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 inverse
master
qwertymine3 2015-11-03 00:22:50 +00:00
parent 7c482900bc
commit 93e3baf062
1 changed files with 44 additions and 19 deletions

View File

@ -1,7 +1,9 @@
local passive_only = false
spawnlite = {}
spawnlite.passive = {{name = "boats:boat",size = {x=2,y=1,z=2}}}
spawnlite.agressive = {{name = "boats:boat",size = {x=1,y=1,z=1}}}
spawnlite.passive = {{name = "boats:boat",size = {x=2,y=1,z=2},blocks = {"group:cracky","group:crumbly","group:snappy"},min_light = 8}}
spawnlite.agressive = {{name = "boats:boat",size = {x=1,y=1,z=1},blocks = {"group:cracky","group:crumbly","group:snappy"},max_light = 7}}
spawnlite.water = {}
spawnlite.air = {}
local function is_space(pos,size)
local x,y,z = 1,0,0
@ -33,10 +35,22 @@ local function is_space(pos,size)
return true
end
local function get_new_mob(passive)
if passive then
return spawnlite.passive[math.random(1,#spawnlite.passive)]
else
return spawnlite.agressive[math.random(1,#spawnlite.agressive)]
end
return nil
end
--Spawning variables
local max_no = 1 --per player per spawn attempt
--Area variables
local width = 20
local half_width = width/2
local height = 160
local height = 80
local half_height = height/2
--Timing variables
@ -50,26 +64,37 @@ minetest.register_globalstep(function(dtime)
local players = minetest.get_connected_players()
local rand_x = math.random(0,width-1) - half_width
local rand_z = math.random(0,width-1) - half_width
local passive
if passive_only then
passive = true
else
passive = math.random(0,1) == 1
end
for i=1,#players do
local spawned = 0
local pos = players[i]:getpos()
local nodes = minetest.find_nodes_in_area_under_air({x=pos.x+rand_x,y=pos.y-half_height,z=pos.z+rand_z}
,{x=pos.x+rand_x,y=pos.y+half_height,z=pos.z+rand_z},{"group:cracky","group:crumbly","group:snappy"})
local mob = get_new_mob(passive)
local nodes = minetest.find_nodes_in_area_under_air(
{x=pos.x+rand_x,y=pos.y-half_height,z=pos.z+rand_z}
,{x=pos.x+rand_x,y=pos.y+half_height,z=pos.z+rand_z}
,mob.blocks)
for i=1,#nodes do
local lightlevel = minetest.get_node_light({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z})
local mob = nil
if lightlevel < 8 then
if passive_only then
break
end
mob = spawnlite.agressive[math.random(1,#spawnlite.agressive)]
else
if minetest.get_node(nodes[i]).name ~= "default:sand" then
break
end
mob = spawnlite.passive[math.random(1,#spawnlite.passive)]
if spawned > max_no then
break
end
if is_space({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.size) then
minetest.add_entity({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.name)
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
if is_space({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.size) then
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
elseif math.random(1,1000) < mob.chance * 10 then
minetest.add_entity({x=pos.x+rand_x,y=nodes[i].y+1,z=pos.z+rand_z},mob.name)
spawned = spawned + 1
end
end
end
end
end