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