------------------------------------------------------------------------------- -- 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 in_shallow_water.lua --! @brief spawn algorithm for shallow water spawning --! @copyright Sapier --! @author Sapier --! @date 2012-08-09 -- --! @addtogroup spawn_algorithms --! @{ -- Contact sapier a t gmx net ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- -- name: mobf_spawn_in_shallow_water(mob_name,mob_transform,spawning_data,environment) -- --! @brief find a place in water to spawn mob -- --! @param mob_name name of mob --! @param mob_transform secondary name of mob --! @param spawning_data spawning configuration --! @param environment environment of mob ------------------------------------------------------------------------------- function mobf_spawn_in_shallow_water(mob_name,mob_transform,spawning_data,environment) minetest.log(LOGLEVEL_INFO,"MOBF: \tregistering shallow water spawn abm callback for mob "..mob_name) local media = nil if environment ~= nil and environment.media ~= nil then media = environment.media end minetest.register_abm({ nodenames = { "default:water_source" }, neighbors = media, interval = 60, chance = math.floor(1/spawning_data.rate), action = function(pos, node, active_object_count, active_object_count_wider) local starttime = mobf_get_time_ms() local pos_above = { x = pos.x, y = pos.y + 1, z = pos.z } --never try to spawn an mob at pos (0,0,0) it's initial entity spawnpos and --used to find bugs in initial spawnpoint setting code if mobf_pos_is_zero(pos) then mobf_warn_long_fct(starttime,"mobf_spawn_in_shallow_water") return end --check if water is to deep if mobf_air_distance(pos) < 10 then mobf_warn_long_fct(starttime,"mobf_spawn_in_shallow_water") return end if mob_name == nil then minetest.log(LOGLEVEL_ERROR,"MOBF: Bug!!! mob name not available") else --print("Try to spawn mob: "..mob_name) if mobf_mob_around(mob_name,mob_transform,pos,spawning_data.density,true) == 0 then if minetest.env:find_node_near(pos, 10, {"default:dirt", "default:dirt_with_grass"}) ~= nil then local newobject = minetest.env:add_entity(pos,mob_name .. "__default") local newentity = mobf_find_entity(newobject) if newentity == nil then minetest.log(LOGLEVEL_ERROR,"MOBF: Bug!!! no "..mob_name.." has been created!") end minetest.log(LOGLEVEL_INFO,"MOBF: Spawning "..mob_name.." in shallow water "..printpos(pos)) --else --print(printpos(pos).." not next to ground") end end end mobf_warn_long_fct(starttime,"mobf_spawn_in_shallow_water") end, }) end ------------------------------------------------------------------------------- -- name: mobf_spawn_in_shallow_water_entity(mob_name,mob_transform,spawning_data,environment) -- --! @brief find a place in shallow water -- --! @param mob_name name of mob --! @param mob_transform secondary name of mob --! @param spawning_data spawning configuration --! @param environment environment of mob ------------------------------------------------------------------------------- function mobf_spawn_in_shallow_water_entity(mob_name,mob_transform,spawning_data,environment) minetest.log(LOGLEVEL_INFO,"MOBF:\tregistering in shallow water mapgen spawn mapgen callback for mob "..mob_name) spawning.register_spawner_entity(mob_name,mob_transform,spawning_data,environment, function(self) local pos = self.object:getpos() local good = true dbg_mobf.spawning_lvl3("MOBF: " .. dump(self.spawner_mob_env)) --check if own position is good local node_to_check = minetest.env:get_node(pos) if node_to_check ~= nil and node_to_check.name ~= "default:water_flowing" and node_to_check.name ~= "default:water_source" then dbg_mobf.spawning_lvl2("MOBF: spawner " .. printpos(pos) .. " not in water but:" .. dump(node_to_check)) good = false end local found_nodes = minetest.env:find_nodes_in_area({x=pos.x-1,y=pos.y-1,z=pos.z-1}, {x=pos.x+1,y=pos.y+1,z=pos.z+1}, { "default:water_flowing","default:water_source"} ) if #found_nodes < 4 then dbg_mobf.spawning_lvl2("MOBF: spawner " .. printpos(pos) .. " not enough water around: " .. #found_nodes) good = false end --check if water is to deep if mobf_air_distance(pos) > 10 then dbg_mobf.spawning_lvl2("MOBF: spawner " .. printpos(pos) .. " air distance to far no dirt around") good = false end --make sure we're near green coast if minetest.env:find_node_near(pos, 10, {"default:dirt","default:dirt_with_grass"}) == nil then dbg_mobf.spawning_lvl2("MOBF: spawner " .. printpos(pos) .. " no dirt around") good = false end if not good then dbg_mobf.spawning_lvl2("MOBF: not spawning, spawner for " .. self.spawner_mob_name .. " somehow got to bad place " .. printpos(pos)) --TODO try to move spawner to better place self.spawner_time_passed = self.spawner_mob_spawndata.respawndelay return end if mobf_mob_around(self.spawner_mob_name, self.spawner_mob_transform, pos, self.spawner_mob_spawndata.density,true) == 0 then spawning.spawn_and_check(self.spawner_mob_name,"__default",pos,"in_shallow_water_spawner_ent") self.spawner_time_passed = self.spawner_mob_spawndata.respawndelay else self.spawner_time_passed = self.spawner_mob_spawndata.respawndelay dbg_mobf.spawning_lvl2("MOBF: not spawning " .. self.spawner_mob_name .. " there's a mob around") end end) --add mob spawner on map generation minetest.register_on_generated(function(minp, maxp, seed) spawning.divide_mapgen_entity(minp,maxp,spawning_data,mob_name, function(name,pos,min_y,max_y) dbg_mobf.spawning_lvl3("MOBF: trying to create a spawner for " .. name .. " at " ..printpos(pos)) local surface = mobf_get_surface(pos.x,pos.z,min_y,max_y) if surface then pos.y=surface - math.random(2,10) local node_to_check = minetest.env:get_node(pos) if node_to_check ~= nil and node_to_check.name == "default:water_source" or node_to_check.name == "default:water_flowing" then spawning.spawn_and_check(name,"_spawner",pos,"in_shallow_water_spawner") return true else dbg_mobf.spawning_lvl3("MOBF: pos to add spawner is not water but: " .. dump(node_to_check)) end else dbg_mobf.spawning_lvl3("MOBF: unable to find surface") end return false end, 15 ) end) --register mapgen end --end spawn algo --!@} spawning.register_spawn_algorithm("in_shallow_water", mobf_spawn_in_shallow_water) spawning.register_spawn_algorithm("in_shallow_water_spawner", mobf_spawn_in_shallow_water_entity,spawning.register_cleanup_spawner)