145 lines
6.6 KiB
Lua
145 lines
6.6 KiB
Lua
-- mobspawn v.0.9 by HeroOfTheWinds
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-- WTFPL 2.0
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-- Mod to add mob spawners to Minetest for Simple Mobs and Mobs_Redo (by PilzAdam and TenPlus1 respectively)
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-- There are plans to add support for more mods...
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local redo = false --Switch to determine if the mobs mod is TenPlus1's mobs_redo... DETERMINED AUTOMATICALLY
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local SPAWN_INTERVAL = 30 --Rate at which mobs are spawned (in seconds)
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local CHANCE = 1 --Chance of mob spawning at each interval. 1=always
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local MAX_MOBS = 7 --Max number of mobs that can be in the vicinity of a spawner for a mob to spawn. If lag is a concern, keep to a low value. (A strong singleplayer PC can handle 10-20 though...)
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local MAX_LIGHT = 9 --Max light in which mobs are spawned
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--If the mod is "mobs", whose version is it?
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if (minetest.get_modpath("mobs")) then
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if mobs.mod == "redo" then
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redo = true
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end
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end
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mobspawn = {} --Container for whatever
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mobspawn.mobs = {} --List to hold all registered mobs that are to be affected by this mod
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mobspawn.mod = "" --What is the base mod?
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if redo then
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--List all the hostile mobs in Mobs Redo
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mobspawn.mod = "mobs"
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table.insert(mobspawn.mobs, {name="dirt_monster", desc="Dirt Monster", code="mobs:dirt_monster"})
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table.insert(mobspawn.mobs, {name="sand_monster", desc="Sand Monster", code="mobs:sand_monster"})
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table.insert(mobspawn.mobs, {name="tree_monster", desc="Tree Monster", code="mobs:tree_monster"})
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table.insert(mobspawn.mobs, {name="stone_monster", desc="Stone Monster", code="mobs:stone_monster"})
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table.insert(mobspawn.mobs, {name="oerkki", desc="Oerkki", code="mobs:oerkki"})
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table.insert(mobspawn.mobs, {name="dungeon_master", desc="Dungeon Master", code="mobs:dungeon_master"})
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table.insert(mobspawn.mobs, {name="spider", desc="Spider", code="mobs:spider"})
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table.insert(mobspawn.mobs, {name="lava_flan", desc="Lava Flan", code="mobs:lava_flan"})
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table.insert(mobspawn.mobs, {name="mese_monster", desc="Mese Monster", code="mobs:mese_monster"})
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else
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--List all the hostile mobs in Simple Mobs
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mobspawn.mod = "mobs"
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table.insert(mobspawn.mobs, {name="dirt_monster", desc="Dirt Monster", code="mobs:dirt_monster"})
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table.insert(mobspawn.mobs, {name="sand_monster", desc="Sand Monster", code="mobs:sand_monster"})
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table.insert(mobspawn.mobs, {name="tree_monster", desc="Tree Monster", code="mobs:tree_monster"})
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table.insert(mobspawn.mobs, {name="stone_monster", desc="Stone Monster", code="mobs:stone_monster"})
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table.insert(mobspawn.mobs, {name="oerkki", desc="Oerkki", code="mobs:oerkki"})
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table.insert(mobspawn.mobs, {name="dungeon_master", desc="Dungeon Master", code="mobs:dungeon_master"})
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end
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if minetest.get_modpath("zmobs") then
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--List all the hostile mobs in ZMobs
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mobspawn.mod = "zmobs"
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table.insert(mobspawn.mobs, {name="lava_flan", desc="Lava Flan", code="zmobs:lava_flan"})
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table.insert(mobspawn.mobs, {name="mese_monster", desc="Mese Monster", code="zmobs:mese_monster"})
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end
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if minetest.get_modpath("creatures") then
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--List all the hostile mobs in Creatures mod
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mobspawn.mod = "creatures"
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table.insert(mobspawn.mobs, {name="ghost", desc="Ghost", code="creatures:ghost"})
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table.insert(mobspawn.mobs, {name="zombie", desc="Zombie", code="creatures:zombie"})
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end
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if minetest.get_modpath("senderman") then
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--Add the Senderman
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mobspawn.mod = "senderman"
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table.insert(mobspawn.mobs, {name="senderman", desc="Senderman", code="senderman:senderman"})
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end
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if minetest.get_modpath("carbone_mobs") then
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--Add the mobs from Carbone
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mobspawn.mod = "carbone"
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table.insert(mobspawn.mobs, {name="dirt_monster", desc="Dirt Monster", code="carbone_mobs:dirt_monster"})
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table.insert(mobspawn.mobs, {name="sand_monster", desc="Sand Monster", code="carbone_mobs:sand_monster"})
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table.insert(mobspawn.mobs, {name="tree_monster", desc="Tree Monster", code="carbone_mobs:tree_monster"})
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table.insert(mobspawn.mobs, {name="stone_monster", desc="Stone Monster", code="carbone_mobs:stone_monster"})
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table.insert(mobspawn.mobs, {name="oerkki", desc="Oerkki", code="carbone_mobs:oerkki"})
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table.insert(mobspawn.mobs, {name="dungeon_master", desc="Dungeon Master", code="carbone_mobs:dungeon_master"})
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table.insert(mobspawn.mobs, {name="trooper", desc="Trooper", code="carbone_mobs:trooper"})
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table.insert(mobspawn.mobs, {name="rhino", desc="Rhino", code="carbone_mobs:rhino"})
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end
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if minetest.get_modpath("mobf") then
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--Add mobf mobs
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mobspawn.mod = "mobf"
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if minetest.get_modpath("animal_big_red") then
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table.insert(mobspawn.mobs, {name="big_red", desc="Big Red", code="animal_big_red:big_red"})
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end
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if minetest.get_modpath("animal_creeper") then
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table.insert(mobspawn.mobs, {name="creeper", desc="Creeper", code="animal_creeper:creeper"})
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end
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if minetest.get_modpath("animal_dm") then
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table.insert(mobspawn.mobs, {name="dm", desc="DM", code="animal_dm:dm"})
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end
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if minetest.get_modpath("animal_vombie") then
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table.insert(mobspawn.mobs, {name="vombie", desc="Vombie", code="animal_vombie:vombie"})
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end
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if minetest.get_modpath("mob_archer") then
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table.insert(mobspawn.mobs, {name="archer", desc="Archer", code="mob_archer:archer"})
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end
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if minetest.get_modpath("mob_guard") then
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table.insert(mobspawn.mobs, {name="guard", desc="Guard", code="mob_guard:guard"})
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end
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if minetest.get_modpath("mob_oerkki") then
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table.insert(mobspawn.mobs, {name="oerkki", desc="Oerkki", code="mob_oerkki:oerkki"})
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end
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if minetest.get_modpath("mob_slime") then
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table.insert(mobspawn.mobs, {name="slime", desc="Slime", code="mob_slime:slime_M"})
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end
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end
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--Create a spawner for each mob
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for _,mob in pairs(mobspawn.mobs) do
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minetest.register_node("mobspawn:"..mob.name.."_spawner", {
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description = mob.desc.." Spawner",
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drawtype = "allfaces",
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tiles = {"mobspawn_cage_top.png", "mobspawn_cage_bottom.png", "mobspawn_cage_side.png"},
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is_ground_content = false,
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groups = {cracky=1},
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light_source = 3,
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paramtype = "light",
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use_texture_alpha = true,
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sunlight_propagates = true,
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})
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--The heart of the mod, the spawning function
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minetest.register_abm({
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nodenames = {"mobspawn:"..mob.name.."_spawner"},
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interval = SPAWN_INTERVAL,
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chance = CHANCE,
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action = function(pos, node, active_object_count, active_object_count_wider)
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--Randomize spawn location
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local npos = {x=pos.x + math.random(-3,3), y=pos.y, z=pos.z + math.random(-3,3)}
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--Make sure it's a sufficiently dark room
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if (minetest.get_node_light(npos) < MAX_LIGHT) then
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local count = 0
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--check how many mobs are nearby
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for _,ent in pairs(minetest.get_objects_inside_radius(pos, 6)) do
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count = count + 1
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end
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if count < MAX_MOBS then
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--Prepare for trouble (sorry, it won't be double... yet)
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minetest.add_entity(npos, mob.code)
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end
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end
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end,
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})
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end |