Switch to adv_spawning (old spawning is declared DEPRECATED as of now)

This commit is contained in:
sapier 2013-12-08 11:51:55 +01:00
parent d96174d673
commit 44ff7e04a9
9 changed files with 800 additions and 720 deletions

View File

@ -18,6 +18,9 @@ https://github.com/sapier/animals_modpack/wiki/Frequently-asked-questions
Changelog:
-------------------------------------------------------------------------------
Changes 2.3.90
-switched to adv_spawning
Changes 2.3.2
-fix mobf spawning server console

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@ -120,7 +120,12 @@ function mobf_add_mob(mob)
minetest.log(LOGLEVEL_WARNING,"MOBF: no movement pattern specified!")
end
spawning.register_mob(mob)
if mob.spawning ~= nil then
minetest.log(LOGLEVEL_WARNING,"MOBF: \"" .. mob.name ..
"\" is still using mob internal spawning," ..
" this is DEPRECATED and going to be removed soon!")
spawning.register_mob(mob)
end
--register factions required by mob
mobf_factions.setupmob(mob.factions)
@ -169,6 +174,23 @@ function mobf_register_environment(name,environment)
return environment.register(name,environment)
end
------------------------------------------------------------------------------
-- @function mobf_environment_by_name(name)
--
--! @brief get environment by name
--! @ingroup framework_mob
--
--! @param name of environment
--! @return environment definition
-------------------------------------------------------------------------------
function mobf_environment_by_name(name)
if environment_list[name] ~= nil then
return minetest.deserialize(minetest.serialize(environment_list[name]))
else
return nil
end
end
------------------------------------------------------------------------------
-- @function mobf_probab_movgen_register_pattern(pattern)
--
@ -181,3 +203,30 @@ end
function mobf_probab_movgen_register_pattern(pattern)
return movement_gen.register_pattern(pattern)
end
------------------------------------------------------------------------------
-- @function mobf_spawner_register(name,spawndef)
--
--! @brief register a spawndef to adv_spawning
--! @ingroup framework_mob
--
--! @param name of spawner
--! @param spawndef defintion of spawner
--! @return true/false
-------------------------------------------------------------------------------
function mobf_spawner_register(name,mobname,spawndef)
--check if spawning is enabled
-- if minetest.world_setting_get("mobf_disable_animal_spawning") then
-- return false
-- end
--check if mob is blacklisted
if mobf_contains(mobf_rtd.registred_mob,mobname) then
minetest.log(LOGLEVEL_NOTICE,"MOBF: " .. mobname .. " is blacklisted, not adding spawner")
return false
end
--register
adv_spawning.register(name,spawndef)
end

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@ -1,2 +1,3 @@
default
animalmaterials
adv_spawning

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@ -283,7 +283,7 @@ function environment.is_jumpable_surface(name)
end
-------------------------------------------------------------------------------
-- @function [parent=#environment] checksurfacek(pos,surfaces)
-- @function [parent=#environment] checksurface(pos,surfaces)
--
--! @brief check if a position is suitable for an mob
--! @ingroup environment

View File

@ -1,8 +1,8 @@
-------------------------------------------------------------------------------
-- Mob Framework Mod by Sapier
--
--
-- You may copy, use, modify or do nearly anything except removing this
-- copyright notice.
-- copyright notice.
-- And of course you are NOT allow to pretend you have written it.
--
--! @file on_ground_2.lua
@ -18,7 +18,7 @@
--! @struct env_on_ground_2
--! @brief an environment for mobs capable of walking through junglegrass
--! @brief an environment for mobs capable of walking through junglegrass
--! and stay on natural surfaces
env_on_ground_2 = {
media = {
@ -34,6 +34,8 @@ env_on_ground_2 = {
"default:cobble",
"default:mossycobble",
"default:desert_stone",
"default:desert_sand",
"default:sand",
"default:stone_with_coal",
"default:stone_with_iron",
"default:stone_with_copper",
@ -43,28 +45,28 @@ env_on_ground_2 = {
},
},
--TODO add support for light checks
--TODO add support for light checks
-- light = {
-- min_light = 0,
-- max_light = 0,
-- }
}
--!@}
table.foreach(mobf_env_placable_items,
function(index)
table.insert(env_on_ground_2.media,mobf_env_placable_items[index])
function(index)
table.insert(env_on_ground_2.media,mobf_env_placable_items[index])
end)
table.foreach(mobf_env_plants,
function(index)
table.insert(env_on_ground_2.media,mobf_env_plants[index])
function(index)
table.insert(env_on_ground_2.media,mobf_env_plants[index])
end)
table.foreach(mobf_env_flowers,
function(index)
table.insert(env_on_ground_2.media,mobf_env_flowers[index])
function(index)
table.insert(env_on_ground_2.media,mobf_env_flowers[index])
end)
environment.register("on_ground_2", env_on_ground_2)

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@ -110,7 +110,7 @@ dofile (mobf_modpath .. "/mgen_pathbased/main.lua")
dofile (mobf_modpath .. "/mgen_flee/main_flee.lua")
dofile (mobf_modpath .. "/mov_gen_none.lua")
mobf_version = "2.3.2"
mobf_version = "2.3.90"
--! @brief define tools used for more than one mob
function mobf_init_basic_tools()

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@ -551,7 +551,7 @@ end
-------------------------------------------------------------------------------
function mobf.register_entity(name, graphics, mob)
dbg_mobf.mobf_core_lvl1("MOBF: registering new entity: " .. name)
mobf_print("MOBF: registering new entity: \"" .. name .. "\"")
minetest.log(LOGLEVEL_NOTICE,"MOBF: registering new entity: \"" .. name .. "\"")
mobf_assert_backtrace(environment_list[mob.generic.envid] ~= nil)
minetest.register_entity(name,

View File

@ -128,8 +128,6 @@ function spawning.init_dynamic_data(entity,now)
entity.dynamic_data.spawning = data
end
-------------------------------------------------------------------------------
-- name: population_density_check(mob)
-- @function [parent=#spawning] population_density_check
@ -211,7 +209,6 @@ function spawning.population_density_check(entity,now)
end
end
-------------------------------------------------------------------------------
-- name: replace_entity(pos,name,spawnpos,health)
-- @function [parent=#spawning] replace_entity
@ -308,7 +305,8 @@ end
function spawning.lifecycle_callback(entity,now)
if entity.dynamic_data.spawning.original_spawntime ~= nil then
if entity.data.spawning.lifetime ~= nil then
if entity.data.spawning ~= nil and
entity.data.spawning.lifetime ~= nil then
local lifetime = entity.data.spawning.lifetime
@ -328,35 +326,6 @@ function spawning.lifecycle_callback(entity,now)
return true
end
------------------------------------------------------------------------------
-- name: register_spawn_algorithm(name, spawnfunc, cleanupfunc)
-- @function [parent=#spawning] register_spawn_algorithm
--
--! @brief print current spawn statistics
--! @memberof spawning
--
--! @param name name of spawn algorithm
--! @param spawnfunc function to be called to initialize this algorithm
--! @param cleanupfunc function to initialize a cleanup if spawner needs to be removed
--
--! @return true/false successfully added spawn algorithm
-------------------------------------------------------------------------------
function spawning.register_spawn_algorithm(name, spawnfunc, cleanupfunc)
if (mobf_spawn_algorithms[name] ~= nil) then
return false
end
local new_algorithm = {}
new_algorithm.initialize_spawning = spawnfunc
new_algorithm.initialize_cleanup = cleanupfunc
mobf_spawn_algorithms[name] = new_algorithm
return true
end
------------------------------------------------------------------------------
-- name: spawn_and_check(name,pos,text)
-- @function [parent=#spawning] spawn_and_check
@ -400,499 +369,6 @@ function spawning.spawn_and_check(name,pos,text)
return nil
end
------------------------------------------------------------------------------
-- name: chunk_get_center(min,max,current_step,interval)
-- @function [parent=#spawning] chunk_get_center
--
--! @brief calculate center and deltas
--! @memberof spawning
--
--! @return center,delta
-------------------------------------------------------------------------------
function spawning.chunk_get_center(min,max,current_step,interval)
dbg_mobf.spawning_lvl3("MOBF: chunk_get_center params: " .. min .. " " .. max ..
" " .. current_step .. " " .. interval )
local abs_min = min + interval * (current_step-1)
local abs_max = abs_min + interval
if abs_max > max then
abs_max = max
end
local delta = (abs_max - abs_min) / 2
return (abs_min + delta),delta
end
------------------------------------------------------------------------------
-- name: divide_mapgen_entity(minp,maxp,spawning_data,spawnfunc,maxtries)
-- @function [parent=#spawning] divide_mapgen_entity
--
--! @brief divide mapblock into 2d chunks and call spawnfunc with randomized parameters for each
--! @memberof spawning
--! @param minp minimum 3d point of map block
--! @param maxp maximum 3d point of map block
--! @param spawning_data all information required for spawning
--! @param spawnfunc function to use for spawning
--! @param maxtries maximum number of tries to place a spawner
--
-------------------------------------------------------------------------------
function spawning.divide_mapgen_entity(minp,maxp,spawning_data,spawnfunc,maxtries)
if maxtries == nil then
maxtries = 2
end
mobf_assert_backtrace(type(spawning_data) == "table")
mobf_assert_backtrace(type(maxtries) == "number")
mobf_assert_backtrace(type(spawnfunc) == "function")
local divs = 0
local attempts = 0
local spawned = 0
local min_x = MIN(minp.x,maxp.x)
local min_y = MIN(minp.y,maxp.y)
local min_z = MIN(minp.z,maxp.z)
local max_x = MAX(minp.x,maxp.x)
local max_y = MAX(minp.y,maxp.y)
local max_z = MAX(minp.z,maxp.z)
local xdivs = math.floor(((max_x - min_x) / spawning_data.density) +1)
local zdivs = math.floor(((max_z - min_z) / spawning_data.density) +1)
dbg_mobf.spawning_lvl3("MOBF: X: " .. min_x .. "-->" .. max_x)
dbg_mobf.spawning_lvl3("MOBF: Z: " .. min_z .. "-->" .. max_z)
dbg_mobf.spawning_lvl3("MOBF: Y: " .. min_y .. "-->" .. max_y)
dbg_mobf.spawning_lvl3("MOBF: generating in " .. xdivs .. " | " .. zdivs .. " chunks")
for i = 1, xdivs,1 do
for j = 1, zdivs,1 do
local x_center,x_delta = spawning.chunk_get_center(min_x,max_x,i,spawning_data.density)
local z_center,z_delta = spawning.chunk_get_center(min_z,max_z,j,spawning_data.density)
local surface_center = mobf_get_surface(x_center,z_center,min_y,max_y)
local centerpos = {x=x_center,y=surface_center,z=z_center}
if surface_center == nil then
dbg_mobf.spawning_lvl2(
"MOBF: didn't find surface for " ..printpos(centerpos))
centerpos.y = min_y + ((max_y-min_y)/2)
end
dbg_mobf.spawning_lvl3("MOBF: center is set to " ..
"(" .. x_center .. "," .. z_center .. ")"
.." --> (".. x_delta .."," .. z_delta .. ")")
--check if there is already a mobspawner of same type within area
local spawner_around = mobf_spawner_around(spawning_data.name,centerpos,spawning_data.density)
if spawner_around == 0 then
dbg_mobf.spawning_lvl3("no " .. spawning_data.name .. " spawner within range of " ..
spawning_data.density .. " around " ..printpos(centerpos))
for i = 0, maxtries, 1 do
attempts = attempts +1
local x_try = math.random(-x_delta,x_delta)
local z_try = math.random(-z_delta,z_delta)
local pos = { x= x_center + x_try,
z= z_center + z_try }
--do place spawners in center of block
pos.x = math.floor(pos.x + 0.5)
pos.z = math.floor(pos.z + 0.5)
spawning_data.minp = min_y
spawning_data.maxp = max_y
if spawnfunc(spawning_data,pos,nil) then
spawned = spawned +1
break
end
end --for -> maxtries
end --mob around
divs = divs +1
end -- for z divs
end -- for x divs
local max_available_tries = divs * maxtries
dbg_mobf.spawning_lvl3("MOBF: divide_mapgen I " ..
"(" .. divs .. "|" .. attempts .. "|" .. spawned .. "|" .. max_available_tries .. ")")
mobf_rtd.total_spawned = mobf_rtd.total_spawned + spawned
return spawned
end
------------------------------------------------------------------------------
-- name: divide_mapgen(minp,maxp,spawning_data,spawnfunc,surfacefunc,maxtries)
-- @function [parent=#spawning] divide_mapgen
--
--! @brief divide mapblock into 2d chunks and call spawnfunc with randomized parameters for each
--! @memberof spawning
--
--! @param minp minimum 3d point of map block
--! @param maxp maximum 3d point of map block
--! @param spawning_data full set of spawning parameters
--! @param spawnfunc function to use for spawning
--! @param surfacefunc funtion to determine surface level
--! @param maxtries maximum number of tries to place a entity
--
-------------------------------------------------------------------------------
function spawning.divide_mapgen(minp,maxp,spawning_data,spawnfunc,surfacefunc,maxtries)
dbg_mobf.spawning_lvl3("MOBF: divide_mapgen params: ")
mobf_assert_backtrace(type(spawning_data) == "table")
if maxtries == nil then
maxtries = 2
end
local divs = 0
local attempts = 0
local spawned = 0
local starttime = mobf_get_time_ms()
local min_x = MIN(minp.x,maxp.x)
local min_y = MIN(minp.y,maxp.y)
local min_z = MIN(minp.z,maxp.z)
local max_x = MAX(minp.x,maxp.x)
local max_y = MAX(minp.y,maxp.y)
local max_z = MAX(minp.z,maxp.z)
local xdivs = math.floor(((max_x - min_x) / spawning_data.density) +1)
local zdivs = math.floor(((max_z - min_z) / spawning_data.density) +1)
dbg_mobf.spawning_lvl3("MOBF: X: " .. min_x .. "-->" .. max_x)
dbg_mobf.spawning_lvl3("MOBF: Z: " .. min_z .. "-->" .. max_z)
dbg_mobf.spawning_lvl3("MOBF: Y: " .. min_y .. "-->" .. max_y)
dbg_mobf.spawning_lvl3("MOBF: generating in " .. xdivs .. " | " .. zdivs .. " chunks")
for i = 1, xdivs,1 do
for j = 1, zdivs,1 do
local x_center,x_delta = spawning.chunk_get_center(min_x,max_x,i,spawning_data.density)
local z_center,z_delta = spawning.chunk_get_center(min_z,max_z,j,spawning_data.density)
local surface_center = surfacefunc(x_center,z_center,min_y,max_y)
local centerpos = {x=x_center,y=surface_center,z=z_center}
if surface_center == nil then
dbg_mobf.spawning_lvl2(
"MOBF: didn't find surface for " ..printpos(centerpos))
centerpos.y = min_y + ((max_y-min_y)/2)
end
dbg_mobf.spawning_lvl3("MOBF: center is (" .. x_center .. "," .. z_center .. ") --> (".. x_delta .."," .. z_delta .. ")")
for i = 0, maxtries, 1 do
attempts = attempts +1
local x_try = math.random(-x_delta,x_delta)
local z_try = math.random(-z_delta,z_delta)
local pos = { x= x_center + x_try,
z= z_center + z_try }
pos.y = surfacefunc(pos.x,pos.z,min_y,max_y)
local continue = false
local mobs_around = -1
local pos_ok = true
if not continue and
pos.y == nil then
continue = true
end
if not continue then
mobs_around = mobf_mob_around(spawning_data.name,
spawning_data.name_secondary,
pos,
spawning_data.density,true)
if mobs_around > 0 then
continue = true
end
end
--check if there s enough space above to place mob
if not continue and
spawning_data.height ~= nil and
mobf_air_above(pos,spawning_data.height) ~= true then
dbg_mobf.spawning_lvl3("MOBF: not enough room to spawn: " .. spawning_data.height)
local mypos = pos
for i=1,spawning_data.height,1 do
local nodeatpos = minetest.get_node(mypos)
dbg_mobf.spawning_lvl3("\t" .. printpos(mypos) .. ": " .. nodeatpos.name)
mypos.y = mypos.y +1
end
continue = true
end
--check if position is ok
if not continue then
local pos_above = {
x=pos.x,
y=pos.y+1,
z=pos.z}
local state = spawning.pos_quality(spawning_data,pos_above)
if not environment.evaluate_state(state,LT_SAFE_POS) then
local node_at_pos = minetest.get_node(pos_above)
--mobf_print("MOBF: pos: " .. node_at_pos.name)
--mobf_print("MOBF: spawning data: " .. dump(spawning_data))
--mobf_print("MOBF: invalid pos to spawn: " .. state:tostring())
continue = true
end
end
if not continue then
if spawnfunc(spawning_data,pos) then
spawned = spawned +1
break
end
end -- mobs_around
end --for -> 5
divs = divs +1
end -- for z divs
end -- for x divs
local max_available_tries = divs * maxtries
dbg_mobf.spawning_lvl2("MOBF: divide_mapgen II " ..
"(" .. divs .. "|" .. attempts .. "|" .. spawned .. "|" .. max_available_tries .. ")")
mobf_rtd.total_spawned = mobf_rtd.total_spawned + spawned
return spawned
end
------------------------------------------------------------------------------
-- name: register_spawner_entity(spawning_data,spawnfunc,suffix)
-- @function [parent=#spawning] register_spawner_entity
--
--! @brief register a spawner entity
--! @memberof spawning
--
--! @param spawning_data spawning information to use
--! @param spawnfunc function to call for spawning
--! @param surfacefunc if not nil use this function to find surface
--! @param suffix to add
--! @param max_tries maximum number of tries per step
--
-------------------------------------------------------------------------------
function spawning.register_spawner_entity(spawning_data,spawnfunc,surfacefunc,suffix,max_tries)
if suffix == nil then
suffix = ""
end
if max_tries == nil then
max_tries = 25
end
mobf_assert_backtrace(type(spawning_data) == "table")
mobf_assert_backtrace(type(spawnfunc) == "function")
mobf_assert_backtrace(surfacefunc == nil or type(surfacefunc) == "function")
mobf_assert_backtrace(spawning_data.respawndelay ~= nil)
mobf_assert_backtrace(type(spawning_data.respawndelay) == "number")
local spawner_texture = "invisible.png^[makealpha:128,0,0^[makealpha:128,128,0"
local spawner_collisionbox = { 0.0,0.0,0.0,0.0,0.0,0.0}
local punchfct = nil
if minetest.world_setting_get("mobf_show_spawners") then
spawner_texture = "spawner.png"
spawner_collisionbox = { -0.5,-0.5,-0.5,0.5,0.5,0.5 }
punchfct = function(self,puncher,time_from_last_punch, tool_capabilities, direction)
if puncher ~= nil and
puncher:is_player() then
local playername = puncher:get_player_name()
if playername ~= nil then
local pos = self.object:getpos()
local min_light_around = mobf_min_light_around(pos,5,0.5)
local air_around = minetest.find_nodes_in_area(
{ x=pos.x-2,y=pos.y-2,z=pos.z-2 },
{ x=pos.x+2,y=pos.y+2,z=pos.z+2},
{ "air" } )
local ycheck = "false"
if self.spawner_mob_spawndata.relaxed_y_check then
ycheck = "true"
end
mobf_print("MOBF: punched spawner: " .. self.name ..
" spawning: " .. self.spawner_mob_name ..
" spawner suffix " .. self.spawner_suffix ..
" air_around: " .. #air_around ..
" min_light: " .. min_light_around ..
" ignore y check: " .. ycheck)
end
end
end
end
dbg_mobf.spawning_lvl2("MOBF: register spawner entity: \"" .. spawning_data.name .. "_spawner" .. suffix .. "\"")
minetest.register_entity(spawning_data.name .. "_spawner" .. suffix,
{
physical = false,
collisionbox = spawner_collisionbox,
visual = "sprite",
textures = { spawner_texture },
mobf_spawner = true,
groups = { "immortal" },
on_step = function(self,dtime)
local starttime = mobf_get_time_ms()
self.spawner_time_passed = self.spawner_time_passed -dtime
if self.surfacefunc == nil then
if self.spawner_surfacefunc ~= nil then
if self.spawner_miny ~= nil and
self.spawner_maxy ~= nil then
self.surfacefunc = function(x,y,miny,maxy)
return self.spawner_surfacefunc(x,y,self.spawner_miny,self.spawner_maxy)
end
else
self.surfacefunc = self.spawner_surfacefunc
end
else
self.surfacefunc = mobf_get_surface
end
end
local surfacefunc = self.surfacefunc
--self.spawner_time_passed has to be handled by spawnfunc!
if self.spawner_time_passed < 0 then
local successfull = false
local spawnerpos = self.object:getpos()
--find random pos around
for try=1,max_tries,1 do
local newpos = {}
local continue = false
--find a random new position
local max_offset = 0.4*self.spawner_mob_spawndata.density
newpos.x = math.floor(spawnerpos.x +
math.random(0,max_offset) +
0.5)
newpos.z = math.floor(spawnerpos.z +
math.random(0,max_offset) +
0.5)
dbg_mobf.spawning_lvl2(
"MOBF: trying to get new random value, max_offset:" ..
max_offset .. " checking pos: " .. printpos(newpos) .. " spawnerpos.y=" .. spawnerpos.y)
newpos.y = mobf_get_surface(newpos.x,newpos.z,spawnerpos.y-10, spawnerpos.y+10)
--NOT required for flying mobs
if spawning_data.relaxed_y_check and newpos.y == nil then
newpos.y = spawnerpos.y
end
if newpos.y == nil then
dbg_mobf.spawning_lvl2("MOBF: didn't find surface")
continue = true
end
if not spawning_data.relaxed_y_check then
--check if minimum height at random pos is given
if not continue then
--check if there s enough space above to place mob
if spawning_data.height ~= nil and
mobf_air_above(newpos,
self.spawner_mob_spawndata.height) ~= true then
dbg_mobf.spawning_lvl2("MOBF: not enough air above")
continue = true
end
end
--check if new position is suitable for mob
if not continue then
--check if pos is ok
if not environment.evaluate_state(
spawning.pos_quality(self.spawner_mob_spawndata,newpos),
LT_SAFE_POS) then
dbg_mobf.spawning_lvl2("MOBF: not a safe pos")
continue = true
end
end
--don't spawn directly inside another mob
if not continue then
continue = spawning.position_in_use(newpos,
self.spawner_mob_spawndata)
end
--check population density
if not continue then
continue = spawning.population_density_limit(newpos,
self.spawner_mob_spawndata)
end
end
--now try to spawn
if not continue then
local pos_below = {x=newpos.x,y=newpos.y-1,z=newpos.z }
if spawnfunc(self.spawner_mob_spawndata,pos_below,self) then
self.spawner_time_passed = self.spawner_mob_spawndata.respawndelay
dbg_mobf.spawning_lvl2("MOBF: succesfully spawned")
successfull = true
break --break for loop
else
dbg_mobf.spawning_lvl2("MOBF: failed to spawn")
end
end
end
--if we didn't find a pos try again a little bit faster
if not successfull then
self.spawner_time_passed = self.spawner_mob_spawndata.respawndelay/2
end
end
mobf_warn_long_fct(starttime,
"spawner_entity_onstep_" .. self.spawner_mob_name,"spawn_onstep")
end,
on_activate = function(self,staticdata)
local pos = self.object:getpos()
dbg_mobf.spawning_lvl2("MOBF: spawner for mob: " ..
self.spawner_mob_name .. " at " .. printpos(pos))
local starttime = mobf_get_time_ms()
if self.spawner_mob_transform == nil then
self.spawner_mob_transform = ""
end
self.object:set_armor_groups({immortal=100})
--TODO honor time since deactivation
self.spawner_time_passed = 1
mobf_warn_long_fct(starttime,"spawner_entity_activate","spawn_onstep")
end,
on_punch = punchfct,
spawner_mob_name = spawning_data.name,
spawner_mob_transform = spawning_data.name_secondary,
spawner_time_passed = 1,
spawner_mob_spawndata = spawning_data,
spawner_surfacefunc = surfacefunc,
spawner_suffix = suffix,
})
end
------------------------------------------------------------------------------
-- name: register_cleanup_spawner(mobname)
-- @function [parent=#spawning] register_cleanup_spawner
@ -911,47 +387,6 @@ function spawning.register_cleanup_spawner(mobname)
})
end
------------------------------------------------------------------------------
-- name: setup_algorithm(mob)
-- @function [parent=#spawning] setup_algorithm
--
--! @brief set up a specific algorithm for a mob
--! @memberof spawning
--
--! @param primary_name name of mob
--! @param secondary_name name of mob (when harvested)
--! @param parameters spawning parameters
--! @param envid identifyer for environment of mob
--! @param collisionbox collisionbox of mob
-------------------------------------------------------------------------------
function spawning.setup_algorithm(primary_name,secondary_name,parameters,envid,collisionbox)
if type(parameters) == "table" then
if mobf_spawn_algorithms[parameters.algorithm] ~= nil and
type(mobf_spawn_algorithms[parameters.algorithm].initialize_spawning) == "function" then
dbg_mobf.spawning_lvl2("MOBF: algorithm: " .. parameters.algorithm)
dbg_mobf.spawning_lvl2("MOBF: " .. dump(primary_name) .. " " ..
dump(secondary_name) .. " " .. dump(parameters) .. " " ..
dump(envid))
local spawning_data = minetest.deserialize(minetest.serialize(parameters))
spawning_data.name = primary_name
spawning_data.name_secondary = secondary_name
spawning_data.environment = environment_list[envid]
spawning_data.collisionbox = collisionbox
mobf_spawn_algorithms[parameters.algorithm].initialize_spawning(spawning_data)
else
dbg_mobf.spawning_lvl2("MOBF: setup algorithm: invalid algorithm identifier")
end
else
dbg_mobf.spawning_lvl2("MOBF: setup algorithm: no spawndata specified")
end
end
------------------------------------------------------------------------------
-- name: population_density_get_min(entity)
-- @function [parent=#spawning] population_density_get_min
@ -964,6 +399,10 @@ end
--! @return minimum density over all spawners defined for this mob
-------------------------------------------------------------------------------
function spawning.population_density_get_min(entity)
if entity.data.spawning == nil then
return entity.data.generic.population_density
end
-- legacy code
if type(entity.data.spawning.primary_algorithms) == "table" then
local density = nil
for i=1 , #entity.data.spawning.primary_algorithms , 1 do
@ -1012,141 +451,6 @@ function spawning.collisionbox_get_max(mob)
return retval
end
------------------------------------------------------------------------------
-- name: register_mob(mob)
-- @function [parent=#spawning] register_mob
--
--! @brief initialize spawn algorithms for a mob
--! @memberof spawning
--
--! @param mob definition
-------------------------------------------------------------------------------
function spawning.register_mob(mob)
--spawn mechanism handling
if not minetest.world_setting_get("mobf_disable_animal_spawning") then
--register spawn callback to world
if environment_list[mob.generic.envid] ~= nil then
local secondary_name = ""
if mob.harvest ~= nil then
secondary_name = mob.harvest.transforms_to
end
dbg_mobf.spawning_lvl3("MOBF: Environment to use: " .. tostring(mob.generic.envid))
if mob.spawning.algorithm == nil then
dbg_mobf.spawning_lvl2("MOBF: Register spawning algorithms")
if type(mob.spawning.primary_algorithms) == "table" then
for i=1 , #mob.spawning.primary_algorithms , 1 do
spawning.setup_algorithm(
mob.modname..":"..mob.name,
secondary_name,
mob.spawning.primary_algorithms[i],
mob.generic.envid,
spawning.collisionbox_get_max(mob))
end
else
dbg_mobf.spawning_lvl2("MOBF: " .. mob.name
.. " no primary spawn algorithm defined! ")
end
if minetest.world_setting_get("mobf_animal_spawning_secondary") then
if type(mob.spawning.secondary_algorithms) == "table" then
for i=1 , #mob.spawning.secondary_algorithms , 1 do
spawning.setup_algorithm(
mob.modname..":"..mob.name,
secondary_name,
mob.spawning.secondary_algorithms[i],
mob.generic.envid)
end
end
end
else
minetest.log(LOGLEVEL_WARNING,"MOBF: legacy spawning declaration"
.. " for mob: " .. mob.name
.. "!!! not supported any longer!")
end
else
minetest.log(LOGLEVEL_ERROR,"MOBF: specified mob >" .. mob.name
.. "< without environment!")
end
else
dbg_mobf.spawning_lvl3("MOBF: MOB spawning disabled!")
end
end
------------------------------------------------------------------------------
-- name: divide_mapgen_jobfunc(mob)
-- @function [parent=#spawning] divide_mapgen_jobfunc
--
--! @brief job wrapper function for divide mapgen
--! @memberof spawning
--
--! @param data job data
-------------------------------------------------------------------------------
function spawning.divide_mapgen_jobfunc(data)
local spawned = spawning.divide_mapgen(
data.minp,
data.maxp,
data.spawning_data,
data.spawnfunc,
data.surfacefunc,
1
)
if data.func ~= nil then
data.maxtries = data.maxtries -1
data.spawned = data.spawned + spawned
local stopspawning = 3
if data.stopspawning ~= nil then
stopspawning = data.stopspawning
end
if data.spawned < stopspawning and
data.maxtries > 0 then
--requeue job
mobf_job_queue.add_job({callback=data.func,data=data})
end
end
end
------------------------------------------------------------------------------
-- name: divide_mapgen_jobfunc(mob)
-- @function [parent=#spawning] divide_mapgen_jobfunc
--
--! @brief job wrapper function for divide mapgen
--! @memberof spawning
--
--! @param data job data
-------------------------------------------------------------------------------
function spawning.divide_mapgen_entity_jobfunc(data)
local spawned = spawning.divide_mapgen_entity(
data.minp,
data.maxp,
data.spawning_data,
data.spawnfunc,
1
)
data.maxtries = data.maxtries -1
if data.spawned == nil then
data.spawned = 0
end
if data.func ~= nil then
mobf_assert_backtrace(spawned ~= nil)
data.spawned = data.spawned + spawned
local stopspawning = 3
if data.stopspawning ~= nil then
stopspawning = data.stopspawning
end
if data.spawned < stopspawning and
data.maxtries > 0 then
--requeue job
mobf_job_queue.add_job({callback=data.func,data=data})
end
else
mobf_assert_backtrace(data.maxtries <= 0)
end
end
------------------------------------------------------------------------------
-- name: pos_quality(spawning_data,pos)
-- @function [parent=#spawning] pos_quality
@ -1326,6 +630,13 @@ function spawning.spawner_get_water_pos(pos,min_depth,max_depth,min_y,max_y)
return pos
end
--------------------------------------------------------------------------------
-- LEGACY CODE BELOW subject to be removed!
--------------------------------------------------------------------------------
--include legacy spawning functions
dofile (mobf_modpath .. "/spawning_legacy.lua")
--include spawn algorithms
dofile (mobf_modpath .. "/spawn_algorithms/at_night.lua")
dofile (mobf_modpath .. "/spawn_algorithms/forrest.lua")

714
mobf/spawning_legacy.lua Normal file
View File

@ -0,0 +1,714 @@
-------------------------------------------------------------------------------
-- Mob Framework Mod by Sapier
--
-- You may copy, use, modify or do nearly anything except removing this
-- copyright notice.
-- And of course you are NOT allow to pretend you have written it.
--
--! @file spawning_legacy.lua
--! @brief component containing outdated spawning features
--! @copyright Sapier
--! @author Sapier
--! @date 2014-12-07
--
--! @ingroup framework_int
--! @{
--
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- name: register_spawn_algorithm(name, spawnfunc, cleanupfunc)
-- @function [parent=#spawning] register_spawn_algorithm
--
--! @brief print current spawn statistics
--! @memberof spawning
--
--! @param name name of spawn algorithm
--! @param spawnfunc function to be called to initialize this algorithm
--! @param cleanupfunc function to initialize a cleanup if spawner needs to be removed
--
--! @return true/false successfully added spawn algorithm
-------------------------------------------------------------------------------
function spawning.register_spawn_algorithm(name, spawnfunc, cleanupfunc)
if (mobf_spawn_algorithms[name] ~= nil) then
return false
end
local new_algorithm = {}
new_algorithm.initialize_spawning = spawnfunc
new_algorithm.initialize_cleanup = cleanupfunc
mobf_spawn_algorithms[name] = new_algorithm
return true
end
------------------------------------------------------------------------------
-- name: chunk_get_center(min,max,current_step,interval)
-- @function [parent=#spawning] chunk_get_center
--
--! @brief calculate center and deltas
--! @memberof spawning
--
--! @return center,delta
-------------------------------------------------------------------------------
function spawning.chunk_get_center(min,max,current_step,interval)
dbg_mobf.spawning_lvl3("MOBF: chunk_get_center params: " .. min .. " " .. max ..
" " .. current_step .. " " .. interval )
local abs_min = min + interval * (current_step-1)
local abs_max = abs_min + interval
if abs_max > max then
abs_max = max
end
local delta = (abs_max - abs_min) / 2
return (abs_min + delta),delta
end
------------------------------------------------------------------------------
-- name: divide_mapgen_entity(minp,maxp,spawning_data,spawnfunc,maxtries)
-- @function [parent=#spawning] divide_mapgen_entity
--
--! @brief divide mapblock into 2d chunks and call spawnfunc with randomized parameters for each
--! @memberof spawning
--! @param minp minimum 3d point of map block
--! @param maxp maximum 3d point of map block
--! @param spawning_data all information required for spawning
--! @param spawnfunc function to use for spawning
--! @param maxtries maximum number of tries to place a spawner
--
-------------------------------------------------------------------------------
function spawning.divide_mapgen_entity(minp,maxp,spawning_data,spawnfunc,maxtries)
if maxtries == nil then
maxtries = 2
end
mobf_assert_backtrace(type(spawning_data) == "table")
mobf_assert_backtrace(type(maxtries) == "number")
mobf_assert_backtrace(type(spawnfunc) == "function")
local divs = 0
local attempts = 0
local spawned = 0
local min_x = MIN(minp.x,maxp.x)
local min_y = MIN(minp.y,maxp.y)
local min_z = MIN(minp.z,maxp.z)
local max_x = MAX(minp.x,maxp.x)
local max_y = MAX(minp.y,maxp.y)
local max_z = MAX(minp.z,maxp.z)
local xdivs = math.floor(((max_x - min_x) / spawning_data.density) +1)
local zdivs = math.floor(((max_z - min_z) / spawning_data.density) +1)
dbg_mobf.spawning_lvl3("MOBF: X: " .. min_x .. "-->" .. max_x)
dbg_mobf.spawning_lvl3("MOBF: Z: " .. min_z .. "-->" .. max_z)
dbg_mobf.spawning_lvl3("MOBF: Y: " .. min_y .. "-->" .. max_y)
dbg_mobf.spawning_lvl3("MOBF: generating in " .. xdivs .. " | " .. zdivs .. " chunks")
for i = 1, xdivs,1 do
for j = 1, zdivs,1 do
local x_center,x_delta = spawning.chunk_get_center(min_x,max_x,i,spawning_data.density)
local z_center,z_delta = spawning.chunk_get_center(min_z,max_z,j,spawning_data.density)
local surface_center = mobf_get_surface(x_center,z_center,min_y,max_y)
local centerpos = {x=x_center,y=surface_center,z=z_center}
if surface_center == nil then
dbg_mobf.spawning_lvl2(
"MOBF: didn't find surface for " ..printpos(centerpos))
centerpos.y = min_y + ((max_y-min_y)/2)
end
dbg_mobf.spawning_lvl3("MOBF: center is set to " ..
"(" .. x_center .. "," .. z_center .. ")"
.." --> (".. x_delta .."," .. z_delta .. ")")
--check if there is already a mobspawner of same type within area
local spawner_around = mobf_spawner_around(spawning_data.name,centerpos,spawning_data.density)
if spawner_around == 0 then
dbg_mobf.spawning_lvl3("no " .. spawning_data.name .. " spawner within range of " ..
spawning_data.density .. " around " ..printpos(centerpos))
for i = 0, maxtries, 1 do
attempts = attempts +1
local x_try = math.random(-x_delta,x_delta)
local z_try = math.random(-z_delta,z_delta)
local pos = { x= x_center + x_try,
z= z_center + z_try }
--do place spawners in center of block
pos.x = math.floor(pos.x + 0.5)
pos.z = math.floor(pos.z + 0.5)
spawning_data.minp = min_y
spawning_data.maxp = max_y
if spawnfunc(spawning_data,pos,nil) then
spawned = spawned +1
break
end
end --for -> maxtries
end --mob around
divs = divs +1
end -- for z divs
end -- for x divs
local max_available_tries = divs * maxtries
dbg_mobf.spawning_lvl3("MOBF: divide_mapgen I " ..
"(" .. divs .. "|" .. attempts .. "|" .. spawned .. "|" .. max_available_tries .. ")")
mobf_rtd.total_spawned = mobf_rtd.total_spawned + spawned
return spawned
end
------------------------------------------------------------------------------
-- name: divide_mapgen(minp,maxp,spawning_data,spawnfunc,surfacefunc,maxtries)
-- @function [parent=#spawning] divide_mapgen
--
--! @brief divide mapblock into 2d chunks and call spawnfunc with randomized parameters for each
--! @memberof spawning
--
--! @param minp minimum 3d point of map block
--! @param maxp maximum 3d point of map block
--! @param spawning_data full set of spawning parameters
--! @param spawnfunc function to use for spawning
--! @param surfacefunc funtion to determine surface level
--! @param maxtries maximum number of tries to place a entity
--
-------------------------------------------------------------------------------
function spawning.divide_mapgen(minp,maxp,spawning_data,spawnfunc,surfacefunc,maxtries)
dbg_mobf.spawning_lvl3("MOBF: divide_mapgen params: ")
mobf_assert_backtrace(type(spawning_data) == "table")
if maxtries == nil then
maxtries = 2
end
local divs = 0
local attempts = 0
local spawned = 0
local starttime = mobf_get_time_ms()
local min_x = MIN(minp.x,maxp.x)
local min_y = MIN(minp.y,maxp.y)
local min_z = MIN(minp.z,maxp.z)
local max_x = MAX(minp.x,maxp.x)
local max_y = MAX(minp.y,maxp.y)
local max_z = MAX(minp.z,maxp.z)
local xdivs = math.floor(((max_x - min_x) / spawning_data.density) +1)
local zdivs = math.floor(((max_z - min_z) / spawning_data.density) +1)
dbg_mobf.spawning_lvl3("MOBF: X: " .. min_x .. "-->" .. max_x)
dbg_mobf.spawning_lvl3("MOBF: Z: " .. min_z .. "-->" .. max_z)
dbg_mobf.spawning_lvl3("MOBF: Y: " .. min_y .. "-->" .. max_y)
dbg_mobf.spawning_lvl3("MOBF: generating in " .. xdivs .. " | " .. zdivs .. " chunks")
for i = 1, xdivs,1 do
for j = 1, zdivs,1 do
local x_center,x_delta = spawning.chunk_get_center(min_x,max_x,i,spawning_data.density)
local z_center,z_delta = spawning.chunk_get_center(min_z,max_z,j,spawning_data.density)
local surface_center = surfacefunc(x_center,z_center,min_y,max_y)
local centerpos = {x=x_center,y=surface_center,z=z_center}
if surface_center == nil then
dbg_mobf.spawning_lvl2(
"MOBF: didn't find surface for " ..printpos(centerpos))
centerpos.y = min_y + ((max_y-min_y)/2)
end
dbg_mobf.spawning_lvl3("MOBF: center is (" .. x_center .. "," .. z_center .. ") --> (".. x_delta .."," .. z_delta .. ")")
for i = 0, maxtries, 1 do
attempts = attempts +1
local x_try = math.random(-x_delta,x_delta)
local z_try = math.random(-z_delta,z_delta)
local pos = { x= x_center + x_try,
z= z_center + z_try }
pos.y = surfacefunc(pos.x,pos.z,min_y,max_y)
local continue = false
local mobs_around = -1
local pos_ok = true
if not continue and
pos.y == nil then
continue = true
end
if not continue then
mobs_around = mobf_mob_around(spawning_data.name,
spawning_data.name_secondary,
pos,
spawning_data.density,true)
if mobs_around > 0 then
continue = true
end
end
--check if there s enough space above to place mob
if not continue and
spawning_data.height ~= nil and
mobf_air_above(pos,spawning_data.height) ~= true then
dbg_mobf.spawning_lvl3("MOBF: not enough room to spawn: " .. spawning_data.height)
local mypos = pos
for i=1,spawning_data.height,1 do
local nodeatpos = minetest.get_node(mypos)
dbg_mobf.spawning_lvl3("\t" .. printpos(mypos) .. ": " .. nodeatpos.name)
mypos.y = mypos.y +1
end
continue = true
end
--check if position is ok
if not continue then
local pos_above = {
x=pos.x,
y=pos.y+1,
z=pos.z}
local state = spawning.pos_quality(spawning_data,pos_above)
if not environment.evaluate_state(state,LT_SAFE_POS) then
local node_at_pos = minetest.get_node(pos_above)
--mobf_print("MOBF: pos: " .. node_at_pos.name)
--mobf_print("MOBF: spawning data: " .. dump(spawning_data))
--mobf_print("MOBF: invalid pos to spawn: " .. state:tostring())
continue = true
end
end
if not continue then
if spawnfunc(spawning_data,pos) then
spawned = spawned +1
break
end
end -- mobs_around
end --for -> 5
divs = divs +1
end -- for z divs
end -- for x divs
local max_available_tries = divs * maxtries
dbg_mobf.spawning_lvl2("MOBF: divide_mapgen II " ..
"(" .. divs .. "|" .. attempts .. "|" .. spawned .. "|" .. max_available_tries .. ")")
mobf_rtd.total_spawned = mobf_rtd.total_spawned + spawned
return spawned
end
------------------------------------------------------------------------------
-- name: register_spawner_entity(spawning_data,spawnfunc,suffix)
-- @function [parent=#spawning] register_spawner_entity
--
--! @brief register a spawner entity
--! @memberof spawning
--
--! @param spawning_data spawning information to use
--! @param spawnfunc function to call for spawning
--! @param surfacefunc if not nil use this function to find surface
--! @param suffix to add
--! @param max_tries maximum number of tries per step
--
-------------------------------------------------------------------------------
function spawning.register_spawner_entity(spawning_data,spawnfunc,surfacefunc,suffix,max_tries)
if suffix == nil then
suffix = ""
end
if max_tries == nil then
max_tries = 25
end
mobf_assert_backtrace(type(spawning_data) == "table")
mobf_assert_backtrace(type(spawnfunc) == "function")
mobf_assert_backtrace(surfacefunc == nil or type(surfacefunc) == "function")
mobf_assert_backtrace(spawning_data.respawndelay ~= nil)
mobf_assert_backtrace(type(spawning_data.respawndelay) == "number")
local spawner_texture = "invisible.png^[makealpha:128,0,0^[makealpha:128,128,0"
local spawner_collisionbox = { 0.0,0.0,0.0,0.0,0.0,0.0}
local punchfct = nil
if minetest.world_setting_get("mobf_show_spawners") then
spawner_texture = "spawner.png"
spawner_collisionbox = { -0.5,-0.5,-0.5,0.5,0.5,0.5 }
punchfct = function(self,puncher,time_from_last_punch, tool_capabilities, direction)
if puncher ~= nil and
puncher:is_player() then
local playername = puncher:get_player_name()
if playername ~= nil then
local pos = self.object:getpos()
local min_light_around = mobf_min_light_around(pos,5,0.5)
local air_around = minetest.find_nodes_in_area(
{ x=pos.x-2,y=pos.y-2,z=pos.z-2 },
{ x=pos.x+2,y=pos.y+2,z=pos.z+2},
{ "air" } )
local ycheck = "false"
if self.spawner_mob_spawndata.relaxed_y_check then
ycheck = "true"
end
mobf_print("MOBF: punched spawner: " .. self.name ..
" spawning: " .. self.spawner_mob_name ..
" spawner suffix " .. self.spawner_suffix ..
" air_around: " .. #air_around ..
" min_light: " .. min_light_around ..
" ignore y check: " .. ycheck)
end
end
end
end
dbg_mobf.spawning_lvl2("MOBF: register spawner entity: \"" .. spawning_data.name .. "_spawner" .. suffix .. "\"")
minetest.register_entity(spawning_data.name .. "_spawner" .. suffix,
{
physical = false,
collisionbox = spawner_collisionbox,
visual = "sprite",
textures = { spawner_texture },
mobf_spawner = true,
groups = { "immortal" },
on_step = function(self,dtime)
local starttime = mobf_get_time_ms()
self.spawner_time_passed = self.spawner_time_passed -dtime
if self.surfacefunc == nil then
if self.spawner_surfacefunc ~= nil then
if self.spawner_miny ~= nil and
self.spawner_maxy ~= nil then
self.surfacefunc = function(x,y,miny,maxy)
return self.spawner_surfacefunc(x,y,self.spawner_miny,self.spawner_maxy)
end
else
self.surfacefunc = self.spawner_surfacefunc
end
else
self.surfacefunc = mobf_get_surface
end
end
local surfacefunc = self.surfacefunc
--self.spawner_time_passed has to be handled by spawnfunc!
if self.spawner_time_passed < 0 then
local successfull = false
local spawnerpos = self.object:getpos()
--find random pos around
for try=1,max_tries,1 do
local newpos = {}
local continue = false
--find a random new position
local max_offset = 0.4*self.spawner_mob_spawndata.density
newpos.x = math.floor(spawnerpos.x +
math.random(0,max_offset) +
0.5)
newpos.z = math.floor(spawnerpos.z +
math.random(0,max_offset) +
0.5)
dbg_mobf.spawning_lvl2(
"MOBF: trying to get new random value, max_offset:" ..
max_offset .. " checking pos: " .. printpos(newpos) .. " spawnerpos.y=" .. spawnerpos.y)
newpos.y = mobf_get_surface(newpos.x,newpos.z,spawnerpos.y-10, spawnerpos.y+10)
--NOT required for flying mobs
if spawning_data.relaxed_y_check and newpos.y == nil then
newpos.y = spawnerpos.y
end
if newpos.y == nil then
dbg_mobf.spawning_lvl2("MOBF: didn't find surface")
continue = true
end
if not spawning_data.relaxed_y_check then
--check if minimum height at random pos is given
if not continue then
--check if there s enough space above to place mob
if spawning_data.height ~= nil and
mobf_air_above(newpos,
self.spawner_mob_spawndata.height) ~= true then
dbg_mobf.spawning_lvl2("MOBF: not enough air above")
continue = true
end
end
--check if new position is suitable for mob
if not continue then
--check if pos is ok
if not environment.evaluate_state(
spawning.pos_quality(self.spawner_mob_spawndata,newpos),
LT_SAFE_POS) then
dbg_mobf.spawning_lvl2("MOBF: not a safe pos")
continue = true
end
end
--don't spawn directly inside another mob
if not continue then
continue = spawning.position_in_use(newpos,
self.spawner_mob_spawndata)
end
--check population density
if not continue then
continue = spawning.population_density_limit(newpos,
self.spawner_mob_spawndata)
end
end
--now try to spawn
if not continue then
local pos_below = {x=newpos.x,y=newpos.y-1,z=newpos.z }
if spawnfunc(self.spawner_mob_spawndata,pos_below,self) then
self.spawner_time_passed = self.spawner_mob_spawndata.respawndelay
dbg_mobf.spawning_lvl2("MOBF: succesfully spawned")
successfull = true
break --break for loop
else
dbg_mobf.spawning_lvl2("MOBF: failed to spawn")
end
end
end
--if we didn't find a pos try again a little bit faster
if not successfull then
self.spawner_time_passed = self.spawner_mob_spawndata.respawndelay/2
end
end
mobf_warn_long_fct(starttime,
"spawner_entity_onstep_" .. self.spawner_mob_name,"spawn_onstep")
end,
on_activate = function(self,staticdata)
local pos = self.object:getpos()
dbg_mobf.spawning_lvl2("MOBF: spawner for mob: " ..
self.spawner_mob_name .. " at " .. printpos(pos))
local starttime = mobf_get_time_ms()
if self.spawner_mob_transform == nil then
self.spawner_mob_transform = ""
end
self.object:set_armor_groups({immortal=100})
--TODO honor time since deactivation
self.spawner_time_passed = 1
mobf_warn_long_fct(starttime,"spawner_entity_activate","spawn_onstep")
end,
on_punch = punchfct,
spawner_mob_name = spawning_data.name,
spawner_mob_transform = spawning_data.name_secondary,
spawner_time_passed = 1,
spawner_mob_spawndata = spawning_data,
spawner_surfacefunc = surfacefunc,
spawner_suffix = suffix,
})
end
------------------------------------------------------------------------------
-- name: setup_algorithm(mob)
-- @function [parent=#spawning] setup_algorithm
--
--! @brief set up a specific algorithm for a mob
--! @memberof spawning
--
--! @param primary_name name of mob
--! @param secondary_name name of mob (when harvested)
--! @param parameters spawning parameters
--! @param envid identifyer for environment of mob
--! @param collisionbox collisionbox of mob
-------------------------------------------------------------------------------
function spawning.setup_algorithm(primary_name,secondary_name,parameters,envid,collisionbox)
if type(parameters) == "table" then
if mobf_spawn_algorithms[parameters.algorithm] ~= nil and
type(mobf_spawn_algorithms[parameters.algorithm].initialize_spawning) == "function" then
dbg_mobf.spawning_lvl2("MOBF: algorithm: " .. parameters.algorithm)
dbg_mobf.spawning_lvl2("MOBF: " .. dump(primary_name) .. " " ..
dump(secondary_name) .. " " .. dump(parameters) .. " " ..
dump(envid))
local spawning_data = minetest.deserialize(minetest.serialize(parameters))
spawning_data.name = primary_name
spawning_data.name_secondary = secondary_name
spawning_data.environment = environment_list[envid]
spawning_data.collisionbox = collisionbox
mobf_spawn_algorithms[parameters.algorithm].initialize_spawning(spawning_data)
else
dbg_mobf.spawning_lvl2("MOBF: setup algorithm: invalid algorithm identifier")
end
else
dbg_mobf.spawning_lvl2("MOBF: setup algorithm: no spawndata specified")
end
end
------------------------------------------------------------------------------
-- name: register_mob(mob)
-- @function [parent=#spawning] register_mob
--
--! @brief initialize spawn algorithms for a mob
--! @memberof spawning
--
--! @param mob definition
-------------------------------------------------------------------------------
function spawning.register_mob(mob)
--spawn mechanism handling
if not minetest.world_setting_get("mobf_disable_animal_spawning") then
--register spawn callback to world
if environment_list[mob.generic.envid] ~= nil then
local secondary_name = ""
if mob.harvest ~= nil then
secondary_name = mob.harvest.transforms_to
end
dbg_mobf.spawning_lvl3("MOBF: Environment to use: " .. tostring(mob.generic.envid))
if mob.spawning.algorithm == nil then
dbg_mobf.spawning_lvl2("MOBF: Register spawning algorithms")
if type(mob.spawning.primary_algorithms) == "table" then
for i=1 , #mob.spawning.primary_algorithms , 1 do
spawning.setup_algorithm(
mob.modname..":"..mob.name,
secondary_name,
mob.spawning.primary_algorithms[i],
mob.generic.envid,
spawning.collisionbox_get_max(mob))
end
else
dbg_mobf.spawning_lvl2("MOBF: " .. mob.name
.. " no primary spawn algorithm defined! ")
end
if minetest.world_setting_get("mobf_animal_spawning_secondary") then
if type(mob.spawning.secondary_algorithms) == "table" then
for i=1 , #mob.spawning.secondary_algorithms , 1 do
spawning.setup_algorithm(
mob.modname..":"..mob.name,
secondary_name,
mob.spawning.secondary_algorithms[i],
mob.generic.envid)
end
end
end
else
minetest.log(LOGLEVEL_WARNING,"MOBF: legacy spawning declaration"
.. " for mob: " .. mob.name
.. "!!! not supported any longer!")
end
else
minetest.log(LOGLEVEL_ERROR,"MOBF: specified mob >" .. mob.name
.. "< without environment!")
end
else
dbg_mobf.spawning_lvl3("MOBF: MOB spawning disabled!")
end
end
------------------------------------------------------------------------------
-- name: divide_mapgen_jobfunc(mob)
-- @function [parent=#spawning] divide_mapgen_jobfunc
--
--! @brief job wrapper function for divide mapgen
--! @memberof spawning
--
--! @param data job data
-------------------------------------------------------------------------------
function spawning.divide_mapgen_jobfunc(data)
local spawned = spawning.divide_mapgen(
data.minp,
data.maxp,
data.spawning_data,
data.spawnfunc,
data.surfacefunc,
1
)
if data.func ~= nil then
data.maxtries = data.maxtries -1
data.spawned = data.spawned + spawned
local stopspawning = 3
if data.stopspawning ~= nil then
stopspawning = data.stopspawning
end
if data.spawned < stopspawning and
data.maxtries > 0 then
--requeue job
mobf_job_queue.add_job({callback=data.func,data=data})
end
end
end
------------------------------------------------------------------------------
-- name: divide_mapgen_jobfunc(mob)
-- @function [parent=#spawning] divide_mapgen_jobfunc
--
--! @brief job wrapper function for divide mapgen
--! @memberof spawning
--
--! @param data job data
-------------------------------------------------------------------------------
function spawning.divide_mapgen_entity_jobfunc(data)
local spawned = spawning.divide_mapgen_entity(
data.minp,
data.maxp,
data.spawning_data,
data.spawnfunc,
1
)
data.maxtries = data.maxtries -1
if data.spawned == nil then
data.spawned = 0
end
if data.func ~= nil then
mobf_assert_backtrace(spawned ~= nil)
data.spawned = data.spawned + spawned
local stopspawning = 3
if data.stopspawning ~= nil then
stopspawning = data.stopspawning
end
if data.spawned < stopspawning and
data.maxtries > 0 then
--requeue job
mobf_job_queue.add_job({callback=data.func,data=data})
end
else
mobf_assert_backtrace(data.maxtries <= 0)
end
end