spawners/spawners_env/spawners_env.lua
2023-04-24 10:56:28 -04:00

299 lines
10 KiB
Lua

--[[
Adds environmental spawners to the map. When enabled, the spawners will be added to newly generated Dungeons (Uruk Hai) and Temples (Spider). They are dropping a real mob spawner by change (very small chance).
Copyright (C) 2016 - 2023 SaKeL <juraj.vajda@gmail.com>
This library is free software; you can redistribute it and/or
modify it pos the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to juraj.vajda@gmail.com
--]]
--
-- * CREATE ALL SPAWNERS NODES *
--
function spawners_env.create(mob_name, mod_prefix, size, offset, mesh, texture, night_only, sound_custom, env, boss)
--
-- 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:set_velocity({ x = 0, y = 0, z = 0 })
self.object:set_acceleration({ 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:get_pos())
if self.timer > 2 then
if n and n.name and n.name ~= 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_active' then
self.object:remove()
end
end
end
minetest.register_entity('spawners_env:dummy_' .. mod_prefix .. '_' .. mob_name, dummy_definition)
--
-- ACTIVE SPAWNER ENV
--
minetest.register_node('spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_active', {
description = mod_prefix .. '_' .. mob_name .. ' spawner active env',
paramtype = 'light',
light_source = 4,
paramtype2 = 'glasslikeliquidlevel',
drawtype = 'glasslike_framed_optional',
walkable = true,
sounds = default.node_sound_metal_defaults(),
damage_per_second = 4,
sunlight_propagates = true,
tiles = {
{
name = 'spawners_env_spawner_animated_16.png',
animation = {
type = 'vertical_frames',
aspect_w = 16,
aspect_h = 16,
length = 2.0
},
}
},
is_ground_content = true,
groups = {
-- MTG
cracky = 1,
level = 2,
igniter = 1,
not_in_creative_inventory = 1
},
on_timer = function(pos, elapsed)
spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
return false
end,
drop = {
max_items = 1,
items = {
{ items = { 'spawners_mobs:' .. mod_prefix .. '_' .. mob_name .. '_spawner' }, rarity = 20 }
}
},
on_construct = function(pos)
pos.y = pos.y + offset
minetest.add_entity(pos, 'spawners_env:dummy_' .. mod_prefix .. '_' .. mob_name)
end,
})
--
-- WAITING SPAWNER ENV
--
-- waiting for light - everything is ok but too much light or not enough light
minetest.register_node('spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting', {
description = mod_prefix .. '_' .. mob_name .. ' spawner waiting env',
paramtype = 'light',
light_source = 2,
paramtype2 = 'glasslikeliquidlevel',
drawtype = 'glasslike_framed_optional',
walkable = true,
sounds = default.node_sound_metal_defaults(),
sunlight_propagates = true,
tiles = {
{
name = 'spawners_env_spawner_waiting_animated_16.png',
animation = {
type = 'vertical_frames',
aspect_w = 16,
aspect_h = 16,
length = 2.0
},
}
},
is_ground_content = true,
groups = {
-- MTG
cracky = 1,
level = 2,
not_in_creative_inventory = 1
},
on_timer = function(pos, elapsed)
spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
return false
end,
drop = {
max_items = 1,
items = {
{ items = { 'spawners_mobs:' .. mod_prefix .. '_' .. mob_name .. '_spawner' }, rarity = 20 }
}
},
})
--
-- INACTIVE SPAWNER (DEFAULT) ENV
--
minetest.register_node('spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner', {
description = mod_prefix .. '_' .. mob_name .. ' spawner env',
paramtype = 'light',
paramtype2 = 'glasslikeliquidlevel',
drawtype = 'glasslike_framed_optional',
walkable = true,
sounds = default.node_sound_metal_defaults(),
sunlight_propagates = true,
tiles = { 'spawners_env_spawner_16.png' },
is_ground_content = true,
groups = {
-- MTG
cracky = 1,
level = 2,
not_in_creative_inventory = 0
},
stack_max = 1,
drop = {
max_items = 1,
items = {
{ items = { 'spawners_mobs:' .. mod_prefix .. '_' .. mob_name .. '_spawner' }, rarity = 20 }
}
},
on_construct = function(pos)
spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
end,
})
--
-- * LBM *
--
minetest.register_lbm({
name = 'spawners_env:check_for_spawning_timer',
nodenames = {
'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner',
'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_active',
'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting'
},
action = function(pos)
spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
end
})
end
--
-- * check for spawning *
--
function spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
local random_pos = spawners_env.check_node_status(pos, mob_name, night_only, boss)
local node = minetest.get_node_or_nil(pos)
-- minetest.log('action', '[Mod][Spawners] checking for: ' .. mob_name .. ' at ' .. minetest.pos_to_string(pos))
if random_pos then
-- print('try to spawn another mob at: ' .. minetest.pos_to_string(random_pos))
local mobs_counter_table = {}
local mobs_check_radius
local mobs_max
mobs_counter_table[mob_name] = 0
if boss then
mobs_max = 1
mobs_check_radius = 35
else
mobs_max = 3
mobs_check_radius = 10
end
-- collect all spawned mobs around area
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, mobs_check_radius)) do
if obj:get_luaentity() ~= nil then
-- get entity name
local name_split = string.split(obj:get_luaentity().name, ':')
if name_split[2] == mob_name then
mobs_counter_table[mob_name] = mobs_counter_table[mob_name] + 1
end
end
end
-- print(mob_name .. ' : ' .. mobs_counter_table[mob_name])
-- enough place to spawn more mobs
if mobs_counter_table[mob_name] < mobs_max then
-- make sure the right node status is shown
if node.name ~= 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_active' then
minetest.set_node(pos, { name = 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_active' })
end
if boss then
-- color: deep orange
minetest.chat_send_all(minetest.colorize('#FF5722', 'Balrog has spawned to this World!'))
end
spawners_env.start_spawning(random_pos, 1, 'spawners_env:' .. mob_name, mod_prefix, sound_custom)
else
-- print('too many mobs: waiting')
-- waiting status
if node.name ~= 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting' then
minetest.set_node(pos, { name = 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting' })
end
end
else
-- print('no random_pos found: waiting')
-- waiting status
if node.name ~= 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting' then
minetest.set_node(pos, { name = 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting' })
end
end
-- 6 hours = 21600 seconds
-- 4 hours = 14400 seconds
-- 1 hour = 3600 seconds
if boss then
minetest.get_node_timer(pos):start(3600)
else
minetest.get_node_timer(pos):start(math.random(5, 15))
end
end
--
-- CALL 'CREATE' FOR ALL SPAWNERS
--
for i, mob_table in ipairs(spawners_env.mob_tables) do
if mob_table then
spawners_env.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, mob_table.env, mob_table.boss)
end
end