204 lines
7.2 KiB
Lua
204 lines
7.2 KiB
Lua
--[[
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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).
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Copyright (C) 2016 - 2023 SaKeL <juraj.vajda@gmail.com>
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This library is free software; you can redistribute it and/or
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modify it pos the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to juraj.vajda@gmail.com
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--]]
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-- main tables
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spawners_env = {
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ENABLED_MODS = {},
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MOBS_PROPS = {}
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}
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spawners_env.mob_tables = {}
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function spawners_env.register_spawners()
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-- check if mods exists and build tables
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for k, mob_mod in ipairs(spawners_env.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(spawners_env.MOBS_PROPS[mob_mod]) do
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-- local mob_egg = nil
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-- create only environmental spawners
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if mob.env then
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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, boss = mob.boss })
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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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end
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end
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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 mob_name) then
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return
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end
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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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local sound_name
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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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if how_many == nil then
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how_many = math.random(1, 2)
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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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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, boss)
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local player_near = spawners_env.check_around_radius(pos)
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if player_near or boss then
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local random_pos
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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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-- spawner is closed from all sides
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if #spawn_positions < 1 then
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return false
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else
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-- find random position in all posible places
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local possible_spawn_pos = {}
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local pick_random_key
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-- get a position value from the picked/random key
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for k, v in pairs(spawn_positions) do
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local node_above = minetest.get_node({ x = v.x, y = v.y + 1, z = v.z }).name
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local node_below = minetest.get_node({ x = v.x, y = v.y - 1, z = v.z }).name
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-- make super sure there is enough place to spawn mob and collect all possible spawn points
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if node_above == 'air' or node_below == 'air' then
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table.insert(possible_spawn_pos, v)
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-- print('possible pos: ' .. minetest.pos_to_string(v))
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end
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end
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-- no possible spawn points found - not enough place around the spawner
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if #possible_spawn_pos < 1 then
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return false
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elseif #possible_spawn_pos == 1 then
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-- only one possible position ?
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pick_random_key = #possible_spawn_pos
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else
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-- pick random from the possible open sides
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pick_random_key = math.random(1, #possible_spawn_pos)
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end
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random_pos = possible_spawn_pos[pick_random_key]
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-- print(minetest.pos_to_string(random_pos))
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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 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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end
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-- random_pos, waiting
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return random_pos, false
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else
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-- random_pos, waiting
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return false, true
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end
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end
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