spawners/spawners_env/api.lua

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-- main tables
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spawners_env = {}
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spawners_env.mob_tables = {}
-- check if mods exists and build tables
for k, mob_mod in ipairs(ENABLED_MODS) do
local modpath = minetest.get_modpath(mob_mod)
-- list of mobs and their info
if (modpath) then
for j, mob in ipairs(MOBS_PROPS[mob_mod]) do
local mob_egg = nil
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-- create only environmental spawners
if mob.env then
table.insert(spawners_env.mob_tables, {name=mob.name, mod_prefix=mob_mod, egg_name_custom=mob.egg_name_custom, dummy_size=mob.dummy_size, dummy_offset=mob.dummy_offset, dummy_mesh=mob.dummy_mesh, dummy_texture=mob.dummy_texture, night_only=mob.night_only, sound_custom=mob.sound_custom, env=mob.env})
-- use custom egg or create a default egg
if mob.egg_name_custom ~= "" then
mob_egg = mob.egg_name_custom
else
mob_egg = mob_mod..":"..mob.name
end
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end
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end
else
-- print something ?
end
end
-- start spawning mobs
function spawners_env.start_spawning(pos, how_many, mob_name, mod_prefix, sound_custom)
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if not (pos or mob_name) then
return
end
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-- remove 'spawners_env:' from the string
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local mob_name = string.sub(mob_name,14)
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local sound_name
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-- use custom sounds
if sound_custom ~= "" then
sound_name = sound_custom
else
sound_name = mod_prefix.."_"..mob_name
end
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if how_many == nil then
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how_many = math.random(1,2)
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end
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for i=1,how_many do
pos.y = pos.y+1
local obj = minetest.add_entity(pos, mod_prefix..":"..mob_name)
if obj then
if sound_name then
minetest.sound_play(sound_name, {
pos = pos,
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max_hear_distance = 100,
gain = 5,
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})
end
end
end
end
function spawners_env.check_around_radius(pos)
local player_near = false
local radius = 21
local node_ore_pos = nil
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, radius)) do
if obj:is_player() then
player_near = true
end
end
return player_near
end
function spawners_env.check_node_status(pos, mob, night_only)
local player_near = spawners_env.check_around_radius(pos)
if player_near then
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local random_pos = false
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local min_node_light = 10
local tod = minetest.get_timeofday() * 24000
local node_light = minetest.get_node_light(pos)
if not node_light then
return false
end
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local spawn_positions = {}
local right = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z})
local front = minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1})
local left = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z})
local back = minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1})
local top = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z})
local bottom = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
-- make sure that at least one side of the spawner is open
if right.name == "air" then
table.insert(spawn_positions, {x=pos.x+1.5, y=pos.y, z=pos.z})
end
if front.name == "air" then
table.insert(spawn_positions, {x=pos.x, y=pos.y, z=pos.z+1.5})
end
if left.name == "air" then
table.insert(spawn_positions, {x=pos.x-1.5, y=pos.y, z=pos.z})
end
if back.name == "air" then
table.insert(spawn_positions, {x=pos.x, y=pos.y, z=pos.z-1.5})
end
if top.name == "air" then
table.insert(spawn_positions, {x=pos.x, y=pos.y+1.5, z=pos.z})
end
if bottom.name == "air" then
table.insert(spawn_positions, {x=pos.x, y=pos.y-1.5, z=pos.z})
end
-- spawner is closed from all sides
if #spawn_positions < 1 then
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return false
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-- find random position in all posible places
else
local possible_spawn_pos = {}
local pick_random_key
-- get a position value from the picked/random key
for k, v in pairs (spawn_positions) do
local node_above = minetest.get_node({x=v.x, y=v.y+1, z=v.z}).name
local node_below = minetest.get_node({x=v.x, y=v.y-1, z=v.z}).name
-- make super sure there is enough place to spawn mob and collect all possible spawn points
if node_above == "air" or node_below == "air" then
table.insert(possible_spawn_pos, v)
-- print("possible pos: "..minetest.pos_to_string(v))
end
end
-- no possible spawn points found - not enough place around the spawner
if #possible_spawn_pos < 1 then
return false
-- only one possible position ?
elseif #possible_spawn_pos == 1 then
pick_random_key = #possible_spawn_pos
-- pick random from the possible open sides
else
pick_random_key = math.random(1,#possible_spawn_pos)
end
random_pos = possible_spawn_pos[pick_random_key]
-- print(minetest.pos_to_string(random_pos))
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end
if night_only ~= "disable" then
-- spawn only at day
if not night_only and node_light < min_node_light then
return false, true
end
-- spawn only at night
if night_only then
if not (19359 > tod and tod > 5200) or node_light < min_node_light then
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return random_pos
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else
return false, true
end
end
end
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-- random_pos, waiting
return random_pos, false
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else
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-- random_pos, waiting
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return false, true
end
end
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local chest_stuff = {
{name="default:apple", max = 3},
{name="default:torch", max = 10},
{name="default:aspen_sapling", max = 5},
{name="farming:bread", max = 3},
{name="default:steel_ingot", max = 2},
{name="default:gold_ingot", max = 2},
{name="default:bronze_ingot", max = 2},
{name="default:copper_ingot", max = 2},
{name="default:diamond", max = 1},
{name="default:pick_steel", max = 1},
{name="default:pick_diamond", max = 1},
{name="default:pick_bronze", max = 1},
{name="default:pick_mese", max = 1},
{name="default:pick_stone", max = 1},
{name="default:pick_wood", max = 1},
{name="default:sword_bronze", max = 1},
{name="default:sword_diamond", max = 1},
{name="default:sword_mese", max = 1},
{name="default:sword_steel", max = 1},
{name="default:sword_stone", max = 1},
{name="default:sword_wood", max = 1},
{name="default:shovel_bronze", max = 1},
{name="default:shovel_diamond", max = 1},
{name="default:shovel_mese", max = 1},
{name="default:shovel_steel", max = 1},
{name="default:shovel_stone", max = 1},
{name="default:shovel_wood", max = 1},
{name="default:axe_bronze", max = 1},
{name="default:axe_diamond", max = 1},
{name="default:axe_mese", max = 1},
{name="default:axe_steel", max = 1},
{name="default:axe_stone", max = 1},
{name="default:axe_wood", max = 1},
{name="obsidianmese:mese_apple", max = 1},
}
function spawners_env.fill_chest(pos)
minetest.after(2, function()
local n = minetest.get_node(pos)
if n and n.name and n.name == "default:chest" then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
-- if math.random(1,10) < 5 then return end
for i=0,2,1 do
local stuff = chest_stuff[math.random(1,#chest_stuff)]
if stuff.name == "farming:bread" and not minetest.get_modpath("farming") then
stuff = chest_stuff[1]
end
if stuff.name == "obsidianmese:mese_apple" and not minetest.get_modpath("obsidianmese") then
stuff = chest_stuff[1]
end
local stack = {name=stuff.name, count = math.random(1,stuff.max)}
if not inv:contains_item("main", stack) then
inv:set_stack("main", math.random(1,32), stack)
end
end
end
end)
end