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Generate monster spawners in dungeons (kinda...)

This commit is contained in:
Wuzzy 2017-05-25 05:01:50 +02:00
parent 62e3967082
commit d1ea880be6
3 changed files with 47 additions and 12 deletions

View File

@ -299,10 +299,15 @@ minetest.register_abm({
{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"}) {"air"})
-- spawn in random air block -- spawn up to 4 mobs in random air blocks
if air and #air > 0 then if air then
for a=1, 4 do
local pos2 = air[math.random(#air)] 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 local lig = minetest.get_node_light(pos2) or 0
pos2.y = pos2.y + 0.5 pos2.y = pos2.y + 0.5
@ -311,6 +316,8 @@ minetest.register_abm({
if lig >= mlig and lig <= xlig then if lig >= mlig and lig <= xlig then
minetest.add_entity(pos2, mob) minetest.add_entity(pos2, mob)
end end
table.remove(air, air_index)
end
end end
end end

View File

@ -1,3 +1,4 @@
mcl_init mcl_init
mcl_core mcl_core
mcl_chests mcl_chests
mcl_monster_spawner

View File

@ -79,8 +79,9 @@ minetest.register_on_generated(function(minp, maxp)
local c_mossycobble = minetest.get_content_id("mcl_core:mossycobble") local c_mossycobble = minetest.get_content_id("mcl_core:mossycobble")
local c_chest = minetest.get_content_id("mcl_chests:chest") local c_chest = minetest.get_content_id("mcl_chests:chest")
-- Remember chest positions to set metadata later -- Remember spawner chest positions to set metadata later
local chest_posses = {} local chest_posses = {}
local spawner_posses = {}
-- Calculate the number of dungeon spawn attempts -- Calculate the number of dungeon spawn attempts
local sizevector = vector.subtract(maxp, minp) local sizevector = vector.subtract(maxp, minp)
@ -190,7 +191,11 @@ minetest.register_on_generated(function(minp, maxp)
table.sort(chestSlots) table.sort(chestSlots)
local currentChest = 1 local currentChest = 1
-- Wall and floor -- Calculate the monster spawner position, to be re-used for later
local spawner_pos = {x = x + math.ceil(dim.x/2), y = y+1, z = z + math.ceil(dim.z/2)}
table.insert(spawner_posses, spawner_pos)
-- Generate walls and floor
local maxx, maxy, maxz = x+dim.x+1, y+dim.y, z+dim.z+1 local maxx, maxy, maxz = x+dim.x+1, y+dim.y, z+dim.z+1
local chestSlotCounter = 1 local chestSlotCounter = 1
for tx = x, maxx do for tx = x, maxx do
@ -298,7 +303,7 @@ minetest.register_on_generated(function(minp, maxp)
chest_param2[c] = facedir chest_param2[c] = facedir
end end
-- Actually generate the dungeon all at once (except the chests and the spawner) -- Finally generate the dungeons all at once (except the chests and the spawners)
vm:set_data(data) vm:set_data(data)
vm:calc_lighting() vm:calc_lighting()
vm:update_liquids() vm:update_liquids()
@ -315,6 +320,28 @@ minetest.register_on_generated(function(minp, maxp)
inv:set_stack("main", i, ItemStack(items[i])) inv:set_stack("main", i, ItemStack(items[i]))
end end
end end
-- Monster spawners are placed seperately, too
-- We don't want to destroy non-ground nodes
for s=1, #spawner_posses do
local sp = spawner_posses[s]
local n = minetest.get_name_from_content_id(data[area:index(sp.x,sp.y,sp.z)])
if minetest.registered_nodes[n].is_ground_content then
-- ... and place it and select a random mob
minetest.set_node(sp, {name = "mcl_monster_spawner:spawner"})
local mobs = {
"mobs_mc:zombie",
"mobs_mc:zombie",
"mobs_mc:spider",
"mobs_mc:skeleton",
}
local spawner_mob = mobs[math.random(1, #mobs)]
mcl_monster_spawner.setup_spawner(sp, spawner_mob)
end
end
end end
end) end)