207 lines
7.0 KiB
Lua
207 lines
7.0 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 shadows.lua
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--! @brief spawn algorithm for in shadow 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_shadows(mob_name,mob_transform,spawning_data,environment)
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--
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--! @brief find a place with low light to spawn an 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_shadows(mob_name,mob_transform,spawning_data,environment)
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minetest.log(LOGLEVEL_INFO,"MOBF:\tregistering shadow 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:stone" },
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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 + spawning_data.height/2,
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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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dbg_mobf.spawning_lvl1("MOBF: not spawning due to 0 pos")
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mobf_warn_long_fct(starttime,"mobf_spawn_in_shadows")
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return
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end
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--check if there s enough space above to place mob
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if mobf_air_above(pos,spawning_data.height) ~= true then
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dbg_mobf.spawning_lvl3("MOBF: height requirement not met")
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mobf_warn_long_fct(starttime,"mobf_spawn_in_shadows")
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return
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end
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local node_above = minetest.env:get_node(pos_above)
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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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dbg_mobf.spawning_lvl3("MOBF: trying to spawn " .. 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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local maxlight = mobf_max_light_around(pos,3,0.5)
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if maxlight < 3 then
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local newobject = minetest.env:add_entity(pos_above,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: unable to create mob " .. mob_name .. " at pos " .. printpos(pos))
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else
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minetest.log(LOGLEVEL_INFO,"MOBF: Spawning "..mob_name.." in shadows at position "..printpos(pos) .. " maxlight was: " .. maxlight)
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end
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else
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dbg_mobf.spawning_lvl3("MOBF: too much light next to " ..printpos(pos) .. " light: " .. maxlight )
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end
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else
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dbg_mobf.spawning_lvl3("MOBF: too many mobs next to " ..printpos(pos))
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end
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end
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mobf_warn_long_fct(starttime,"mobf_spawn_in_shadows")
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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_deep_large_caves(mob_name,mob_transform,spawning_data,environment)
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--
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--! @brief find a place in deep large caces to spawn
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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_shadows_entity(mob_name,mob_transform,spawning_data,environment)
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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 pos_below = {x=pos.x,y=pos.y-1,z=pos.z}
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local node_below = minetest.env:get_node(pos_below)
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if not mobf_contains({ "default:stone","default:gravel","default:dirt" },node_below.name) then
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good = false
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end
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--check if there s enough space above to place mob
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if mobf_air_above(pos_below,self.spawner_mob_spawndata.height) ~= true then
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good = false
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end
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for i=0.0,1,0.1 do
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if minetest.env:get_node_light(pos,i) > 6 then
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good = false
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end
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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")
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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,"shadows_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,spawning_data)
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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 -1
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local node = minetest.env:get_node(pos)
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if not mobf_contains({ "default:stone","default:gravel","default:dirt","default:sand" },node.name) then
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dbg_mobf.spawning_lvl3("MOBF: node ain't of correct type: " .. node.name)
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return false
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end
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local pos_above = {x=pos.x,y=pos.y+1,z=pos.z}
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local node_above = minetest.env:get_node(pos_above)
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if not mobf_contains({"air"},node_above.name) then
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dbg_mobf.spawning_lvl3("MOBF: node above ain't air but: " .. node_above.name)
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return false
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end
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--check if its always in shadows
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for i=0.0,1,0.1 do
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if minetest.env:get_node_light(pos_above,i) > 6 then
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return false
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end
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end
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spawning.spawn_and_check(name,"_spawner",pos_above,"shadows_spawner")
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return true
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else
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dbg_mobf.spawning_lvl3("MOBF: didn't find surface for " .. name .. " spawner at " ..printpos(pos))
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end
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return false
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end)
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end) --register mapgen
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end
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--!@}
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spawning.register_spawn_algorithm("shadows", mobf_spawn_in_shadows)
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spawning.register_spawn_algorithm("shadows_spawner", mobf_spawn_in_shadows_entity,spawning.register_cleanup_spawner) |