local max_obj_per_mapblock = tonumber(minetest.setting_get("max_objects_per_block")) function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, night_only, sound_custom) -- dummy inside the spawner local dummy_definition = { hp_max = 1, physical = true, collisionbox = {0,0,0,0,0,0}, visual = "mesh", visual_size = size, mesh = mesh, textures = texture, makes_footstep_sound = false, timer = 0, automatic_rotate = math.pi * -3, m_name = "dummy" } dummy_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_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:"..mod_prefix.."_"..mob_name.."_spawner_active" then self.object:remove() end end end minetest.register_entity("spawners:dummy_"..mod_prefix.."_"..mob_name, dummy_definition) -- node spawner active minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_active", { description = mod_prefix.."_"..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 = 32, aspect_h = 32, length = 2.0 }, } }, is_ground_content = true, groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1}, drop = "spawners:"..mod_prefix.."_"..mob_name.."_spawner", on_construct = function(pos) pos.y = pos.y + offset minetest.add_entity(pos,"spawners:dummy_"..mod_prefix.."_"..mob_name) end, }) -- node spawner waiting for light - everything is ok but too much light or not enough light minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting", { description = mod_prefix.."_"..mob_name.." spawner waiting", paramtype = "light", light_source = 2, drawtype = "allfaces", walkable = true, sounds = default.node_sound_stone_defaults(), sunlight_propagates = true, tiles = { { name = "spawners_spawner_waiting_animated.png", animation = { type = "vertical_frames", aspect_w = 32, aspect_h = 32, length = 2.0 }, } }, is_ground_content = true, groups = {cracky=1,level=2,not_in_creative_inventory=1}, drop = "spawners:"..mod_prefix.."_"..mob_name.."_spawner", }) -- node spawner inactive (default) minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner", { description = mod_prefix.."_"..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}, stack_max = 1, on_construct = function(pos) local random_pos, waiting = spawners.check_node_status(pos, mob_name, night_only) if random_pos then minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_active"}) elseif waiting then minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting"}) else end end, }) -- node spawner overheated minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat", { description = mod_prefix.."_"..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:"..mod_prefix.."_"..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:"..mod_prefix.."_"..mob_name.."_spawner"}) end, }) -- abm minetest.register_abm({ 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"}, neighbors = {"air"}, interval = 10.0, chance = 5, action = function(pos, node, active_object_count, active_object_count_wider) local random_pos, waiting = spawners.check_node_status(pos, mob_name, night_only) if random_pos then -- do not spawn if too many active entities in map block and call cooldown if active_object_count_wider > max_obj_per_mapblock then -- make sure the right node status is shown if node.name ~= "spawners:"..mob_name.."_spawner_overheat" then minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat"}) end -- extend the timeout if still too many entities in map block if node.name == "spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat" then minetest.get_node_timer(pos):stop() minetest.get_node_timer(pos):start(60) end return end -- make sure the right node status is shown if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_active" then minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_active"}) end -- enough place to spawn more mobs spawners.start_spawning(random_pos, 1, "spawners:"..mob_name, mod_prefix, sound_custom) elseif waiting then -- waiting status 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 -- no random_pos found if minetest.get_node_timer(pos):is_started() then minetest.get_node_timer(pos):stop() end if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner" then minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner"}) end end end }) end -- create all spawners for i, mob_table in ipairs(spawners.mob_tables) do if mob_table then spawners.create(mob_table.name, mob_table.mod_prefix, mob_table.dummy_size, mob_table.dummy_offset, mob_table.dummy_mesh, mob_table.dummy_texture, mob_table.night_only, mob_table.sound_custom) end end