-- -- * CREATE ALL SPAWNERS NODES * -- function spawners_env.create(mob_name, mod_prefix, size, offset, mesh, texture, night_only, sound_custom, env, boss) -- -- DUMMY INSIDE THE SPAWNER -- local dummy_definition = { hp_max = 1, physical = true, collisionbox = {0,0,0,0,0,0}, visual = "mesh", visual_size = size, mesh = mesh, textures = texture, makes_footstep_sound = false, timer = 0, automatic_rotate = math.pi * -3, m_name = "dummy" } dummy_definition.on_activate = function(self) self.object:setvelocity({x=0, y=0, z=0}) self.object:setacceleration({x=0, y=0, z=0}) self.object:set_armor_groups({immortal=1}) end -- remove dummy after dug up the spawner dummy_definition.on_step = function(self, dtime) self.timer = self.timer + dtime local n = minetest.get_node_or_nil(self.object:getpos()) if self.timer > 2 then if n and n.name and n.name ~= "spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_active" then self.object:remove() end end end minetest.register_entity("spawners_env:dummy_"..mod_prefix.."_"..mob_name, dummy_definition) -- -- ACTIVE SPAWNER ENV -- minetest.register_node("spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_active", { description = mod_prefix.."_"..mob_name.." spawner active env", paramtype = "light", light_source = 4, paramtype2 = "glasslikeliquidlevel", drawtype = "glasslike_framed_optional", walkable = true, sounds = default.node_sound_metal_defaults(), damage_per_second = 4, sunlight_propagates = true, tiles = { { name = "spawners_env_spawner_animated_16.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 2.0 }, } }, is_ground_content = true, groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1}, on_timer = function(pos, elapsed) spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss) return false end, drop = { max_items = 1, items = { {items = {"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner"}, rarity = 20} } }, on_construct = function(pos) pos.y = pos.y + offset minetest.add_entity(pos,"spawners_env:dummy_"..mod_prefix.."_"..mob_name) end, }) -- -- WAITING SPAWNER ENV -- -- waiting for light - everything is ok but too much light or not enough light minetest.register_node("spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_waiting", { description = mod_prefix.."_"..mob_name.." spawner waiting env", paramtype = "light", light_source = 2, paramtype2 = "glasslikeliquidlevel", drawtype = "glasslike_framed_optional", walkable = true, sounds = default.node_sound_metal_defaults(), sunlight_propagates = true, tiles = { { name = "spawners_env_spawner_waiting_animated_16.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 2.0 }, } }, is_ground_content = true, groups = {cracky=1,level=2,not_in_creative_inventory=1}, on_timer = function(pos, elapsed) spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss) return false end, drop = { max_items = 1, items = { {items = {"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner"}, rarity = 20} } }, }) -- -- INACTIVE SPAWNER (DEFAULT) ENV -- minetest.register_node("spawners_env:"..mod_prefix.."_"..mob_name.."_spawner", { description = mod_prefix.."_"..mob_name.." spawner env", paramtype = "light", paramtype2 = "glasslikeliquidlevel", drawtype = "glasslike_framed_optional", walkable = true, sounds = default.node_sound_metal_defaults(), sunlight_propagates = true, tiles = {"spawners_env_spawner_16.png"}, is_ground_content = true, groups = {cracky=1,level=2,not_in_creative_inventory=0}, stack_max = 1, drop = { max_items = 1, items = { {items = {"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner"}, rarity = 20} } }, on_construct = function(pos) spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss) end, }) -- -- * LBM * -- minetest.register_lbm({ name = "spawners_env:check_for_spawning_timer", nodenames = { "spawners_env:"..mod_prefix.."_"..mob_name.."_spawner", "spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_active", "spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_waiting" }, action = function(pos) spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss) end }) end -- -- * check for spawning * -- function spawners_env.check_for_spawning_timer(pos, mob_name, night_only, mod_prefix, sound_custom, env, boss) local random_pos, waiting = spawners_env.check_node_status(pos, mob_name, night_only, boss) local node = minetest.get_node_or_nil(pos) -- minetest.log("action", "[Mod][Spawners] checking for: "..mob_name.." at "..minetest.pos_to_string(pos)) if random_pos then -- print('try to spawn another mob at: '..minetest.pos_to_string(random_pos)) local mobs_counter_table = {} local mobs_check_radius local mobs_max mobs_counter_table[mob_name] = 0 if boss then mobs_max = 1 mobs_check_radius = 35 else mobs_max = 3 mobs_check_radius = 10 end -- collect all spawned mobs around area for _,obj in ipairs(minetest.get_objects_inside_radius(pos, mobs_check_radius)) do if obj:get_luaentity() ~= nil then -- get entity name local name_split = string.split(obj:get_luaentity().name, ":") if name_split[2] == mob_name then mobs_counter_table[mob_name]=mobs_counter_table[mob_name]+1 end end end -- print(mob_name.." : "..mobs_counter_table[mob_name]) -- enough place to spawn more mobs if mobs_counter_table[mob_name] < mobs_max then -- make sure the right node status is shown if node.name ~= "spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_active" then minetest.set_node(pos, {name="spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_active"}) end if boss then -- color: deep orange minetest.chat_send_all(minetest.colorize("#FF5722", "Balrog has spawned to this World!")) end spawners_env.start_spawning(random_pos, 1, "spawners_env:"..mob_name, mod_prefix, sound_custom) else -- print("too many mobs: waiting") -- waiting status if node.name ~= "spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_waiting" then minetest.set_node(pos, {name="spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_waiting"}) end end else -- print("no random_pos found: waiting") -- waiting status if node.name ~= "spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_waiting" then minetest.set_node(pos, {name="spawners_env:"..mod_prefix.."_"..mob_name.."_spawner_waiting"}) end end -- 6 hours = 21600 seconds -- 4 hours = 14400 seconds -- 1 hour = 3600 seconds if boss then minetest.get_node_timer(pos):start(3600) else minetest.get_node_timer(pos):start(math.random(5, 15)) end end -- -- CALL 'CREATE' FOR ALL SPAWNERS -- for i, mob_table in ipairs(spawners_env.mob_tables) do if mob_table then spawners_env.create(mob_table.name, mob_table.mod_prefix, mob_table.dummy_size, mob_table.dummy_offset, mob_table.dummy_mesh, mob_table.dummy_texture, mob_table.night_only, mob_table.sound_custom, mob_table.env, mob_table.boss) end end