187 lines
5.6 KiB
Lua
187 lines
5.6 KiB
Lua
local max_obj_per_mapblock = tonumber(minetest.setting_get("max_objects_per_block"))
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local tmp = {}
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function spawners.create_ore(mob_name, mod_prefix, size, offset, texture, night_only, sound_custom)
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-- dummy inside the spawner
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local dummy_ore_definition = {
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hp_max = 1,
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physical = false,
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collisionbox = {0,0,0,0,0,0},
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visual = "wielditem",
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visual_size = size,
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timer = 0,
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textures={"default:stone_with_gold"},
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makes_footstep_sound = false,
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automatic_rotate = math.pi * -3,
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m_name = "dummy_ore"
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}
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dummy_ore_definition.on_activate = function(self)
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self.object:setvelocity({x=0, y=0, z=0})
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self.object:setacceleration({x=0, y=0, z=0})
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self.object:set_armor_groups({immortal=1})
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end
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-- remove dummy after dug up the spawner
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dummy_ore_definition.on_step = function(self, dtime)
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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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self.object:remove()
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end
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end
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end
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minetest.register_entity("spawners:dummy_ore_"..mob_name, dummy_ore_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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paramtype = "light",
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light_source = 4,
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drawtype = "allfaces",
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walkable = true,
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sounds = default.node_sound_stone_defaults(),
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damage_per_second = 4,
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sunlight_propagates = true,
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tiles = {
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{
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name = "spawners_spawner_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,igniter=1,not_in_creative_inventory=1},
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drop = "spawners:"..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_ore_"..mob_name)
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end,
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})
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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:spawner_waiting", {
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description = "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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sounds = default.node_sound_stone_defaults(),
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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:"..mob_name.."_spawner",
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})
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-- node spawner inactive (default)
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minetest.register_node("spawners:"..mob_name.."_spawner", {
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description = 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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sounds = default.node_sound_stone_defaults(),
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sunlight_propagates = true,
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tiles = {"spawners_spawner.png"},
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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, waiting, found_node = spawners.check_node_status(pos, mob_name, night_only, "default:stone")
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if found_node then
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minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner_active"})
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elseif waiting then
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minetest.set_node(pos, {name="spawners:spawner_waiting"})
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else
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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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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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sounds = default.node_sound_stone_defaults(),
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catch_up = false,
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damage_per_second = 4,
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sunlight_propagates = true,
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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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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.set_node(pos, {name="spawners:"..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", "spawners:spawner_waiting"},
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interval = 5,
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chance = 5,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local random_pos, waiting, found_node = spawners.check_node_status(pos, mob_name, night_only, "default:stone")
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if found_node then
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-- make sure the right node status is shown
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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"})
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end
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-- enough place to spawn more ores
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spawners.start_spawning(found_node, 1, "default:stone_with_gold", "", sound_custom)
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-- spawners.start_spawning(random_pos, 1, "spawners:"..mob_name, mod_prefix, sound_custom)
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elseif waiting then
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-- waiting status
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print("waiting status")
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if node.name ~= "spawners:spawner_waiting" then
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minetest.set_node(pos, {name="spawners:spawner_waiting"})
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end
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else
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-- no random_pos found
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print("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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end
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if node.name ~= "spawners:"..mob_name.."_spawner" then
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minetest.set_node(pos, {name="spawners:"..mob_name.."_spawner"})
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end
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end
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end
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})
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end
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-- create all ore spawners
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-- for i, mob_table in ipairs(spawners.mob_tables) do
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-- if mob_table then
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spawners.create_ore("stone_with_gold", "", {x=.33,y=.33}, 0, {"default_stone.png^default_mineral_gold.png"}, false, "tnt_ignite")
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-- end
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-- end |