added new stuff and spawn multiple blocks

This commit is contained in:
Juraj Vajda 2016-01-19 22:13:39 +01:00
parent 331ac88960
commit 93f3d105d6
3 changed files with 218 additions and 147 deletions

219
API.lua
View File

@ -41,10 +41,8 @@ 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
local sound_name
-- remove 'spawners:' from the string
local mob_name = string.sub(mob_name,10)
@ -56,8 +54,61 @@ 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 mob_name == "default:stone_with_gold" then
if obj then
if sound_name then
minetest.sound_play(sound_name, {
pos = pos,
max_hear_distance = 32,
gain = 10,
})
end
end
end
end
function spawners.add_effects(pos, radius)
minetest.add_particlespawner({
amount = 32,
time = .5,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-1, y=-10, z=-1},
maxvel = {x=1, y=10, z=1},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = .5,
maxexptime = 1,
minsize = 2,
maxsize = 8,
texture = "smoke_particle.png",
})
end
-- start spawning ores
function spawners.start_spawning_ores(pos, ore_name, sound_custom, spawners_pos)
if not pos or not ore_name then return end
local sound_name
local player_near = false
-- use custom sounds
if sound_custom ~= "" then
sound_name = sound_custom
else
sound_name = false
end
local how_many = math.random(0,2)
how_many = how_many+1
print("how_many: "..how_many)
for i=1, how_many do
print("i: "..i)
if i > 1 then
player_near, pos = spawners.check_around_radius_ores(pos, "default:stone")
minetest.sound_play(sound_name, {
pos = pos,
@ -65,27 +116,25 @@ function spawners.start_spawning(pos, how_many, mob_name, mod_prefix, sound_cust
gain = 10,
})
minetest.set_node(pos, {name="default:stone_with_gold"})
minetest.set_node(pos, {name=ore_name})
spawners.add_effects(pos, 1)
print("#2 spawing "..ore_name.." at "..minetest.pos_to_string(pos))
else
minetest.sound_play(sound_name, {
pos = pos,
max_hear_distance = 32,
gain = 10,
})
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
minetest.set_node(pos, {name=ore_name})
print("#1 spawing "..ore_name.." at "..minetest.pos_to_string(pos))
spawners.add_effects(pos, 1)
end
end
end
function spawners.check_around_radius(pos, check_node)
function spawners.check_around_radius(pos)
local player_near = false
local found_node = false
local radius = 21
@ -96,8 +145,16 @@ function spawners.check_around_radius(pos, check_node)
player_near = true
end
end
return player_near
end
function spawners.check_around_radius_ores(pos, check_node)
local player_near = spawners.check_around_radius(pos);
local found_node = false
local node_ore_pos = nil
print("check_node: "..check_node)
if check_node and check_node == "default:stone" then
if check_node then
node_ore_pos = minetest.find_node_near(pos, 3, {check_node})
@ -110,16 +167,11 @@ function spawners.check_around_radius(pos, check_node)
return player_near, found_node
end
function spawners.check_node_status(pos, mob, night_only, check_node)
if not check_node then check_node = "air" end
function spawners.check_node_status(pos, mob, night_only)
local player_near = spawners.check_around_radius(pos)
local player_near, found_node = spawners.check_around_radius(pos, check_node)
local random_pos = false
if check_node == "default:stone" and not found_node then
print("no stone found #2")
return false, true
elseif player_near then
if player_near then
local random_pos = false
local min_node_light = 10
local tod = minetest.get_timeofday() * 24000
local node_light = minetest.get_node_light(pos)
@ -127,66 +179,65 @@ function spawners.check_node_status(pos, mob, night_only, check_node)
if not node_light then
return false
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})
-- 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
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
-- spawner is not touching node what he needs to
return false
-- 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 cloed from all sides
return false
else
-- pick random from the open sides
local pick_random
if #spawn_positions == 1 then
pick_random = #spawn_positions
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
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
-- 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
-- spawn only at day
if not night_only and node_light < min_node_light then
print("not enough light")
return false, true
end
@ -203,4 +254,16 @@ function spawners.check_node_status(pos, mob, night_only, check_node)
else
return false, true
end
end
function spawners.check_node_status_ores(pos, ore_name, check_node)
if not check_node then return end
local player_near, found_node = spawners.check_around_radius_ores(pos, check_node)
if player_near then
return false, found_node
else
return true, false
end
end

View File

@ -1,6 +1,4 @@
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)
function spawners.create_ore(ore_name, mod_prefix, size, offset, texture, sound_custom)
-- dummy inside the spawner
local dummy_ore_definition = {
hp_max = 1,
@ -9,7 +7,7 @@ function spawners.create_ore(mob_name, mod_prefix, size, offset, texture, night_
visual = "wielditem",
visual_size = size,
timer = 0,
textures={"default:stone_with_gold"},
textures={"default:"..ore_name},
makes_footstep_sound = false,
automatic_rotate = math.pi * -3,
m_name = "dummy_ore"
@ -26,17 +24,17 @@ function spawners.create_ore(mob_name, mod_prefix, size, offset, texture, night_
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
if n and n.name and n.name ~= "spawners:"..ore_name.."_spawner_active" and n.name ~= "spawners:"..ore_name.."_spawner_waiting" then
self.object:remove()
end
end
end
minetest.register_entity("spawners:dummy_ore_"..mob_name, dummy_ore_definition)
minetest.register_entity("spawners:dummy_ore_"..ore_name, dummy_ore_definition)
-- node spawner active
minetest.register_node("spawners:"..mob_name.."_spawner_active", {
description = mob_name.." spawner active",
minetest.register_node("spawners:"..ore_name.."_spawner_active", {
description = ore_name.." spawner active",
paramtype = "light",
light_source = 4,
drawtype = "allfaces",
@ -46,7 +44,7 @@ function spawners.create_ore(mob_name, mod_prefix, size, offset, texture, night_
sunlight_propagates = true,
tiles = {
{
name = "spawners_spawner_animated.png",
name = "spawners_spawner_animated_v2.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
@ -57,16 +55,16 @@ function spawners.create_ore(mob_name, mod_prefix, size, offset, texture, night_
},
is_ground_content = true,
groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
drop = "spawners:"..mob_name.."_spawner",
drop = "spawners:"..ore_name.."_spawner",
on_construct = function(pos)
pos.y = pos.y + offset
minetest.add_entity(pos,"spawners:dummy_ore_"..mob_name)
minetest.add_entity(pos,"spawners:dummy_ore_"..ore_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",
minetest.register_node("spawners:"..ore_name.."_spawner_waiting", {
description = ore_name.." spawner waiting",
paramtype = "light",
light_source = 2,
drawtype = "allfaces",
@ -86,12 +84,16 @@ function spawners.create_ore(mob_name, mod_prefix, size, offset, texture, night_
},
is_ground_content = true,
groups = {cracky=1,level=2,not_in_creative_inventory=1},
drop = "spawners:"..mob_name.."_spawner",
drop = "spawners:"..ore_name.."_spawner",
on_construct = function(pos)
pos.y = pos.y + offset
minetest.add_entity(pos,"spawners:dummy_ore_"..ore_name)
end,
})
-- node spawner inactive (default)
minetest.register_node("spawners:"..mob_name.."_spawner", {
description = mob_name.." spawner",
minetest.register_node("spawners:"..ore_name.."_spawner", {
description = ore_name.." spawner",
paramtype = "light",
drawtype = "allfaces",
walkable = true,
@ -101,75 +103,41 @@ function spawners.create_ore(mob_name, mod_prefix, size, offset, texture, night_
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")
local waiting, found_node = spawners.check_node_status_ores(pos, ore_name, "default:stone")
if found_node then
minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner_active"})
minetest.set_node(pos, {name="spawners:"..ore_name.."_spawner_active"})
elseif waiting then
minetest.set_node(pos, {name="spawners:spawner_waiting"})
minetest.set_node(pos, {name="spawners:"..ore_name.."_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"},
nodenames = {"spawners:"..ore_name.."_spawner", "spawners:"..ore_name.."_spawner_active", "spawners:"..ore_name.."_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")
local waiting, found_node = spawners.check_node_status_ores(pos, ore_name, "default:stone")
print("ore_name: "..ore_name)
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"})
if node.name ~= "spawners:"..ore_name.."_spawner_active" then
minetest.set_node(pos, {name="spawners:"..ore_name.."_spawner"})
end
-- enough place to spawn more ores
spawners.start_spawning(found_node, 1, "default:stone_with_gold", "", sound_custom)
spawners.start_spawning_ores(found_node, "default:"..ore_name, 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"})
-- waiting status
if node.name ~= "spawners:"..ore_name.."_spawner_waiting" then
minetest.set_node(pos, {name="spawners:"..ore_name.."_spawner_waiting"})
end
end
@ -178,10 +146,50 @@ function spawners.create_ore(mob_name, mod_prefix, size, offset, texture, night_
end
-- create all ore spawners
-- for i, mob_table in ipairs(spawners.mob_tables) do
-- if mob_table then
-- default:stone_with_gold
spawners.create_ore("stone_with_gold", "", {x=.33,y=.33}, 0, {"default_stone.png^default_mineral_gold.png"}, "tnt_ignite")
spawners.create_ore("stone_with_coal", "", {x=.33,y=.33}, 0, {"default_stone.png^default_mineral_gold.png"}, "tnt_ignite")
spawners.create_ore("stone_with_iron", "", {x=.33,y=.33}, 0, {"default_stone.png^default_mineral_gold.png"}, "tnt_ignite")
spawners.create_ore("stone_with_copper", "", {x=.33,y=.33}, 0, {"default_stone.png^default_mineral_gold.png"}, "tnt_ignite")
-- recipes
minetest.register_craft({
output = "spawners:stone_with_gold_spawner",
recipe = {
{"default:diamondblock", "fake_fire:flint_and_steel", "default:diamondblock"},
{"xpanes:bar", "default:goldblock", "xpanes:bar"},
{"default:diamondblock", "xpanes:bar", "default:diamondblock"},
}
})
minetest.register_craft({
output = "spawners:stone_with_coal_spawner",
recipe = {
{"default:diamondblock", "fake_fire:flint_and_steel", "default:diamondblock"},
{"xpanes:bar", "default:coalblock", "xpanes:bar"},
{"default:diamondblock", "xpanes:bar", "default:diamondblock"},
}
})
minetest.register_craft({
output = "spawners:stone_with_iron_spawner",
recipe = {
{"default:diamondblock", "fake_fire:flint_and_steel", "default:diamondblock"},
{"xpanes:bar", "default:steelblock", "xpanes:bar"},
{"default:diamondblock", "xpanes:bar", "default:diamondblock"},
}
})
minetest.register_craft({
output = "spawners:stone_with_copper_spawner",
recipe = {
{"default:diamondblock", "fake_fire:flint_and_steel", "default:diamondblock"},
{"xpanes:bar", "default:copperblock", "xpanes:bar"},
{"default:diamondblock", "xpanes:bar", "default:diamondblock"},
}
})
spawners.create_ore("stone_with_gold", "", {x=.33,y=.33}, 0, {"default_stone.png^default_mineral_gold.png"}, false, "tnt_ignite")
-- end
-- end

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