code cleanup, fixes and added new 'waiting' status
This commit is contained in:
parent
a2c75d673c
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191
init.lua
191
init.lua
@ -3,7 +3,7 @@ local max_obj_per_mapblock = tonumber(minetest.setting_get("max_objects_per_bloc
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-- main table
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spawners = {}
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-- list of mods
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spawners.mob_mods = {"mobs", "testmod"}
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spawners.mob_mods = {"mobs", "creatures", "testmod"}
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-- table holding all mobs info
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spawners.mob_tables = {}
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@ -13,20 +13,24 @@ for k, v in ipairs(spawners.mob_mods) do
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local modpath = minetest.get_modpath(v)
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if (modpath) then
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-- list of mobs and their info
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table.insert(spawners.mob_tables, {name="sheep_white", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.52,y=0.52}, dummy_offset=0.2, dummy_mesh="mobs_sheep.b3d", dummy_texture={"mobs_sheep_white.png"}, night_only=false})
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-- MOBS REDO CONFIG
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if v == "mobs" and mobs.mod == "redo" then
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-- list of mobs and their info
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table.insert(spawners.mob_tables, {name="sheep_white", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.52,y=0.52}, dummy_offset=0.2, dummy_mesh="mobs_sheep.b3d", dummy_texture={"mobs_sheep_white.png"}, night_only=false})
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table.insert(spawners.mob_tables, {name="cow", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.3,y=0.3}, dummy_offset=-0.3, dummy_mesh="mobs_cow.x", dummy_texture={"mobs_cow.png"}, night_only=false})
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table.insert(spawners.mob_tables, {name="cow", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.3,y=0.3}, dummy_offset=-0.3, dummy_mesh="mobs_cow.x", dummy_texture={"mobs_cow.png"}, night_only=false})
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table.insert(spawners.mob_tables, {name="chicken", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.9,y=0.9}, dummy_offset=0.2, dummy_mesh="mobs_chicken.x", dummy_texture={"mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png"}, night_only=false})
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table.insert(spawners.mob_tables, {name="chicken", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.9,y=0.9}, dummy_offset=0.2, dummy_mesh="mobs_chicken.x", dummy_texture={"mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png"}, night_only=false})
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table.insert(spawners.mob_tables, {name="warthog", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.62,y=0.62}, dummy_offset=-0.3, dummy_mesh="mobs_warthog.x", dummy_texture={"mobs_warthog.png"}, night_only=true})
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table.insert(spawners.mob_tables, {name="warthog", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.62,y=0.62}, dummy_offset=-0.3, dummy_mesh="mobs_warthog.x", dummy_texture={"mobs_warthog.png"}, night_only=true})
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table.insert(spawners.mob_tables, {name="bunny", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=1,y=1}, dummy_offset=0.2, dummy_mesh="mobs_bunny.b3d", dummy_texture={"mobs_bunny_brown.png"}, night_only=false})
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table.insert(spawners.mob_tables, {name="bunny", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=1,y=1}, dummy_offset=0.2, dummy_mesh="mobs_bunny.b3d", dummy_texture={"mobs_bunny_brown.png"}, night_only=false})
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table.insert(spawners.mob_tables, {name="kitten", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.32,y=0.32}, dummy_offset=0, dummy_mesh="mobs_kitten.b3d", dummy_texture={"mobs_kitten_ginger.png"}, night_only=false})
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end
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table.insert(spawners.mob_tables, {name="kitten", mod_prefix_default=v, mod_prefix_custom="", dummy_size={x=0.32,y=0.32}, dummy_offset=0, dummy_mesh="mobs_kitten.b3d", dummy_texture={"mobs_kitten_ginger.png"}, night_only=false})
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else
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print("[Spawners] MOD: "..v.." not found.")
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print("[MOD] Spawners: MOD "..v.." not found.")
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end
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end
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@ -48,11 +52,6 @@ function spawners.start_spawning(pos, how_many, mob_name, mod_prefix)
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end
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for i=1,how_many do
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-- local x = 1/math.random(1,3)
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-- local z = 1/math.random(1,3)
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-- local p = {x=pos.x+x,y=pos.y,z=pos.z+z}
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local obj = minetest.add_entity(pos, mod_prefix..":"..mob_name)
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if obj then
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@ -65,7 +64,6 @@ function spawners.start_spawning(pos, how_many, mob_name, mod_prefix)
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})
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end
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minetest.log("action", "Spawners: spawned "..mob_name.." at ("..pos.x..","..pos.y..","..pos.z..")")
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end
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end
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@ -84,7 +82,7 @@ function spawners.check_around_radius(pos)
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return player_near
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end
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function check_node_status(pos, mob, night_only)
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function spawners.check_node_status(pos, mob, night_only)
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local player_near = spawners.check_around_radius(pos)
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local random_pos = false
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@ -100,7 +98,7 @@ function check_node_status(pos, mob, night_only)
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local top = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z})
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local bottom = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
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if not node_light then return end
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if not node_light then return false end
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-- make sure that at least one side of the spawner is open
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if front.name == "air" then
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@ -123,76 +121,36 @@ function check_node_status(pos, mob, night_only)
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end
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-- spawner is closed from all sides
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if not (front or right or back or left or top or bottom) then
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minetest.log("action","spawner is closed")
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return false
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end
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local pick_random = math.random(1,#spawn_positions)
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if not (front or right or back or left or top or bottom) then return false end
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-- pick random from the open sides
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local pick_random = math.random(1,#spawn_positions)
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for k, v in pairs (spawn_positions) do
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if k == pick_random then
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random_pos = v
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end
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end
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end
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if not random_pos then return end
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if not random_pos then return false end
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print("#spawn_positions: "..#spawn_positions)
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print("pick_random: "..pick_random)
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print("node_light: "..node_light)
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-- print("node_pos"..minetest.pos_to_string(pos))
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-- print("random_pos"..minetest.pos_to_string(random_pos))
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-- check the node above the found air node
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-- check the node above and below the found air node
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local node_above = minetest.get_node({x=random_pos.x, y=random_pos.y+1, z=random_pos.z}).name
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local node_below = minetest.get_node({x=random_pos.x, y=random_pos.y-1, z=random_pos.z}).name
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print("node_above: "..node_above)
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print("node_below: "..node_below)
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if not (node_above == "air" or node_below == "air") then
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print("node below or above is not air")
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return false
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end
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if not (node_above == "air" or node_below == "air") then return false end
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-- spawn only at day
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if not night_only and node_light < min_node_light then
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print("not enough light")
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return false
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return false, true
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end
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-- At 0 time of day (tod) the day begins; it is midnight and the moon is exactly at the zenith (1).
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-- At 4500 tod, the first sun rays emit from the horizon, it gets brighter (2).
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-- At 4750 tod, the sun rises and it gets brighter (3).
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-- At 5001 tod, it gets brighter again (4).
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-- At 5200 tod, the sun becomes fully visible (4).
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-- At 5250 tod, it gets brighter again (5).
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-- At 5500 tod, it gets brighter again (6).
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-- At 5751 tod, maximum brightness is reached (7).
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-- At 12000 tod is midday; the sun is exactly at the zenith (7).
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-- At 18250 tod, the day is going to end, it gets a bit darker (6).
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-- At 18502 tod, it gets a bit darker again (5).
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-- At 18600 tod, the sun begins to set (5).
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-- At 18752 tod, it gets a bit darker yet again (4).
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-- At 19000 tod, the sky gets even darker (3).
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-- At 19252 tod, the sun is almost gone and the sky gets even darker (2).
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-- At 19359 tod, the sun square is gone and the last sun rays emit from the horizon (2).
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-- At 19500 tod, the sun rays stop from being visible (2).
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-- At 19502 tod, the sky has the lowest brightness (1).
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-- At 24000 tod, the day ends and the next one starts; it is midnight again (1).
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-- spawn only at night
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if night_only then
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print("tod: "..tod)
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if not (19359 > tod and tod > 5200) or node_light < min_node_light then
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print("it's night")
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if random_pos then
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return random_pos
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else
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return false
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end
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return random_pos
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else
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return false
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return false, true
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end
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end
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@ -203,6 +161,7 @@ function check_node_status(pos, mob, night_only)
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end
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function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, night_only)
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-- dummy inside the spawner
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local dummy_definition = {
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hp_max = 1,
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physical = true,
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@ -228,7 +187,7 @@ function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, nigh
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self.timer = self.timer + dtime
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local n = minetest.get_node_or_nil(self.object:getpos())
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if self.timer > 2 then
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if n and n.name and n.name ~= "spawners:"..mob_name.."_spawner_active" then
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if n and n.name and n.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_active" then
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self.object:remove()
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end
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end
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@ -237,8 +196,8 @@ function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, nigh
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minetest.register_entity("spawners:dummy_"..mob_name, dummy_definition)
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-- node spawner active
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minetest.register_node("spawners:"..mob_name.."_spawner_active", {
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description = mob_name.." spawner active",
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_active", {
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description = mod_prefix.."_"..mob_name.." spawner active",
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paramtype = "light",
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light_source = 4,
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drawtype = "allfaces",
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@ -258,16 +217,40 @@ function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, nigh
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},
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is_ground_content = true,
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groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
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drop = "spawners:"..mob_name.."_spawner",
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drop = "spawners:"..mod_prefix.."_"..mob_name.."_spawner",
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on_construct = function(pos)
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pos.y = pos.y + offset
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minetest.add_entity(pos,"spawners:dummy_"..mob_name)
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end,
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})
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-- node spawner inactive
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minetest.register_node("spawners:"..mob_name.."_spawner", {
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description = mob_name.." spawner",
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-- node spawner waiting for light - everything is ok but too much light or not enough light
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting", {
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description = mod_prefix.."_"..mob_name.." spawner waiting",
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paramtype = "light",
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light_source = 2,
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drawtype = "allfaces",
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walkable = true,
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sunlight_propagates = true,
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tiles = {
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{
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name = "spawners_spawner_off_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 2.0
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},
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}
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},
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is_ground_content = true,
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groups = {cracky=1,level=2,not_in_creative_inventory=1},
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drop = "spawners:"..mod_prefix.."_"..mob_name.."_spawner",
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})
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-- node spawner inactive (default)
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner", {
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description = mod_prefix.."_"..mob_name.." spawner",
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paramtype = "light",
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drawtype = "allfaces",
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walkable = true,
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@ -276,19 +259,20 @@ function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, nigh
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is_ground_content = true,
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groups = {cracky=1,level=2},
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on_construct = function(pos)
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local random_pos = check_node_status(pos, mob_name, night_only)
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local random_pos, waiting = spawners.check_node_status(pos, mob_name, night_only)
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if random_pos then
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minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner_active"})
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_active"})
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elseif waiting then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting"})
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else
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minetest.log("action","no random_pos found")
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end
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end,
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})
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-- node spawner overheated
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minetest.register_node("spawners:"..mob_name.."_spawner_overheat", {
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description = mob_name.." spawner overheated",
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat", {
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description = mod_prefix.."_"..mob_name.." spawner overheated",
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paramtype = "light",
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light_source = 2,
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drawtype = "allfaces",
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@ -298,44 +282,38 @@ function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, nigh
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tiles = {"spawners_spawner.png^[colorize:#FF000030"},
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is_ground_content = true,
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groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
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drop = "spawners:"..mob_name.."_spawner",
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drop = "spawners:"..mod_prefix.."_"..mob_name.."_spawner",
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on_construct = function(pos)
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minetest.get_node_timer(pos):start(60)
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end,
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on_timer = function(pos, elapsed)
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minetest.log("action", "============= timer elapsed: "..elapsed)
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minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner"})
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner"})
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end,
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})
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-- abm
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minetest.register_abm({
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nodenames = {"spawners:"..mob_name.."_spawner", "spawners:"..mob_name.."_spawner_active", "spawners:"..mob_name.."_spawner_overheat"},
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nodenames = {"spawners:"..mod_prefix.."_"..mob_name.."_spawner", "spawners:"..mod_prefix.."_"..mob_name.."_spawner_active", "spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat", "spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting"},
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neighbors = {"air"},
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interval = 2.0,
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chance = 20,
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action = function(pos, node, active_object_count, active_object_count_wider)
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minetest.log("action", "active_object_count: "..active_object_count)
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minetest.log("action", "active_object_count_wider: "..active_object_count_wider)
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local random_pos = check_node_status(pos, mob_name, night_only)
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local random_pos, waiting = spawners.check_node_status(pos, mob_name, night_only)
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if random_pos then
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-- random_pos found
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-- do not spawn if too many active entities in map block
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-- call cooldown
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-- do not spawn if too many active entities in map block and call cooldown
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if active_object_count_wider > max_obj_per_mapblock then
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minetest.log("action", "************** too many mobs in area")
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-- make sure the right node status is shown
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if node.name ~= "spawners:"..mob_name.."_spawner_overheat" then
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minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner_overheat"})
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat"})
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end
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-- extend the timeout if still too many entities in map block
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if node.name == "spawners:"..mob_name.."_spawner_overheat" then
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minetest.log("action", "++++++++++++++ extending timeout")
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if node.name == "spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat" then
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minetest.get_node_timer(pos):stop()
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minetest.get_node_timer(pos):start(60)
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end
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@ -343,20 +321,27 @@ function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, nigh
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return
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end
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if node.name ~= "spawners:"..mob_name.."_spawner_active" then
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minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner_active"})
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-- make sure the right node status is shown
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if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_active" then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_active"})
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end
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-- enough place to spawn more mobs
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spawners.start_spawning(random_pos, 1, "spawners:"..mob_name, mod_prefix)
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elseif waiting then
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-- waiting status
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if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_spawner_waiting" then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting"})
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end
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else
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-- no random_pos found
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if minetest.get_node_timer(pos):is_started() then
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minetest.get_node_timer(pos):stop()
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minetest.log("action", "timer stopped")
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||||
end
|
||||
|
||||
if node.name ~= "spawners:"..mob_name.."_spawner" then
|
||||
minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner"})
|
||||
if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner" then
|
||||
minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner"})
|
||||
end
|
||||
end
|
||||
|
||||
@ -376,14 +361,14 @@ for i, mob_table in ipairs(spawners.mob_tables) do
|
||||
spawners.create(mob_table.name, mod_prefix, mob_table.dummy_size, mob_table.dummy_offset, mob_table.dummy_mesh, mob_table.dummy_texture, mob_table.night_only)
|
||||
-- recipes
|
||||
minetest.register_craft({
|
||||
output = "spawners:"..mob_table.name.."_spawner",
|
||||
output = "spawners:"..mod_prefix.."_"..mob_table.name.."_spawner",
|
||||
recipe = {
|
||||
{"default:diamondblock", "fake_fire:flint_and_steel", "default:diamondblock"},
|
||||
{"xpanes:bar", "spawners:"..mob_table.name, "xpanes:bar"},
|
||||
{"xpanes:bar", mod_prefix..":"..mob_table.name, "xpanes:bar"},
|
||||
{"default:diamondblock", "xpanes:bar", "default:diamondblock"},
|
||||
}
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
print ("[MOD] Spawners loaded")
|
||||
print ("[MOD] Spawners 0.1 Loaded.")
|
Loading…
Reference in New Issue
Block a user