128 lines
3.3 KiB
Lua
128 lines
3.3 KiB
Lua
-- main tables
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spawners_env = {}
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spawners_env.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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table.insert(spawners_env.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, env=mob.env})
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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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end
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else
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-- print something ?
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end
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end
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-- start spawning mobs
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function spawners_env.start_spawning(pos, how_many, mob_name, mod_prefix, sound_custom)
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if not (pos or how_many or mob_name) then return end
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local sound_name
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-- remove 'spawners_env:' from the string
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local mob_name = string.sub(mob_name,14)
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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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-- use random colours for sheeps
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if mob_name == "sheep_white" then
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local mob_name1 = ""
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local sheep_colours = {"black", "blue", "brown", "cyan", "dark_green", "dark_grey", "green", "grey", "magenta", "orange", "pink", "red", "violet", "white", "yellow"}
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local random_colour = math.random(1, #sheep_colours)
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mob_name1 = string.split(mob_name, "_")
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mob_name1 = mob_name1[1]
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mob_name = mob_name1.."_"..sheep_colours[random_colour]
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end
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if how_many == nil then
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how_many = math.random(0,4)
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end
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for i=1,how_many do
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pos.y = pos.y+1
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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 = 100,
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gain = 5,
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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_env.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_env.check_node_status(pos, mob, night_only)
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local player_near = spawners_env.check_around_radius(pos)
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if player_near then
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local spawn_pos = minetest.find_node_near(pos, 2, {"air"})
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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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-- check the node above and below the found air node
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local node_above = minetest.get_node({x=spawn_pos.x, y=spawn_pos.y+1, z=spawn_pos.z}).name
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local node_below = minetest.get_node({x=spawn_pos.x, y=spawn_pos.y-1, z=spawn_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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if night_only ~= "disable" then
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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 spawn_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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end
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return spawn_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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