Add some mob debugging info
parent
7f2d622e5f
commit
f5a4b3e935
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@ -152,10 +152,10 @@ minetest.register_on_generated( function (minp, maxp, blockseed)
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end
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end
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if notify.temple ~= nil then
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if notify.temple ~= nil then
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print("Temple generated")
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--print("Temple generated")
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for k,v in ipairs(notify.temple) do
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--for k,v in ipairs(notify.temple) do
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print(minetest.pos_to_string(v))
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-- print(minetest.pos_to_string(v))
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end
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-- end
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end
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end
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end
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end
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end)
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end)
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@ -882,6 +882,7 @@ end
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function mobs:spawn_mob(pos,name)
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function mobs:spawn_mob(pos,name)
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-- make sure the nodes above are walkable
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-- make sure the nodes above are walkable
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minetest.log("action","Attempting to spawn "..name)
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local nodename = minetest.get_node(pos).name
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local nodename = minetest.get_node(pos).name
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if minetest.registered_nodes[nodename] ~= nil then
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if minetest.registered_nodes[nodename] ~= nil then
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if minetest.registered_nodes[nodename].walkable == true or minetest.registered_nodes[nodename].walkable == nil or nodename == "default:water_source" then
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if minetest.registered_nodes[nodename].walkable == true or minetest.registered_nodes[nodename].walkable == nil or nodename == "default:water_source" then
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@ -898,9 +899,10 @@ function mobs:spawn_mob(pos,name)
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local mob = minetest.add_entity(pos, name)
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local mob = minetest.add_entity(pos, name)
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-- setup the hp, armor, drops, etc... for this specific mob
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-- setup the hp, armor, drops, etc... for this specific mob
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local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / 15000 )
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local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / 15000 )
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if mob ~= nil then
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if mob ~= nil then
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mob = mob:get_luaentity()
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mob = mob:get_luaentity()
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if mob ~= nil then
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if mob ~= nil then
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minetest.log("action",name.." spawned at "..minetest.pos_to_string(pos))
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local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating )
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local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating )
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mob.object:set_hp( newHP )
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mob.object:set_hp( newHP )
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mob.state = "walk" -- make them walk when they spawn so they walk away from their original spawn position
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mob.state = "walk" -- make them walk when they spawn so they walk away from their original spawn position
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