262 lines
6.5 KiB
Lua
262 lines
6.5 KiB
Lua
-- main tables
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spawners = {}
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spawners.mob_tables = {}
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-- check if mods exists and build tables
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for k, mob_mod in ipairs(ENABLED_MODS) do
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local modpath = minetest.get_modpath(mob_mod)
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-- list of mobs and their info
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if (modpath) then
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for j, mob in ipairs(MOBS_PROPS[mob_mod]) do
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local mob_egg = nil
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if mob_mod == "mobs" and not (mobs.mod == "redo") then goto continue end
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table.insert(spawners.mob_tables, {name=mob.name, mod_prefix=mob_mod, egg_name_custom=mob.egg_name_custom, dummy_size=mob.dummy_size, dummy_offset=mob.dummy_offset, dummy_mesh=mob.dummy_mesh, dummy_texture=mob.dummy_texture, night_only=mob.night_only, sound_custom=mob.sound_custom})
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-- use custom egg or create a default egg
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if mob.egg_name_custom ~= "" then
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mob_egg = mob.egg_name_custom
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else
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mob_egg = mob_mod..":"..mob.name
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end
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-- recipes
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minetest.register_craft({
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output = "spawners:"..mob_mod.."_"..mob.name.."_spawner",
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recipe = {
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{"default:diamondblock", "fake_fire:flint_and_steel", "default:diamondblock"},
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{"xpanes:bar", mob_egg, "xpanes:bar"},
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{"default:diamondblock", "xpanes:bar", "default:diamondblock"},
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}
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})
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::continue::
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end
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else
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end
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end
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-- start spawning mobs
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function spawners.start_spawning(pos, how_many, mob_name, mod_prefix, sound_custom)
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if not pos or not how_many or not mob_name then return end
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local sound_name
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-- remove 'spawners:' from the string
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local mob_name = string.sub(mob_name,10)
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-- use custom sounds
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if sound_custom ~= "" then
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sound_name = sound_custom
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else
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sound_name = mod_prefix.."_"..mob_name
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end
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for i=1,how_many do
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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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if sound_name then
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minetest.sound_play(sound_name, {
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pos = pos,
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max_hear_distance = 32,
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gain = 10,
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})
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end
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end
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end
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end
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function spawners.add_effects(pos, radius)
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minetest.add_particlespawner({
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amount = 32,
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time = 2,
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minpos = vector.subtract({x=pos.x, y=pos.y+1, z=pos.z}, radius / 2),
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maxpos = vector.add({x=pos.x, y=pos.y+1, z=pos.z}, radius / 2),
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minvel = {x=-0.5, y=3, z=-0.5},
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maxvel = {x=0.5, y=10, z=0.5},
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minacc = vector.new(),
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maxacc = vector.new(),
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minexptime = .5,
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maxexptime = 2,
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minsize = .5,
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maxsize = 8,
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texture = "spawners_smoke_particle.png",
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})
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end
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-- start spawning ores
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function spawners.start_spawning_ores(pos, ore_name, sound_custom, spawners_pos)
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if not pos or not ore_name then return end
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local sound_name
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local player_near = false
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-- use custom sounds
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if sound_custom ~= "" then
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sound_name = sound_custom
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else
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sound_name = false
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end
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local how_many = math.random(1,2)
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-- how_many = how_many+1
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for i=1, how_many do
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if i > 1 then
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player_near, pos = spawners.check_around_radius_ores(pos, "default:stone")
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if not pos then return end
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minetest.sound_play(sound_name, {
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pos = pos,
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max_hear_distance = 32,
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gain = 20,
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})
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minetest.set_node(pos, {name=ore_name})
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spawners.add_effects(pos, 1)
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else
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minetest.sound_play(sound_name, {
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pos = pos,
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max_hear_distance = 32,
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gain = 20,
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})
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minetest.set_node(pos, {name=ore_name})
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spawners.add_effects(pos, 1)
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end
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end
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end
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function spawners.check_around_radius(pos)
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local player_near = false
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local radius = 21
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local node_ore_pos = nil
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for _,obj in ipairs(minetest.get_objects_inside_radius(pos, radius)) do
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if obj:is_player() then
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player_near = true
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end
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end
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return player_near
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end
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function spawners.check_around_radius_ores(pos, check_node)
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local player_near = spawners.check_around_radius(pos);
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local found_node = false
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local node_ore_pos = nil
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if check_node then
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node_ore_pos = minetest.find_node_near(pos, 2, {check_node})
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if node_ore_pos then
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found_node = node_ore_pos
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end
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end
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return player_near, found_node
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end
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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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if player_near then
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local random_pos = false
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local min_node_light = 10
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local tod = minetest.get_timeofday() * 24000
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local node_light = minetest.get_node_light(pos)
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if not node_light then
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return false
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end
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local spawn_positions = {}
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local right = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z})
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local front = minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1})
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local left = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z})
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local back = minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1})
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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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-- make sure that at least one side of the spawner is open
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if right.name == "air" then
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table.insert(spawn_positions, {x=pos.x+1.5, y=pos.y, z=pos.z})
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end
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if front.name == "air" then
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table.insert(spawn_positions, {x=pos.x, y=pos.y, z=pos.z+1.5})
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end
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if left.name == "air" then
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table.insert(spawn_positions, {x=pos.x-1.5, y=pos.y, z=pos.z})
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end
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if back.name == "air" then
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table.insert(spawn_positions, {x=pos.x, y=pos.y, z=pos.z-1.5})
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end
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if top.name == "air" then
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table.insert(spawn_positions, {x=pos.x, y=pos.y+1.5, z=pos.z})
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end
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if bottom.name == "air" then
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table.insert(spawn_positions, {x=pos.x, y=pos.y-1.5, z=pos.z})
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end
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if #spawn_positions < 1 then
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-- spawner is cloed from all sides
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return false
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else
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-- pick random from the open sides
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local pick_random
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if #spawn_positions == 1 then
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pick_random = #spawn_positions
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else
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pick_random = math.random(1,#spawn_positions)
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end
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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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-- 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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if not (node_above == "air" or node_below == "air") then
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return false
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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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return false, true
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end
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-- spawn only at night
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if night_only then
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if not (19359 > tod and tod > 5200) or node_light < min_node_light then
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return random_pos
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else
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return false, true
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end
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end
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return random_pos, false
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else
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return false, true
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end
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end
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function spawners.check_node_status_ores(pos, ore_name, check_node)
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if not check_node then return end
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local player_near, found_node = spawners.check_around_radius_ores(pos, check_node)
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if player_near and found_node then
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return true, found_node
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else
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return true, false
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end
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end |