2013-03-22 22:46:11 +02:00

207 lines
7.0 KiB
Lua

-------------------------------------------------------------------------------
-- 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 shadows.lua
--! @brief spawn algorithm for in shadow spawning
--! @copyright Sapier
--! @author Sapier
--! @date 2012-08-09
--
--! @addtogroup spawn_algorithms
--! @{
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-- name: mobf_spawn_in_shadows(mob_name,mob_transform,spawning_data,environment)
--
--! @brief find a place with low light to spawn an 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_shadows(mob_name,mob_transform,spawning_data,environment)
minetest.log(LOGLEVEL_INFO,"MOBF:\tregistering shadow 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:stone" },
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 + spawning_data.height/2,
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
dbg_mobf.spawning_lvl1("MOBF: not spawning due to 0 pos")
mobf_warn_long_fct(starttime,"mobf_spawn_in_shadows")
return
end
--check if there s enough space above to place mob
if mobf_air_above(pos,spawning_data.height) ~= true then
dbg_mobf.spawning_lvl3("MOBF: height requirement not met")
mobf_warn_long_fct(starttime,"mobf_spawn_in_shadows")
return
end
local node_above = minetest.env:get_node(pos_above)
if mob_name == nil then
minetest.log(LOGLEVEL_ERROR,"MOBF: Bug!!! mob name not available")
else
dbg_mobf.spawning_lvl3("MOBF: trying to spawn " .. mob_name)
if mobf_mob_around(mob_name,mob_transform,pos,spawning_data.density,true) == 0 then
local maxlight = mobf_max_light_around(pos,3,0.5)
if maxlight < 3 then
local newobject = minetest.env:add_entity(pos_above,mob_name .. "__default")
local newentity = mobf_find_entity(newobject)
if newentity == nil then
minetest.log(LOGLEVEL_ERROR,"MOBF: unable to create mob " .. mob_name .. " at pos " .. printpos(pos))
else
minetest.log(LOGLEVEL_INFO,"MOBF: Spawning "..mob_name.." in shadows at position "..printpos(pos) .. " maxlight was: " .. maxlight)
end
else
dbg_mobf.spawning_lvl3("MOBF: too much light next to " ..printpos(pos) .. " light: " .. maxlight )
end
else
dbg_mobf.spawning_lvl3("MOBF: too many mobs next to " ..printpos(pos))
end
end
mobf_warn_long_fct(starttime,"mobf_spawn_in_shadows")
end,
})
end
-------------------------------------------------------------------------------
-- name: mobf_spawn_in_deep_large_caves(mob_name,mob_transform,spawning_data,environment)
--
--! @brief find a place in deep large caces to spawn
--
--! @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_shadows_entity(mob_name,mob_transform,spawning_data,environment)
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 pos_below = {x=pos.x,y=pos.y-1,z=pos.z}
local node_below = minetest.env:get_node(pos_below)
if not mobf_contains({ "default:stone","default:gravel","default:dirt" },node_below.name) then
good = false
end
--check if there s enough space above to place mob
if mobf_air_above(pos_below,self.spawner_mob_spawndata.height) ~= true then
good = false
end
for i=0.0,1,0.1 do
if minetest.env:get_node_light(pos,i) > 6 then
good = false
end
end
if not good then
dbg_mobf.spawning_lvl2("MOBF: not spawning spawner for " .. self.spawner_mob_name .. " somehow got to bad place")
--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,"shadows_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,spawning_data)
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 -1
local node = minetest.env:get_node(pos)
if not mobf_contains({ "default:stone","default:gravel","default:dirt","default:sand" },node.name) then
dbg_mobf.spawning_lvl3("MOBF: node ain't of correct type: " .. node.name)
return false
end
local pos_above = {x=pos.x,y=pos.y+1,z=pos.z}
local node_above = minetest.env:get_node(pos_above)
if not mobf_contains({"air"},node_above.name) then
dbg_mobf.spawning_lvl3("MOBF: node above ain't air but: " .. node_above.name)
return false
end
--check if its always in shadows
for i=0.0,1,0.1 do
if minetest.env:get_node_light(pos_above,i) > 6 then
return false
end
end
spawning.spawn_and_check(name,"_spawner",pos_above,"shadows_spawner")
return true
else
dbg_mobf.spawning_lvl3("MOBF: didn't find surface for " .. name .. " spawner at " ..printpos(pos))
end
return false
end)
end) --register mapgen
end
--!@}
spawning.register_spawn_algorithm("shadows", mobf_spawn_in_shadows)
spawning.register_spawn_algorithm("shadows_spawner", mobf_spawn_in_shadows_entity,spawning.register_cleanup_spawner)