min_x = -max_x
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end
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local width_z = max(1, math.ceil(ent.collisionbox[6] - ent.collisionbox[3]))
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local min_z, max_z
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if width_z % 2 == 0 then
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max_z = math.floor(width_z/2)
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min_z = -(max_z-1)
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else
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max_z = math.floor(width_z/2)
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min_z = -max_z
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end
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local max_y = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
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for y = 0, max_y do
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for x = min_x, max_x do
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for z = min_z, max_z do
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local pos2 = {x = pos.x+x, y = pos.y+y, z = pos.z+z}
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if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
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-- inside block
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minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
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if ent.spawn_small_alternative ~= nil and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
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minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative)
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spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative)
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end
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return
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end
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end
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end
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end
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-- tweak X/Y/Z spawn pos
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if width_x % 2 == 0 then
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pos.x = pos.x + 0.5
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end
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if width_z % 2 == 0 then
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pos.z = pos.z + 0.5
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end
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pos.y = pos.y - 0.5
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local mob = minetest.add_entity(pos, name)
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minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
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if on_spawn then
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local ent = mob:get_luaentity()
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on_spawn(ent, pos)
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end
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end
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local function spawn_abm_action(pos, node, active_object_count, active_object_count_wider)
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spawn_action(pos, node, active_object_count, active_object_count_wider, name)
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end
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--load information into the spawn dictionary
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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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minetest.register_abm({
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label = name .. " spawning",
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nodenames = nodes,
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neighbors = neighbors,
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interval = interval,
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chance = floor(max(1, chance * mobs_spawn_chance)),
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catch_up = false,
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action = spawn_abm_action,
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})
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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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function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
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mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
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chance, active_object_count, -31000, max_height, day_toggle)
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end
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]]--
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--I'm not sure what this does but disabling it doesn't cause a crash -j4i
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-- MarkBu's spawn function
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function mobs:spawn(def)
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--does nothing for now
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--[[
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local name = def.name
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local nodes = def.nodes or {"group:soil", "group:stone"}
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local neighbors = def.neighbors or {"air"}
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local min_light = def.min_light or 0
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local max_light = def.max_light or 15
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local interval = def.interval or 30
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local chance = def.chance or 5000
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local active_object_count = def.active_object_count or 1
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local min_height = def.min_height or -31000
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local max_height = def.max_height or 31000
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local day_toggle = def.day_toggle
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local on_spawn = def.on_spawn
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mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
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chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
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]]--
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end
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local axis
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--inner and outer part of square donut radius
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local inner = 1
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local outer = 70
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local int = {-1,1}
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local position_calculation = function(pos)
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pos = vector.floor(pos)
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--this is used to determine the axis buffer from the player
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axis = math.random(0,1)
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--cast towards the direction
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if axis == 0 then --x
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pos.x = pos.x + math.random(inner,outer)*int[math.random(1,2)]
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pos.z = pos.z + math.random(-outer,outer)
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else --z
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pos.z = pos.z + math.random(inner,outer)*int[math.random(1,2)]
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pos.x = pos.x + math.random(-outer,outer)
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end
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return(pos)
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end
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--[[
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local decypher_limits_dictionary = {
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["overworld"] = {mcl_vars.mg_overworld_min,mcl_vars.mg_overworld_max},
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["nether"] = {mcl_vars.mg_nether_min, mcl_vars.mg_nether_max},
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["end"] = {mcl_vars.mg_end_min, mcl_vars.mg_end_max}
|
|
}
|
|
]]--
|
|
|
|
local function decypher_limits(posy)
|
|
--local min_max_table = decypher_limits_dictionary[dimension]
|
|
--return min_max_table[1],min_max_table[2]
|
|
posy = math.floor(posy)
|
|
return posy - 32, posy + 32
|
|
end
|
|
|
|
minetest.register_on_mods_loaded(function()
|
|
for _,data in pairs(minetest.registered_biomes) do
|
|
print(data.name)
|
|
end
|
|
|
|
print(dump(spawn_dictionary))
|
|
end)
|
|
|
|
--todo mob limiting
|
|
--MAIN LOOP
|
|
if mobs_spawn then
|
|
local timer = 15 --0
|
|
minetest.register_globalstep(function(dtime)
|
|
timer = timer + dtime
|
|
if timer >= 15 then
|
|
timer = 0--15--0
|
|
for _,player in ipairs(minetest.get_connected_players()) do
|
|
for i = 1,math.random(5) do
|
|
local player_pos = player:get_pos()
|
|
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
|
|
local min,max = decypher_limits(player_pos.y)
|
|
|
|
local goal_pos = position_calculation(player_pos)
|
|
|
|
local gotten_biome = minetest.get_biome_data(goal_pos)
|
|
|
|
if not gotten_biome then
|
|
goto continue --skip if in unloaded area
|
|
end
|
|
|
|
--print(minetest.get_biome_name(gotten_biome.biome))
|
|
|
|
local mob_def = spawn_dictionary[dimension][math.random(1,#spawn_dictionary[dimension])]
|
|
|
|
if not mob_def then --to catch a crazy error if it ever happens
|
|
minetest.log("error", "WARNING!! Attempted to spawn a mob that doesn't exist! Please notify developers!\nThe game will continue to run though.")
|
|
goto continue
|
|
end
|
|
|
|
if mob_def.type == "ground" then
|
|
|
|
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"})
|
|
|
|
if #spawning_position_list <= 0 then
|
|
goto continue
|
|
end
|
|
|
|
local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
|
|
|
|
spawning_position.y = spawning_position.y + 1
|
|
|
|
local gotten_light = minetest.get_node_light(spawning_position)
|
|
|
|
if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
|
|
minetest.add_entity(spawning_position, mob_def.name)
|
|
end
|
|
elseif mob_def.type == "air" then
|
|
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"})
|
|
|
|
if #spawning_position_list <= 0 then
|
|
goto continue
|
|
end
|
|
|
|
local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
|
|
|
|
local gotten_light = minetest.get_node_light(spawning_position)
|
|
|
|
if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
|
|
minetest.add_entity(spawning_position, mob_def.name)
|
|
end
|
|
elseif mob_def.type == "water" then
|
|
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"})
|
|
|
|
if #spawning_position_list <= 0 then
|
|
goto continue
|
|
end
|
|
|
|
local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
|
|
|
|
local gotten_light = minetest.get_node_light(spawning_position)
|
|
|
|
if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
|
|
minetest.add_entity(spawning_position, mob_def.name)
|
|
end
|
|
--elseif mob_def.type == "lava" then
|
|
--implement later
|
|
end
|
|
--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"})
|
|
|
|
::continue:: --this is a safety catch
|
|
end
|
|
end
|
|
end
|
|
end)
|
|
end |