-- main tables spawners = {} spawners.mob_tables = {} -- check if mods exists and build tables for k, mob_mod in ipairs(ENABLED_MODS) do local modpath = minetest.get_modpath(mob_mod) -- list of mobs and their info if (modpath) then for j, mob in ipairs(MOBS_PROPS[mob_mod]) do local mob_egg = nil if mob_mod == "mobs" and not (mobs.mod == "redo") then goto continue end table.insert(spawners.mob_tables, {name=mob.name, mod_prefix=mob_mod, egg_name_custom=mob.egg_name_custom, dummy_size=mob.dummy_size, dummy_offset=mob.dummy_offset, dummy_mesh=mob.dummy_mesh, dummy_texture=mob.dummy_texture, night_only=mob.night_only, sound_custom=mob.sound_custom}) -- use custom egg or create a default egg if mob.egg_name_custom ~= "" then mob_egg = mob.egg_name_custom else mob_egg = mob_mod..":"..mob.name end -- recipes minetest.register_craft({ output = "spawners:"..mob_mod.."_"..mob.name.."_spawner", recipe = { {"default:diamondblock", "fake_fire:flint_and_steel", "default:diamondblock"}, {"xpanes:bar", mob_egg, "xpanes:bar"}, {"default:diamondblock", "xpanes:bar", "default:diamondblock"}, } }) ::continue:: end else end end -- start spawning mobs function spawners.start_spawning(pos, how_many, mob_name, mod_prefix, sound_custom) if not pos or not how_many or not mob_name then return end local sound_name -- remove 'spawners:' from the string local mob_name = string.sub(mob_name,10) -- use custom sounds if sound_custom ~= "" then sound_name = sound_custom else sound_name = mod_prefix.."_"..mob_name end for i=1,how_many do local obj = minetest.add_entity(pos, mod_prefix..":"..mob_name) if obj then if sound_name then minetest.sound_play(sound_name, { pos = pos, max_hear_distance = 32, gain = 10, }) end end end end function spawners.add_effects(pos, radius) minetest.add_particlespawner({ amount = 32, time = 2, minpos = vector.subtract({x=pos.x, y=pos.y+1, z=pos.z}, radius / 2), maxpos = vector.add({x=pos.x, y=pos.y+1, z=pos.z}, radius / 2), minvel = {x=-0.5, y=3, z=-0.5}, maxvel = {x=0.5, y=10, z=0.5}, minacc = vector.new(), maxacc = vector.new(), minexptime = .5, maxexptime = 2, minsize = .5, maxsize = 8, texture = "spawners_smoke_particle.png", }) end -- start spawning ores function spawners.start_spawning_ores(pos, ore_name, sound_custom, spawners_pos) if not pos or not ore_name then return end local sound_name local player_near = false -- use custom sounds if sound_custom ~= "" then sound_name = sound_custom else sound_name = false end local how_many = math.random(1,2) -- how_many = how_many+1 for i=1, how_many do if i > 1 then player_near, pos = spawners.check_around_radius_ores(pos, "default:stone") if not pos then return end minetest.sound_play(sound_name, { pos = pos, max_hear_distance = 32, gain = 20, }) minetest.set_node(pos, {name=ore_name}) spawners.add_effects(pos, 1) else minetest.sound_play(sound_name, { pos = pos, max_hear_distance = 32, gain = 20, }) minetest.set_node(pos, {name=ore_name}) spawners.add_effects(pos, 1) end end end function spawners.check_around_radius(pos) local player_near = false local radius = 21 local node_ore_pos = nil for _,obj in ipairs(minetest.get_objects_inside_radius(pos, radius)) do if obj:is_player() then player_near = true end end return player_near end function spawners.check_around_radius_ores(pos, check_node) local player_near = spawners.check_around_radius(pos); local found_node = false local node_ore_pos = nil if check_node then node_ore_pos = minetest.find_node_near(pos, 2, {check_node}) if node_ore_pos then found_node = node_ore_pos end end return player_near, found_node end function spawners.check_node_status(pos, mob, night_only) local player_near = spawners.check_around_radius(pos) if player_near then local random_pos = false local min_node_light = 10 local tod = minetest.get_timeofday() * 24000 local node_light = minetest.get_node_light(pos) if not node_light then return false end local spawn_positions = {} local right = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z}) local front = minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1}) local left = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z}) local back = minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1}) local top = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}) local bottom = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}) -- make sure that at least one side of the spawner is open if right.name == "air" then table.insert(spawn_positions, {x=pos.x+1.5, y=pos.y, z=pos.z}) end if front.name == "air" then table.insert(spawn_positions, {x=pos.x, y=pos.y, z=pos.z+1.5}) end if left.name == "air" then table.insert(spawn_positions, {x=pos.x-1.5, y=pos.y, z=pos.z}) end if back.name == "air" then table.insert(spawn_positions, {x=pos.x, y=pos.y, z=pos.z-1.5}) end if top.name == "air" then table.insert(spawn_positions, {x=pos.x, y=pos.y+1.5, z=pos.z}) end if bottom.name == "air" then table.insert(spawn_positions, {x=pos.x, y=pos.y-1.5, z=pos.z}) end if #spawn_positions < 1 then -- spawner is cloed from all sides return false else -- pick random from the open sides local pick_random if #spawn_positions == 1 then pick_random = #spawn_positions else pick_random = math.random(1,#spawn_positions) end for k, v in pairs (spawn_positions) do if k == pick_random then random_pos = v end end end -- check the node above and below the found air node local node_above = minetest.get_node({x=random_pos.x, y=random_pos.y+1, z=random_pos.z}).name local node_below = minetest.get_node({x=random_pos.x, y=random_pos.y-1, z=random_pos.z}).name if not (node_above == "air" or node_below == "air") then return false end -- spawn only at day if not night_only and node_light < min_node_light then return false, true end -- spawn only at night if night_only then if not (19359 > tod and tod > 5200) or node_light < min_node_light then return random_pos else return false, true end end return random_pos, false else return false, true end end function spawners.check_node_status_ores(pos, ore_name, check_node) if not check_node then return end local player_near, found_node = spawners.check_around_radius_ores(pos, check_node) if player_near and found_node then return true, found_node else return true, false end end