Added height tests to mob spawning conditions

master
qwertymine3 2015-11-03 12:39:42 +00:00
parent 93e3baf062
commit 160a157426
1 changed files with 38 additions and 1 deletions

View File

@ -5,6 +5,26 @@ spawnlite.agressive = {{name = "boats:boat",size = {x=1,y=1,z=1},blocks = {"grou
spawnlite.water = {}
spawnlite.air = {}
spawnlite.mobs = {}
spawnlite.mobs.passive = {}
spawnlite.mobs.agressive = {}
spawnlite.mobs.water = {}
spawnlite.mobs.air = {}
spawnlite.mobs.passive.now = 0
spawnlite.mobs.agressive.now = 0
spawnlite.mobs.water.now = 0
spawnlite.mobs.air.now = 0
--MOB SPAWNING LIMITS
spawnlite.mobs.passive.max = 10
spawnlite.mobs.agressive.max = 20
spawnlite.mobs.water.max = 5
spawnlite.mobs.air.max = 5
local mobs = spawnlite.mobs
local function is_space(pos,size)
local x,y,z = 1,0,0
if size.x*size.y*size.z == 1 then
@ -79,14 +99,31 @@ minetest.register_globalstep(function(dtime)
,{x=pos.x+rand_x,y=pos.y+half_height,z=pos.z+rand_z}
,mob.blocks)
for i=1,#nodes do
--Spawn limit conditions
--These are tracked by implimentation in the mobs - I can't think
--of a better way to do it
if spawned > max_no then
break
end
if passive and mobs.passive.now > mobs.passive.max then
break
elseif not passive and mobs.agressive.now > mobs.agressive.max then
break
end
if mobs[mob.name] and mobs[mob.name].now > mobs[mob.name].max then
break
end
--Tests to check that placement suitiability for mob
local lightlevel = minetest.get_node_light(
{x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z})
if lightlevel >= (mob.min_light or 0)
and lightlevel <= (mob.max_light or 16)then
and lightlevel <= (mob.max_light or 16)
and nodes[i].y > (mob.min_height or -math.huge)
and nodes[i].y < (mob.max_height or math.huge) then
if is_space({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.size) then
--chance reduce overall mob spawn rate, but is useful for the programmer
if not mob.chance then
minetest.add_entity({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.name)
spawned = spawned + 1