spawners/spawners_env/api.lua
2023-04-24 11:20:01 -04:00

204 lines
7.2 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
--]]
-- main tables
spawners_env = {
ENABLED_MODS = {},
MOBS_PROPS = {}
}
spawners_env.mob_tables = {}
function spawners_env.register_spawners()
-- check if mods exists and build tables
for k, mob_mod in ipairs(spawners_env.ENABLED_MODS) do
local modpath = minetest.get_modpath(mob_mod)
-- list of mobs and their info
if (modpath) then
for j, mob in ipairs(spawners_env.MOBS_PROPS[mob_mod]) do
-- local mob_egg = nil
-- create only environmental spawners
if mob.env then
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 })
-- use custom egg or create a default egg
-- if mob.egg_name_custom ~= '' then
-- mob_egg = mob.egg_name_custom
-- else
-- mob_egg = mob_mod .. ':' .. mob.name
-- end
end
end
end
end
end
-- start spawning mobs
function spawners_env.start_spawning(pos, how_many, mob_name, mod_prefix, sound_custom)
if not (pos or mob_name) then
return
end
-- remove 'spawners_env:' from the string
local _mob_name = string.sub(mob_name, 14)
local sound_name
-- use custom sounds
if sound_custom ~= '' then
sound_name = sound_custom
else
sound_name = mod_prefix .. '_' .. _mob_name
end
if how_many == nil then
how_many = math.random(1, 2)
end
for i = 1, how_many do
pos.y = pos.y + 1
local obj = minetest.add_entity(pos, mod_prefix .. ':' .. _mob_name)
if obj then
if sound_name then
minetest.sound_play(sound_name, {
pos = pos,
max_hear_distance = 100,
gain = 5,
})
end
end
end
end
function spawners_env.check_around_radius(pos)
local player_near = false
local radius = 21
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, radius)) do
if obj:is_player() then
player_near = true
end
end
return player_near
end
function spawners_env.check_node_status(pos, mob, night_only, boss)
local player_near = spawners_env.check_around_radius(pos)
if player_near or boss then
local random_pos
local min_node_light = 10
local tod = minetest.get_timeofday() * 24000
local node_light = minetest.get_node_light(pos)
if not node_light then
return false
end
local spawn_positions = {}
local right = minetest.get_node({ x = pos.x + 1, y = pos.y, z = pos.z })
local front = minetest.get_node({ x = pos.x, y = pos.y, z = pos.z + 1 })
local left = minetest.get_node({ x = pos.x - 1, y = pos.y, z = pos.z })
local back = minetest.get_node({ x = pos.x, y = pos.y, z = pos.z - 1 })
local top = minetest.get_node({ x = pos.x, y = pos.y + 1, z = pos.z })
local bottom = minetest.get_node({ x = pos.x, y = pos.y - 1, z = pos.z })
-- make sure that at least one side of the spawner is open
if right.name == 'air' then
table.insert(spawn_positions, { x = pos.x + 1.5, y = pos.y, z = pos.z })
end
if front.name == 'air' then
table.insert(spawn_positions, { x = pos.x, y = pos.y, z = pos.z + 1.5 })
end
if left.name == 'air' then
table.insert(spawn_positions, { x = pos.x - 1.5, y = pos.y, z = pos.z })
end
if back.name == 'air' then
table.insert(spawn_positions, { x = pos.x, y = pos.y, z = pos.z - 1.5 })
end
if top.name == 'air' then
table.insert(spawn_positions, { x = pos.x, y = pos.y + 1.5, z = pos.z })
end
if bottom.name == 'air' then
table.insert(spawn_positions, { x = pos.x, y = pos.y - 1.5, z = pos.z })
end
-- spawner is closed from all sides
if #spawn_positions < 1 then
return false
else
-- find random position in all posible places
local possible_spawn_pos = {}
local pick_random_key
-- get a position value from the picked/random key
for k, v in pairs(spawn_positions) do
local node_above = minetest.get_node({ x = v.x, y = v.y + 1, z = v.z }).name
local node_below = minetest.get_node({ x = v.x, y = v.y - 1, z = v.z }).name
-- make super sure there is enough place to spawn mob and collect all possible spawn points
if node_above == 'air' or node_below == 'air' then
table.insert(possible_spawn_pos, v)
-- print('possible pos: ' .. minetest.pos_to_string(v))
end
end
-- no possible spawn points found - not enough place around the spawner
if #possible_spawn_pos < 1 then
return false
elseif #possible_spawn_pos == 1 then
-- only one possible position ?
pick_random_key = #possible_spawn_pos
else
-- pick random from the possible open sides
pick_random_key = math.random(1, #possible_spawn_pos)
end
random_pos = possible_spawn_pos[pick_random_key]
-- print(minetest.pos_to_string(random_pos))
end
if night_only ~= 'disable' then
-- spawn only at day
if not night_only and node_light < min_node_light then
return false, true
end
-- spawn only at night
if night_only then
if not (19359 > tod and tod > 5200) or node_light < min_node_light then
return random_pos
else
return false, true
end
end
end
-- random_pos, waiting
return random_pos, false
else
-- random_pos, waiting
return false, true
end
end