mobf_core/mobf/spawning.lua

813 lines
26 KiB
Lua

-------------------------------------------------------------------------------
-- 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.lua
--! @brief component containing spawning features
--! @copyright Sapier
--! @author Sapier
--! @date 2012-08-09
--
--! @defgroup spawning Spawn mechanisms
--! @brief all functions and variables required for automatic mob spawning
--! @ingroup framework_int
--! @{
--
--! @defgroup spawn_algorithms Spawn algorithms
--! @brief spawn algorithms provided by mob framework (can be extended by mods)
--
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
mobf_assert_backtrace(spawning == nil)
--! @class spawning
--! @brief spawning features
spawning = {}
--!@}
mobf_assert_backtrace(mobf_spawn_algorithms == nil)
--! @brief registry for spawn algorithms
--! @memberof spawning
--! @private
mobf_spawn_algorithms = {}
-------------------------------------------------------------------------------
-- name: init()
-- @function [parent=#spawning] init
--
--! @brief initialize spawning data
--! @memberof spawning
--
-------------------------------------------------------------------------------
function spawning.init()
--read from file
local world_path = minetest.get_worldpath()
local file,error = io.open(world_path .. "/mobf_spawning_data","r")
if file ~= nil then
local data_raw = file:read("*a")
file:close()
if data_raw ~= nil then
spawning.mob_spawn_data = minetest.deserialize(data_raw)
end
end
if spawning.mob_spawn_data == nil then
spawning.mob_spawn_data = {}
end
--register spawndata persistent storer to globalstep
minetest.after(300,spawning.preserve_spawn_data,true)
--register cleanup handler
minetest.register_on_shutdown(function(dstep) spawning.preserve_spawn_data(false) end)
end
-------------------------------------------------------------------------------
-- name: preserve_spawn_data()
-- @function [parent=#spawning] preserve_spawn_data
--
--! @brief save data on regular base
--! @memberof spawning
--
--! @param force
-------------------------------------------------------------------------------
function spawning.preserve_spawn_data(cyclic)
local world_path = minetest.get_worldpath()
local file,error = io.open(world_path .. "/mobf_spawning_data","w")
if error ~= nil then
minetest.log(LOGLEVEL_ERROR,"MOBF: failed to spawning preserve file")
end
mobf_assert_backtrace(file ~= nil)
local serialized_data = minetest.serialize(spawning.mob_spawn_data)
file:write(serialized_data)
if cyclic then
minetest.after(300,spawning.preserve_spawn_data,cyclic)
end
end
-------------------------------------------------------------------------------
-- name: total_offline_mobs()
-- @function [parent=#spawning] total_offline_mobs
--
--! @brief count total number of offline mobs
--! @memberof spawning
--
--! @return number of mobs
-------------------------------------------------------------------------------
function spawning.total_offline_mobs()
local count = 0
for key,value in pairs(spawning.mob_spawn_data) do
for hash,v in pairs(value) do
count = count +1
end
end
return count
end
-------------------------------------------------------------------------------
-- name: count_deactivated_mobs(name,pos,range)
-- @function [parent=#spawning] count_deactivated_mobs
--
--! @brief count number of mobs of specific type within a certain range
--! @memberof spawning
--
--! @param name name of mob to count
--! @param pos to check distance to
--! @param range to check
--
--! @return number of mobs
-------------------------------------------------------------------------------
function spawning.count_deactivated_mobs(name,pos,range)
local count = 0
if spawning.mob_spawn_data[name] ~= nil then
for hash,v in pairs(spawning.mob_spawn_data[name]) do
local mobpos = mobf_hash_to_pos(hash)
local distance = vector.distance(pos,mobpos)
if distance < range then
count = count +1
end
end
end
return count
end
-------------------------------------------------------------------------------
-- name: deactivate_mob(entity)
-- @function [parent=#spawning] deactivate_mob
--
--! @brief add mob to deactivated list
--! @memberof spawning
--
--! @param entity to deactivate
-------------------------------------------------------------------------------
function spawning.deactivate_mob(name,pos)
if spawning.mob_spawn_data[name] == nil then
spawning.mob_spawn_data[name] = {}
end
local rounded_pos = vector.round(pos)
local hash = minetest.hash_node_position(rounded_pos)
--assert (mobf_pos_is_same(mobf_hash_to_pos(hash),rounded_pos))
spawning.mob_spawn_data[name][hash] = true
end
-------------------------------------------------------------------------------
-- name: activate_mob(name,pos)
-- @function [parent=#spawning] preserve_spawn_data
--
--! @brief save data on regular base
--! @memberof spawning
--
--! @param force
-------------------------------------------------------------------------------
function spawning.activate_mob(name,pos)
if spawning.mob_spawn_data[name] ~= nil then
local rounded_pos = vector.round(pos)
local hash = minetest.hash_node_position(rounded_pos)
--assert(mobf_pos_is_same(mobf_hash_to_pos(hash),rounded_pos))
spawning.mob_spawn_data[name][hash] = nil
end
end
-------------------------------------------------------------------------------
-- name: remove_uninitialized(entity,staticdata)
-- @function [parent=#spawning] remove_uninitialized
--
--! @brief remove a spawn point based uppon staticdata supplied
--! @memberof spawning
--
--! @param entity to remove
--! @param staticdata of mob
-------------------------------------------------------------------------------
function spawning.remove_uninitialized(entity, staticdata)
--entity may be known in spawnlist
if staticdata ~= nil then
local permanent_data = mobf_deserialize_permanent_entity_data(staticdata)
if (permanent_data.spawnpoint ~= nil) then
--prepare information required to remove entity
entity.dynamic_data = {}
entity.dynamic_data.spawning = {}
entity.dynamic_data.spawning.spawnpoint = permanent_data.spawnpoint
entity.dynamic_data.spawning.player_spawned = permanent_data.playerspawned
entity.dynamic_data.spawning.spawner = permanent_data.spawner
spawning.remove(entity,"remove uninitialized")
end
else
dbg_mobf.spawning_lvl1("MOBF: remove uninitialized entity=" .. tostring(entity))
--directly remove it can't be known to spawnlist
entity.object:remove()
end
end
-------------------------------------------------------------------------------
-- name: remove(entity)
-- @function [parent=#spawning] remove
--
--! @brief remove a mob
--! @memberof spawning
--
--! @param entity mob to remove
--! @param reason text to log as reason for removal
-------------------------------------------------------------------------------
function spawning.remove(entity,reason)
local pos = entity.object:getpos()
dbg_mobf.spawning_lvl3("MOBF: --> remove " .. printpos(pos))
if entity ~= nil then
entity.removed = true
dbg_mobf.spawning_lvl1("MOBF: remove entity=" .. tostring(entity))
if minetest.world_setting_get("mobf_log_removed_entities") then
if reason == nil then
reason = "unknown"
end
minetest.log(LOGLEVEL_NOTICE,"MOBF: removing " .. entity.data.name ..
" at " .. printpos(pos) .. " due to: " .. reason)
end
mob_preserve.handle_remove(entity,reason)
if entity.lifebar ~= nil then
mobf_lifebar.del(entity.lifebar)
end
entity.object:remove()
else
minetest.log(LOGLEVEL_ERROR,"Trying to delete an an non existant mob")
end
dbg_mobf.spawning_lvl3("MOBF: <-- remove")
end
-------------------------------------------------------------------------------
-- name: init_dynamic_data(entity)
-- @function [parent=#spawning] init_dynamic_data
--
--! @brief initialize dynamic data required for spawning
--! @memberof spawning
--
--! @param entity mob to initialize dynamic data
--! @param now current time
-------------------------------------------------------------------------------
function spawning.init_dynamic_data(entity,now)
local player_spawned = false
if entity.dynamic_data.spawning ~= nil and
entity.dynamic_data.spawning.player_spawned then
player_spawned = true
end
local data = {
player_spawned = player_spawned,
ts_dense_check = now,
spawnpoint = entity.object:getpos(),
original_spawntime = now,
spawner = nil,
density = spawning.population_density_get_min(entity),
}
entity.removed = false
entity.dynamic_data.spawning = data
end
-------------------------------------------------------------------------------
-- name: population_density_check(mob)
-- @function [parent=#spawning] population_density_check
--
--! @brief check and fix if there are too many mobs within a specific range
--! @memberof spawning
--
--! @param entity mob to check
--! @param now current time
-------------------------------------------------------------------------------
function spawning.population_density_check(entity,now)
if entity == nil or
entity.dynamic_data == nil or
entity.dynamic_data.spawning == nil then
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!! " .. entity.data.name ..
" pop dense check called for entity with missing spawn data entity=" ..
tostring(entity))
return false
end
--only check every 5 seconds
if entity.dynamic_data.spawning.ts_dense_check + 5 > now then
return true
end
-- don't check if mob is player spawned
if entity.dynamic_data.spawning.player_spawned == true then
dbg_mobf.spawning_lvl1("MOBF: mob is player spawned skipping pop dense check")
return true
end
--don't do population check while fighting
if entity.dynamic_data.combat ~= nil and
entity.dynamic_data.combat.target ~= nil and
entity.dynamic_data.combat.target ~= "" then
dbg_mobf.spawning_lvl1(
"MOBF: fighting right now skipping pop dense check: " ..
dump(entity.dynamic_data.combat.target))
return true
end
entity.dynamic_data.spawning.ts_dense_check = now
local entitypos = mobf_round_pos(entity.object:getpos())
--mob either not initialized completely or a bug
if mobf_pos_is_zero(entitypos) then
dbg_mobf.spawning_lvl1("MOBF: can't do a sane check")
return true
end
local secondary_name = ""
if entity.data.harvest ~= nil then
secondary_name = entity.data.harvest.transform_to
end
local check_density = entity.dynamic_data.spawning.density
if entity.data.generic.population_density ~= nil then
check_density = entity.data.generic.population_density
end
mobf_assert_backtrace(check_density ~= nil)
local mob_count = mobf_mob_around(entity.data.modname..":"..entity.data.name,
secondary_name,
entitypos,
entity.dynamic_data.spawning.density,
true)
if mob_count > 5 then
dbg_mobf.spawning_lvl1("MOBF: " .. entity.data.name ..
mob_count .. " mobs of same type around")
entity.removed = true
minetest.log(LOGLEVEL_WARNING,"MOBF: Too many ".. mob_count .. " "..
entity.data.name.." at one place dieing: " ..
tostring(entity.dynamic_data.spawning.player_spawned))
spawning.remove(entity, "population density check")
return false
else
dbg_mobf.spawning_lvl2("MOBF: " .. entity.data.name ..
" density ok only "..mob_count.." mobs around")
return true
end
end
-------------------------------------------------------------------------------
-- name: replace_entity(pos,name,spawnpos,health)
-- @function [parent=#spawning] replace_entity
--
--! @brief replace mob at a specific position by a new one
--! @memberof spawning
--
--! @param entity mob to replace
--! @param name of the mob to add
--! @param preserve preserve original spawntime
--! @return entity added or nil on error
-------------------------------------------------------------------------------
function spawning.replace_entity(entity,name,preserve)
dbg_mobf.spawning_lvl3("MOBF: --> replace_entity("
.. entity.data.name .. "|" .. name .. ")")
if minetest.registered_entities[name] == nil then
minetest.log(LOGLEVEL_ERROR,"MOBF: replace_entity: Bug no "
..name.." is registred")
return nil
end
-- avoid switching to same entity
if entity.name == name then
minetest.log(LOGLEVEL_INFO,"MOBF: not replacing " .. name ..
" by entity of same type!")
return nil
end
-- get data to be transfered to new entity
local pos = mobf.get_basepos(entity)
local health = entity.object:get_hp()
local temporary_dynamic_data = entity.dynamic_data
local entity_orientation = entity.object:getyaw()
if preserve == nil or preserve == false then
temporary_dynamic_data.spawning.original_spawntime = mobf_get_current_time()
end
--calculate new y pos
if minetest.registered_entities[name].collisionbox ~= nil then
pos.y = pos.y - minetest.registered_entities[name].collisionbox[2]
end
--delete current mob
dbg_mobf.spawning_lvl2("MOBF: replace_entity: removing " .. entity.data.name)
--unlink dynamic data (this should work but doesn't due to other bugs)
entity.dynamic_data = nil
--removing is done after exiting lua!
spawning.remove(entity,"replaced")
--set marker to true to make sure activate handler knows it's replacing right now
spawning.replacing_NOW = true
local newobject = minetest.add_entity(pos,name)
spawning.replacing_NOW = false
local newentity = mobf_find_entity(newobject)
if newentity ~= nil then
if newentity.dynamic_data ~= nil then
dbg_mobf.spawning_lvl2("MOBF: replace_entity: " .. name)
newentity.dynamic_data = temporary_dynamic_data
newentity.object:set_hp(health)
newentity.object:setyaw(entity_orientation)
else
minetest.log(LOGLEVEL_ERROR,
"MOBF: replace_entity: dynamic data not set for "..name..
" maybe delayed activation?")
newentity.dyndata_delayed = {
data = temporary_dynamic_data,
health = health,
orientation = entity_orientation
}
end
else
minetest.log(LOGLEVEL_ERROR,
"MOBF: replace_entity 4 : Bug no "..name.." has been created")
end
dbg_mobf.spawning_lvl3("MOBF: <-- replace_entity")
return newentity
end
------------------------------------------------------------------------------
-- name: lifecycle_callback()
-- @function [parent=#spawning] lifecycle_callback
--
--! @brief check mob lifecycle_callback
--! @memberof spawning
--
--! @return true/false still alive dead
-------------------------------------------------------------------------------
function spawning.lifecycle_callback(entity,now)
if entity.dynamic_data.spawning.original_spawntime ~= nil then
if entity.data.spawning ~= nil and
entity.data.spawning.lifetime ~= nil then
local lifetime = entity.data.spawning.lifetime
local current_age = now - entity.dynamic_data.spawning.original_spawntime
if current_age > 0 and
current_age > lifetime then
dbg_mobf.spawning_lvl1("MOBF: removing animal due to limited lifetime")
spawning.remove(entity," limited mob lifetime")
return false
end
end
else
entity.dynamic_data.spawning.original_spawntime = now
end
return true
end
------------------------------------------------------------------------------
-- name: spawn_and_check(name,pos,text)
-- @function [parent=#spawning] spawn_and_check
--
--! @brief spawn an entity and check for presence
--! @memberof spawning
--! @param name name of entity
--! @param pos position to spawn mob at
--! @param text message used for log messages
--
--! @return spawned mob entity
-------------------------------------------------------------------------------
function spawning.spawn_and_check(name,pos,text)
mobf_assert_validpos(pos)
mobf_assert_backtrace(name ~= nil)
local newobject = minetest.add_entity(pos,name)
if newobject then
local newentity = mobf_find_entity(newobject)
if newentity == nil then
dbg_mobf.spawning_lvl3("MOBF BUG!!! no " .. name ..
" entity has been created by " .. text .. "!")
mobf_bug_warning(LOGLEVEL_ERROR,"BUG!!! no " .. name ..
" entity has been created by " .. text .. "!")
else
dbg_mobf.spawning_lvl2("MOBF: spawning "..name ..
" entity by " .. text .. " at position ".. printpos(pos))
minetest.log(LOGLEVEL_INFO,"MOBF: spawning "..name ..
" entity by " .. text .. " at position ".. printpos(pos))
return newentity
end
else
dbg_mobf.spawning_lvl3("MOBF BUG!!! no "..name..
" object has been created by " .. text .. "!")
mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!! no "..name..
" object has been created by " .. text .. "!")
end
return nil
end
------------------------------------------------------------------------------
-- name: register_cleanup_spawner(mobname)
-- @function [parent=#spawning] register_cleanup_spawner
--
--! @brief register an entity to cleanup spawners
--! @memberof spawning
--
--! @param mobname mobname to create cleanup
-------------------------------------------------------------------------------
function spawning.register_cleanup_spawner(mobname)
minetest.register_entity(mobname .. "_spawner",
{
on_activate = function(self,staticdata)
self.object:remove()
end
})
end
------------------------------------------------------------------------------
-- name: population_density_get_min(entity)
-- @function [parent=#spawning] population_density_get_min
--
--! @brief get minimum density for this mob
--! @memberof spawning
--
--! @param entity the mob itself
--
--! @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
if density == nil or
entity.data.spawning.primary_algorithms[i].density < density then
density = entity.data.spawning.primary_algorithms[i].density
end
end
return density
else
return entity.data.spawning.density
end
end
------------------------------------------------------------------------------
-- name: collisionbox_get_max(entity)
-- @function [parent=#spawning] collisionbox_get_max
--
--! @brief get maximum extent of mob
--! @memberof spawning
--
--! @param mob mob specification
--
--! @return a collisionbox covering all state collisionboxes
-------------------------------------------------------------------------------
function spawning.collisionbox_get_max(mob)
--use 1 block as minimum for spawning
local retval = {-0.5,-0.5,-0.5,0.5,0.5,0.5}
--check all states if there's some collisionbox that requires more room
for i=1,#mob.states,1 do
if mob.states[i] ~= nil and
mob.states[i].graphics_3d ~= nil and
type(mob.states[i].graphics_3d.collisionbox) == "table" then
retval[1] = MIN(retval[1],mob.states[i].graphics_3d.collisionbox[1])
retval[2] = MIN(retval[2],mob.states[i].graphics_3d.collisionbox[2])
retval[3] = MIN(retval[3],mob.states[i].graphics_3d.collisionbox[3])
retval[4] = MAX(retval[4],mob.states[i].graphics_3d.collisionbox[4])
retval[5] = MAX(retval[5],mob.states[i].graphics_3d.collisionbox[5])
retval[6] = MAX(retval[6],mob.states[i].graphics_3d.collisionbox[6])
end
end
return retval
end
------------------------------------------------------------------------------
-- name: pos_quality(spawning_data,pos)
-- @function [parent=#spawning] pos_quality
--
--! @brief build a entity like datastructure to be passed to pos_quality check
--! @memberof spawning
--
--! @param spawning_data to check quality for
--! @param pos position to check quality at
--
--! @return a possition quality element
-------------------------------------------------------------------------------
function spawning.pos_quality(spawning_data,pos)
local dummyentity = {}
dummyentity.collisionbox = spawning_data.collisionbox
dummyentity.environment = spawning_data.environment
--TODO find a way to pass this information!
dummyentity.data = {}
dummyentity.data.movement = {}
dummyentity.data.movement.canfly = false
return environment.pos_quality(pos,dummyentity)
end
------------------------------------------------------------------------------
-- name: position_in_use(pos,spawndata)
-- @function [parent=#spawning] position_in_use
--
--! @brief check if there already is a mob at a specific position
--! @memberof spawning
--
--! @param pos position to check
--! @param spawndata data for this mob
--
--! @return true == mob present false == no mob
-------------------------------------------------------------------------------
function spawning.position_in_use(pos,spawndata)
local mobcount = mobf_mob_around(
spawndata.name,
spawndata.name_secondary,
pos,
1.5,true)
if mobcount > 0 then
dbg_mobf.spawning_lvl2("MOBF: mob at same pos")
return true
end
return false
end
------------------------------------------------------------------------------
-- name: population_density_limit(pos,spawndata)
-- @function [parent=#spawning] population_density_limit
--
--! @brief check if population density limit is reached
--! @memberof spawning
--
--! @param pos position to check
--! @param spawndata data for this mob
--
--! @return true == mob present false == no mob
-------------------------------------------------------------------------------
function spawning.population_density_limit(pos,spawndata)
mobf_assert_backtrace(spawndata ~= nil)
mobf_assert_validpos(pos)
mobf_assert_backtrace(spawndata.name ~= nil)
mobf_assert_backtrace(spawndata.density ~= nil)
local mobcount = mobf_mob_around(
spawndata.name,
spawndata.name_secondary,
pos,
spawndata.density,true)
if mobcount > 0 then
dbg_mobf.spawning_lvl2("MOBF: not spawning within pop density")
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: spawner_get_water_pos(pos,max_depth,min_y,max_y)
--
--! @brief find a position at x/z within some y limitations
--
--! @param pos position do spawn
--! @param min_depth min-y depth to spawn
--! @param max_depth max-y depth to spawn
--! @param min_y minimum y value of generated chunk
--! @param max_y maximum y value of generated chunk
-------------------------------------------------------------------------------
function spawning.spawner_get_water_pos(pos,min_depth,max_depth,min_y,max_y)
--get information about current position
local upper_pos = {x=pos.x,y=max_y,z=pos.z}
mobf_assert_backtrace(type(min_depth) == "number")
mobf_assert_backtrace(type(max_depth) == "number")
if max_depth > max_y then
dbg_mobf.spawning_lvl3("MOBF: get_water_pos to deep")
return nil
end
if min_depth < min_y then
dbg_mobf.spawning_lvl3("MOBF: get_water_pos to high")
return nil
end
local ground_distance = mobf_ground_distance(upper_pos,
{ "default:water_flowing",
"default:water_source",
"air" },max_y - min_y)
local ground_level = max_y - ground_distance +1
local ground_pos = {x=pos.x,y=ground_level,z=pos.z }
local water_depth = mobf_air_distance(ground_pos)
local surfacenode = minetest.get_node(ground_pos)
if surfacenode == nil then
dbg_mobf.spawning_lvl3("MOBF: invalid ground node")
return nil
end
if surfacenode.name ~= "default:water_flowing" and
surfacenode.name ~= "default:water_source" then
--mobf_print("MOBF: WD:" .. water_depth .. " GD: " .. ground_distance)
--mobf_print("MOBF: MAXD:" .. max_depth .. " " .. min_y .. "<->" .. max_y)
dbg_mobf.spawning_lvl3("MOBF: " .. surfacenode.name .. " isn't open water: " .. printpos(ground_pos))
--if ground_pos.y > 0 then
-- for i=min_y,max_y,1 do
-- local node = minetest.get_node({x=pos.x,y=i,z=pos.z})
-- print("i=" .. i .. " : " .. node.name)
-- end
--end
return nil
end
if water_depth <= 0 then
dbg_mobf.spawning_lvl3("MOBF: water not found! GP: " .. ground_level .. " WD: " .. water_depth)
--TODO spawn in caves?
return nil
end
local water_surface_pos = {x=pos.x,y=ground_level + water_depth,z=pos.z}
--dbg_mobf.spawning_lvl2
dbg_mobf.spawning_lvl3("MOBF: mobf_spawner_get_water_pos GL: " ..
ground_level ..
" WDPT: " .. water_depth ..
" WSP: " .. printpos(water_surface_pos))
if MAX(ground_level,max_depth) > water_surface_pos.y then
mobf_print("MOBF: WD:" .. water_depth .. " GD: " .. ground_distance)
mobf_print("MOBF: MAXD:" .. max_depth .. " " .. min_y .. "<->" .. max_y)
mobf_print("MOBF: mobf_spawner_get_water_pos GL: " ..
ground_level ..
" WDPT: " .. water_depth ..
" WSP: " .. printpos(water_surface_pos))
--this can happen if there are air bubbles within water
--mobf_assert_backtrace(MAX(ground_level,max_depth) < water_surface_pos.y)
return nil
end
--check if there is any chance to find a suitable pos
if MAX(ground_level,max_depth) >= MIN(water_surface_pos.y,min_depth) then
return nil
end
pos.y = math.floor(
math.random(
MAX(ground_level,max_depth),
MIN(water_surface_pos.y,min_depth)
)
+ 0.5)
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")
dofile (mobf_modpath .. "/spawn_algorithms/in_shallow_water.lua")
dofile (mobf_modpath .. "/spawn_algorithms/shadows.lua")
dofile (mobf_modpath .. "/spawn_algorithms/willow.lua")
dofile (mobf_modpath .. "/spawn_algorithms/big_willow.lua")
dofile (mobf_modpath .. "/spawn_algorithms/in_air1.lua")
dofile (mobf_modpath .. "/spawn_algorithms/none.lua")
dofile (mobf_modpath .. "/spawn_algorithms/deep_large_caves.lua")
dofile (mobf_modpath .. "/spawn_algorithms/deep_water.lua")