spawners ore initial commit

This commit is contained in:
Juraj Vajda 2016-01-15 01:51:53 +01:00
parent 91e3b3f95e
commit 331ac88960
4 changed files with 293 additions and 67 deletions

169
API.lua
View File

@ -41,8 +41,10 @@ end
-- start spawning mobs
function spawners.start_spawning(pos, how_many, mob_name, mod_prefix, sound_custom)
if not pos or not how_many or not mob_name then return end
print("mod_prefix: "..mod_prefix)
print("mob_name: "..mob_name)
local sound_name
-- remove 'spawners:' from the string
local mob_name = string.sub(mob_name,10)
@ -54,102 +56,137 @@ function spawners.start_spawning(pos, how_many, mob_name, mod_prefix, sound_cust
end
for i=1,how_many do
local obj = minetest.add_entity(pos, mod_prefix..":"..mob_name)
if obj then
if mob_name == "default:stone_with_gold" then
if sound_name then
minetest.sound_play(sound_name, {
pos = pos,
max_hear_distance = 32,
gain = 10,
})
minetest.sound_play(sound_name, {
pos = pos,
max_hear_distance = 32,
gain = 10,
})
minetest.set_node(pos, {name="default:stone_with_gold"})
else
local obj = minetest.add_entity(pos, mod_prefix..":"..mob_name)
if obj then
if sound_name then
minetest.sound_play(sound_name, {
pos = pos,
max_hear_distance = 32,
gain = 10,
})
end
end
end
end
end
function spawners.check_around_radius(pos)
function spawners.check_around_radius(pos, check_node)
local player_near = false
local found_node = 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
print("check_node: "..check_node)
if check_node and check_node == "default:stone" then
node_ore_pos = minetest.find_node_near(pos, 3, {check_node})
if node_ore_pos then
found_node = node_ore_pos
print("found stone: "..minetest.pos_to_string(found_node));
end
end
return player_near
return player_near, found_node
end
function spawners.check_node_status(pos, mob, night_only)
local player_near = spawners.check_around_radius(pos)
function spawners.check_node_status(pos, mob, night_only, check_node)
if not check_node then check_node = "air" end
local player_near, found_node = spawners.check_around_radius(pos, check_node)
local random_pos = false
if player_near then
if check_node == "default:stone" and not found_node then
print("no stone found #2")
return false, true
elseif player_near then
local min_node_light = 10
local tod = minetest.get_timeofday() * 24000
local node_light = minetest.get_node_light(pos)
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})
if not node_light then return false end
-- 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
if #spawn_positions < 1 then
-- spawner is closed from all sides
if not node_light then
return false
else
-- pick random from the open sides
local pick_random
end
print("node_light: "..node_light)
if check_node == "air" then
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})
if #spawn_positions == 1 then
pick_random = #spawn_positions
else
pick_random = math.random(1,#spawn_positions)
-- 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
for k, v in pairs (spawn_positions) do
if k == pick_random then
random_pos = v
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
if #spawn_positions < 1 then
-- spawner is not touching node what he needs to
return false
else
-- pick random from the open sides
local pick_random
if #spawn_positions == 1 then
pick_random = #spawn_positions
else
pick_random = math.random(1,#spawn_positions)
end
for k, v in pairs (spawn_positions) do
if k == pick_random then
random_pos = v
end
end
end
end
-- check the node above and below the found air node
local node_above = minetest.get_node({x=random_pos.x, y=random_pos.y+1, z=random_pos.z}).name
local node_below = minetest.get_node({x=random_pos.x, y=random_pos.y-1, z=random_pos.z}).name
if not (node_above == "air" or node_below == "air") then return false end
-- check the node above and below the found air node
local node_above = minetest.get_node({x=random_pos.x, y=random_pos.y+1, z=random_pos.z}).name
local node_below = minetest.get_node({x=random_pos.x, y=random_pos.y-1, z=random_pos.z}).name
if not (node_above == "air" or node_below == "air") then return false end
end
-- spawn only at day
if not night_only and node_light < min_node_light then
print("not enough light")
return false, true
end
@ -158,12 +195,12 @@ function spawners.check_node_status(pos, mob, night_only)
if not (19359 > tod and tod > 5200) or node_light < min_node_light then
return random_pos
else
return false, true
return false, true, found_node
end
end
return random_pos
return random_pos, false, found_node
else
return false
return false, true
end
end

View File

@ -4,5 +4,7 @@ dofile(minetest.get_modpath("spawners").."/config.lua")
dofile(minetest.get_modpath("spawners").."/API.lua")
-- Spawners for mobs
dofile(minetest.get_modpath("spawners").."/spawners_mobs.lua")
-- Spawners for ores
dofile(minetest.get_modpath("spawners").."/spawners_ores.lua")
print ("[MOD] Spawners 0.3 Loaded.")

View File

@ -175,7 +175,7 @@ function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, nigh
elseif waiting then
-- waiting status
if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_spawner_waiting" then
if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting" then
minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting"})
end
else

187
spawners_ores.lua Normal file
View File

@ -0,0 +1,187 @@
local max_obj_per_mapblock = tonumber(minetest.setting_get("max_objects_per_block"))
local tmp = {}
function spawners.create_ore(mob_name, mod_prefix, size, offset, texture, night_only, sound_custom)
-- dummy inside the spawner
local dummy_ore_definition = {
hp_max = 1,
physical = false,
collisionbox = {0,0,0,0,0,0},
visual = "wielditem",
visual_size = size,
timer = 0,
textures={"default:stone_with_gold"},
makes_footstep_sound = false,
automatic_rotate = math.pi * -3,
m_name = "dummy_ore"
}
dummy_ore_definition.on_activate = function(self)
self.object:setvelocity({x=0, y=0, z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.object:set_armor_groups({immortal=1})
end
-- remove dummy after dug up the spawner
dummy_ore_definition.on_step = function(self, dtime)
self.timer = self.timer + dtime
local n = minetest.get_node_or_nil(self.object:getpos())
if self.timer > 2 then
if n and n.name and n.name ~= "spawners:"..mob_name.."_spawner_active" then
self.object:remove()
end
end
end
minetest.register_entity("spawners:dummy_ore_"..mob_name, dummy_ore_definition)
-- node spawner active
minetest.register_node("spawners:"..mob_name.."_spawner_active", {
description = mob_name.." spawner active",
paramtype = "light",
light_source = 4,
drawtype = "allfaces",
walkable = true,
sounds = default.node_sound_stone_defaults(),
damage_per_second = 4,
sunlight_propagates = true,
tiles = {
{
name = "spawners_spawner_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0
},
}
},
is_ground_content = true,
groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
drop = "spawners:"..mob_name.."_spawner",
on_construct = function(pos)
pos.y = pos.y + offset
minetest.add_entity(pos,"spawners:dummy_ore_"..mob_name)
end,
})
-- node spawner waiting for light - everything is ok but too much light or not enough light
minetest.register_node("spawners:spawner_waiting", {
description = "spawner waiting",
paramtype = "light",
light_source = 2,
drawtype = "allfaces",
walkable = true,
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
tiles = {
{
name = "spawners_spawner_off_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0
},
}
},
is_ground_content = true,
groups = {cracky=1,level=2,not_in_creative_inventory=1},
drop = "spawners:"..mob_name.."_spawner",
})
-- node spawner inactive (default)
minetest.register_node("spawners:"..mob_name.."_spawner", {
description = mob_name.." spawner",
paramtype = "light",
drawtype = "allfaces",
walkable = true,
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
tiles = {"spawners_spawner.png"},
is_ground_content = true,
groups = {cracky=1,level=2},
on_construct = function(pos)
local random_pos, waiting, found_node = spawners.check_node_status(pos, mob_name, night_only, "default:stone")
if found_node then
minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner_active"})
elseif waiting then
minetest.set_node(pos, {name="spawners:spawner_waiting"})
else
end
end,
})
-- node spawner overheated
minetest.register_node("spawners:"..mob_name.."_spawner_overheat", {
description = mob_name.." spawner overheated",
paramtype = "light",
light_source = 2,
drawtype = "allfaces",
walkable = true,
sounds = default.node_sound_stone_defaults(),
catch_up = false,
damage_per_second = 4,
sunlight_propagates = true,
tiles = {"spawners_spawner.png^[colorize:#FF000030"},
is_ground_content = true,
groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
drop = "spawners:"..mob_name.."_spawner",
on_construct = function(pos)
minetest.get_node_timer(pos):start(60)
end,
on_timer = function(pos, elapsed)
minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner"})
end,
})
-- abm
minetest.register_abm({
nodenames = {"spawners:"..mob_name.."_spawner", "spawners:"..mob_name.."_spawner_active", "spawners:"..mob_name.."_spawner_overheat", "spawners:spawner_waiting"},
interval = 5,
chance = 5,
action = function(pos, node, active_object_count, active_object_count_wider)
local random_pos, waiting, found_node = spawners.check_node_status(pos, mob_name, night_only, "default:stone")
if found_node then
-- make sure the right node status is shown
if node.name ~= "spawners:"..mob_name.."_spawner_active" then
minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner"})
end
-- enough place to spawn more ores
spawners.start_spawning(found_node, 1, "default:stone_with_gold", "", sound_custom)
-- spawners.start_spawning(random_pos, 1, "spawners:"..mob_name, mod_prefix, sound_custom)
elseif waiting then
-- waiting status
print("waiting status")
if node.name ~= "spawners:spawner_waiting" then
minetest.set_node(pos, {name="spawners:spawner_waiting"})
end
else
-- no random_pos found
print("no random_pos found")
if minetest.get_node_timer(pos):is_started() then
minetest.get_node_timer(pos):stop()
end
if node.name ~= "spawners:"..mob_name.."_spawner" then
minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner"})
end
end
end
})
end
-- create all ore spawners
-- for i, mob_table in ipairs(spawners.mob_tables) do
-- if mob_table then
spawners.create_ore("stone_with_gold", "", {x=.33,y=.33}, 0, {"default_stone.png^default_mineral_gold.png"}, false, "tnt_ignite")
-- end
-- end