Mobs can now have individual more complex arguements
This is ~as good as the choice in mobs redo - chance is better as it is a single decimal percent - rather than inversemaster
parent
7c482900bc
commit
93e3baf062
63
init.lua
63
init.lua
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@ -1,7 +1,9 @@
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local passive_only = false
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spawnlite = {}
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spawnlite.passive = {{name = "boats:boat",size = {x=2,y=1,z=2}}}
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spawnlite.agressive = {{name = "boats:boat",size = {x=1,y=1,z=1}}}
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spawnlite.passive = {{name = "boats:boat",size = {x=2,y=1,z=2},blocks = {"group:cracky","group:crumbly","group:snappy"},min_light = 8}}
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spawnlite.agressive = {{name = "boats:boat",size = {x=1,y=1,z=1},blocks = {"group:cracky","group:crumbly","group:snappy"},max_light = 7}}
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spawnlite.water = {}
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spawnlite.air = {}
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local function is_space(pos,size)
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local x,y,z = 1,0,0
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@ -33,10 +35,22 @@ local function is_space(pos,size)
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return true
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end
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local function get_new_mob(passive)
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if passive then
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return spawnlite.passive[math.random(1,#spawnlite.passive)]
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else
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return spawnlite.agressive[math.random(1,#spawnlite.agressive)]
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end
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return nil
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end
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--Spawning variables
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local max_no = 1 --per player per spawn attempt
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--Area variables
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local width = 20
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local half_width = width/2
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local height = 160
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local height = 80
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local half_height = height/2
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--Timing variables
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@ -50,26 +64,37 @@ minetest.register_globalstep(function(dtime)
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local players = minetest.get_connected_players()
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local rand_x = math.random(0,width-1) - half_width
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local rand_z = math.random(0,width-1) - half_width
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local passive
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if passive_only then
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passive = true
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else
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passive = math.random(0,1) == 1
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end
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for i=1,#players do
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local spawned = 0
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local pos = players[i]:getpos()
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local nodes = minetest.find_nodes_in_area_under_air({x=pos.x+rand_x,y=pos.y-half_height,z=pos.z+rand_z}
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,{x=pos.x+rand_x,y=pos.y+half_height,z=pos.z+rand_z},{"group:cracky","group:crumbly","group:snappy"})
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local mob = get_new_mob(passive)
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local nodes = minetest.find_nodes_in_area_under_air(
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{x=pos.x+rand_x,y=pos.y-half_height,z=pos.z+rand_z}
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,{x=pos.x+rand_x,y=pos.y+half_height,z=pos.z+rand_z}
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,mob.blocks)
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for i=1,#nodes do
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local lightlevel = minetest.get_node_light({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z})
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local mob = nil
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if lightlevel < 8 then
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if passive_only then
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break
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end
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mob = spawnlite.agressive[math.random(1,#spawnlite.agressive)]
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else
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if minetest.get_node(nodes[i]).name ~= "default:sand" then
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break
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end
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mob = spawnlite.passive[math.random(1,#spawnlite.passive)]
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if spawned > max_no then
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break
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end
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if is_space({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.size) then
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minetest.add_entity({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.name)
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local lightlevel = minetest.get_node_light(
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{x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z})
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if lightlevel >= (mob.min_light or 0)
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and lightlevel <= (mob.max_light or 16)then
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if is_space({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.size) then
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if not mob.chance then
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minetest.add_entity({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.name)
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spawned = spawned + 1
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elseif math.random(1,1000) < mob.chance * 10 then
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minetest.add_entity({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.name)
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spawned = spawned + 1
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end
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end
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end
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end
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end
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