299 lines
10 KiB
Lua
299 lines
10 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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--
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-- * CREATE ALL SPAWNERS NODES *
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--
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function spawners_env.create(mob_name, mod_prefix, size, offset, mesh, texture, night_only, sound_custom, env, boss)
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--
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-- DUMMY INSIDE THE SPAWNER
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--
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local dummy_definition = {
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hp_max = 1,
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physical = true,
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collisionbox = { 0, 0, 0, 0, 0, 0 },
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visual = 'mesh',
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visual_size = size,
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mesh = mesh,
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textures = texture,
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makes_footstep_sound = false,
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timer = 0,
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automatic_rotate = math.pi * -3,
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m_name = 'dummy'
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}
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dummy_definition.on_activate = function(self)
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self.object:set_velocity({ x = 0, y = 0, z = 0 })
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self.object:set_acceleration({ 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_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:get_pos())
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if self.timer > 2 then
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if n and n.name and n.name ~= 'spawners_env:' .. mod_prefix .. '_' .. 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_env:dummy_' .. mod_prefix .. '_' .. mob_name, dummy_definition)
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--
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-- ACTIVE SPAWNER ENV
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--
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minetest.register_node('spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_active', {
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description = mod_prefix .. '_' .. mob_name .. ' spawner active env',
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paramtype = 'light',
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light_source = 4,
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paramtype2 = 'glasslikeliquidlevel',
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drawtype = 'glasslike_framed_optional',
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walkable = true,
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sounds = default.node_sound_metal_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_env_spawner_animated_16.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 = {
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-- MTG
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cracky = 1,
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level = 2,
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igniter = 1,
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not_in_creative_inventory = 1
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},
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on_timer = function(pos, elapsed)
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spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
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return false
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end,
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drop = {
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max_items = 1,
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items = {
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{ items = { 'spawners_mobs:' .. mod_prefix .. '_' .. mob_name .. '_spawner' }, rarity = 20 }
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}
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},
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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_env:dummy_' .. mod_prefix .. '_' .. mob_name)
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end,
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})
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--
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-- WAITING SPAWNER ENV
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--
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-- waiting for light - everything is ok but too much light or not enough light
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minetest.register_node('spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting', {
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description = mod_prefix .. '_' .. mob_name .. ' spawner waiting env',
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paramtype = 'light',
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light_source = 2,
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paramtype2 = 'glasslikeliquidlevel',
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drawtype = 'glasslike_framed_optional',
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walkable = true,
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sounds = default.node_sound_metal_defaults(),
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sunlight_propagates = true,
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tiles = {
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{
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name = 'spawners_env_spawner_waiting_animated_16.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 = {
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-- MTG
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cracky = 1,
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level = 2,
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not_in_creative_inventory = 1
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},
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on_timer = function(pos, elapsed)
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spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
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return false
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end,
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drop = {
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max_items = 1,
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items = {
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{ items = { 'spawners_mobs:' .. mod_prefix .. '_' .. mob_name .. '_spawner' }, rarity = 20 }
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}
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},
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})
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--
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-- INACTIVE SPAWNER (DEFAULT) ENV
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--
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minetest.register_node('spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner', {
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description = mod_prefix .. '_' .. mob_name .. ' spawner env',
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paramtype = 'light',
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paramtype2 = 'glasslikeliquidlevel',
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drawtype = 'glasslike_framed_optional',
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walkable = true,
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sounds = default.node_sound_metal_defaults(),
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sunlight_propagates = true,
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tiles = { 'spawners_env_spawner_16.png' },
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is_ground_content = true,
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groups = {
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-- MTG
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cracky = 1,
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level = 2,
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not_in_creative_inventory = 0
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},
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stack_max = 1,
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drop = {
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max_items = 1,
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items = {
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{ items = { 'spawners_mobs:' .. mod_prefix .. '_' .. mob_name .. '_spawner' }, rarity = 20 }
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}
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},
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on_construct = function(pos)
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spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
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end,
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})
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--
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-- * LBM *
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--
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minetest.register_lbm({
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name = 'spawners_env:check_for_spawning_timer',
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nodenames = {
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'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner',
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'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_active',
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'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting'
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},
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action = function(pos)
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spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
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end
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})
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end
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--
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-- * check for spawning *
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--
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function spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss)
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local random_pos = spawners_env.check_node_status(pos, mob_name, night_only, boss)
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local node = minetest.get_node_or_nil(pos)
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-- minetest.log('action', '[Mod][Spawners] checking for: ' .. mob_name .. ' at ' .. minetest.pos_to_string(pos))
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if random_pos then
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-- print('try to spawn another mob at: ' .. minetest.pos_to_string(random_pos))
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local mobs_counter_table = {}
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local mobs_check_radius
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local mobs_max
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mobs_counter_table[mob_name] = 0
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if boss then
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mobs_max = 1
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mobs_check_radius = 35
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else
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mobs_max = 3
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mobs_check_radius = 10
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end
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-- collect all spawned mobs around area
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, mobs_check_radius)) do
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if obj:get_luaentity() ~= nil then
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-- get entity name
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local name_split = string.split(obj:get_luaentity().name, ':')
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if name_split[2] == mob_name then
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mobs_counter_table[mob_name] = mobs_counter_table[mob_name] + 1
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end
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end
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end
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-- print(mob_name .. ' : ' .. mobs_counter_table[mob_name])
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-- enough place to spawn more mobs
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if mobs_counter_table[mob_name] < mobs_max then
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-- make sure the right node status is shown
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if node.name ~= 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_active' then
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minetest.set_node(pos, { name = 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_active' })
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end
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if boss then
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-- color: deep orange
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minetest.chat_send_all(minetest.colorize('#FF5722', 'Balrog has spawned to this World!'))
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end
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spawners_env.start_spawning(random_pos, 1, 'spawners_env:' .. mob_name, mod_prefix, sound_custom)
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else
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-- print('too many mobs: waiting')
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-- waiting status
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if node.name ~= 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting' then
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minetest.set_node(pos, { name = 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting' })
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end
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end
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else
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-- print('no random_pos found: waiting')
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-- waiting status
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if node.name ~= 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting' then
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minetest.set_node(pos, { name = 'spawners_env:' .. mod_prefix .. '_' .. mob_name .. '_spawner_waiting' })
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end
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end
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-- 6 hours = 21600 seconds
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-- 4 hours = 14400 seconds
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-- 1 hour = 3600 seconds
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if boss then
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minetest.get_node_timer(pos):start(3600)
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else
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minetest.get_node_timer(pos):start(math.random(5, 15))
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end
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end
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--
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-- CALL 'CREATE' FOR ALL SPAWNERS
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--
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for i, mob_table in ipairs(spawners_env.mob_tables) do
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if mob_table then
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spawners_env.create(mob_table.name, mob_table.mod_prefix, mob_table.dummy_size, mob_table.dummy_offset, mob_table.dummy_mesh, mob_table.dummy_texture, mob_table.night_only, mob_table.sound_custom, mob_table.env, mob_table.boss)
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end
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end
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