320 lines
10 KiB
Lua
320 lines
10 KiB
Lua
local max_obj_per_mapblock = tonumber(minetest.settings:get("max_objects_per_block"))
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--
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-- * CREATE ALL SPAWNERS NODES *
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--
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function spawners_mobs.create(mob_name, mod_prefix, size, offset, mesh, texture, night_only, sound_custom)
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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:setvelocity({x=0, y=0, z=0})
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self.object:setacceleration({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:getpos())
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if self.timer > 2 then
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if n and n.name and n.name ~= "spawners_mobs:"..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_mobs:dummy_"..mod_prefix.."_"..mob_name, dummy_definition)
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--
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-- ACTIVE SPAWNER
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--
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minetest.register_node("spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active", {
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description = mod_prefix.."_"..mob_name.." spawner active",
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paramtype = "light",
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light_source = 6,
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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 = {"spawners_mobs_spawner_16.png"},
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is_ground_content = true,
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groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
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drop = "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner",
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on_construct = function(pos)
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spawners_mobs.meta_set_str("infotext", mod_prefix.." "..mob_name.." spawner (active)", pos)
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pos.y = pos.y + offset
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minetest.add_entity(pos,"spawners_mobs:dummy_"..mod_prefix.."_"..mob_name)
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-- add particles
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local id_flame = spawners_mobs.add_flame_effects(pos)
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local id_smoke = spawners_mobs.add_smoke_effects(pos)
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spawners_mobs.meta_set_int("id_flame", id_flame, pos)
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spawners_mobs.meta_set_int("id_smoke", id_smoke, pos)
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minetest.get_node_timer(pos):start(10)
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end,
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on_destruct = function(pos)
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-- delete particles
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local id_flame = spawners_mobs.meta_get_int("id_flame", pos)
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local id_smoke = spawners_mobs.meta_get_int("id_smoke", pos)
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if id_flame and id_smoke and id_flame ~= 0 and id_smoke ~= 0 then
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minetest.delete_particlespawner(id_flame)
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minetest.delete_particlespawner(id_smoke)
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end
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end,
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on_timer = function(pos, elapsed)
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local id_flame = spawners_mobs.meta_get_int("id_flame", pos)
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local id_smoke = spawners_mobs.meta_get_int("id_smoke", pos)
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local player_near = spawners_mobs.check_around_radius(pos)
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-- delete particles
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if id_flame and id_smoke and id_flame ~= nil and id_smoke ~= nil and id_flame ~= 0 and id_smoke ~= 0 and player_near == false then
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minetest.delete_particlespawner(id_flame)
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minetest.delete_particlespawner(id_smoke)
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spawners_mobs.meta_set_int("id_flame", 0, pos)
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spawners_mobs.meta_set_int("id_smoke", 0, pos)
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end
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-- add particles
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if player_near == true then
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-- delete particles before adding new ones
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if id_flame and id_smoke and id_flame ~= nil and id_smoke ~= nil then
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minetest.delete_particlespawner(id_flame)
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minetest.delete_particlespawner(id_smoke)
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end
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id_flame = spawners_mobs.add_flame_effects(pos)
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id_smoke = spawners_mobs.add_smoke_effects(pos)
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spawners_mobs.meta_set_int("id_flame", id_flame, pos)
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spawners_mobs.meta_set_int("id_smoke", id_smoke, pos)
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end
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minetest.get_node_timer(pos):start(10)
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end,
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})
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--
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-- WAITING SPAWNER
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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_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting", {
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description = mod_prefix.."_"..mob_name.." spawner waiting",
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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_mobs_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 = {cracky=1,level=2,not_in_creative_inventory=1},
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drop = "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner",
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on_construct = function(pos)
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spawners_mobs.meta_set_str("infotext", mod_prefix.." "..mob_name.." spawner (waiting)", pos)
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end,
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})
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--
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-- INACTIVE SPAWNER (DEFAULT)
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--
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minetest.register_node("spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner", {
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description = mod_prefix.."_"..mob_name.." spawner",
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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_mobs_spawner_16.png"},
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is_ground_content = true,
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groups = {cracky=1,level=2},
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stack_max = 1,
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("status", "default")
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meta:set_string("mod_prefix", mod_prefix)
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meta:set_string("sound_custom", sound_custom)
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meta:set_string("mob_name", mob_name)
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local random_pos, waiting = spawners_mobs.check_node_status(pos, mob_name, night_only)
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spawners_mobs.meta_set_str("infotext", mod_prefix.." "..mob_name.." spawner (inactive)", pos)
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if random_pos then
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-- set active node after dummy was removed
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minetest.after(2, function()
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minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active"})
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end)
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elseif waiting then
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minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting"})
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else
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-- print("no position and not waiting")
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end
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end,
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after_place_node = function(pos, placer, itemstack, pointed_thing)
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", placer:get_player_name())
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end
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})
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--
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-- OVERHEATED SPAWNER
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--
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minetest.register_node("spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat", {
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description = mod_prefix.."_"..mob_name.." spawner overheated",
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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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damage_per_second = 4,
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sunlight_propagates = true,
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tiles = {"spawners_mobs_spawner_16.png^[colorize:#FF000030"},
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is_ground_content = true,
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groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
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drop = "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner",
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on_construct = function(pos)
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spawners_mobs.meta_set_str("infotext", mod_prefix.." "..mob_name.." spawner is overheated - too many items/entities in the area", pos)
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minetest.get_node_timer(pos):start(60)
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end,
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on_timer = function(pos, elapsed)
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minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner"})
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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_mobs:set_to_active",
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-- nodenames = {
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-- "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active",
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-- "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat",
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-- "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting"
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-- },
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-- run_at_every_load = true,
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-- action = function(pos, node)
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-- minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner"})
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-- end,
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-- })
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--
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-- * ABM *
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--
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minetest.register_abm({
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nodenames = {
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"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner",
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"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active",
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"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat",
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"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting"
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},
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neighbors = {"air"},
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interval = 1,
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chance = 1,
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-- interval = 10,
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-- chance = 10,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local random_pos, waiting = spawners_mobs.check_node_status(pos, mob_name, night_only)
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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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-- do not spawn if too many active entities in map block and call cooldown
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if active_object_count_wider > max_obj_per_mapblock then
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-- make sure the right node status is shown
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if node.name ~= "spawners_mobs:"..mob_name.."_spawner_overheat" then
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minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat"})
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end
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-- extend the timeout if still too many entities in map block
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if node.name == "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat" then
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minetest.get_node_timer(pos):stop()
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minetest.get_node_timer(pos):start(60)
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end
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return
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end
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-- make sure the right node status is shown
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if node.name ~= "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active" then
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minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active"})
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end
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-- enough place to spawn more mobs
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spawners_mobs.start_spawning(random_pos, 1, "spawners_mobs:"..mob_name, mod_prefix, sound_custom)
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elseif waiting then
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-- waiting status
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if node.name ~= "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting" then
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minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting"})
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end
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else
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-- no random_pos found
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if minetest.get_node_timer(pos):is_started() then
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minetest.get_node_timer(pos):stop()
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end
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if node.name ~= "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner" then
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minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner"})
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end
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end
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end
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})
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end
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--
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-- * INIT 'CREATE' FOR ALL SPAWNERS *
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--
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for i, mob_table in ipairs(spawners_mobs.mob_tables) do
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if mob_table then
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spawners_mobs.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)
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end
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end
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