spawners/spawners_mobs/api.lua

186 lines
5.2 KiB
Lua

-- 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
-- disabled extra check for mobs redo due to incompatibility with Lua 5.1, this method is available from Lua 5.2
-- 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_mobs:"..mob_mod.."_"..mob.name.."_spawner",
recipe = {
{"default:diamondblock", "fire:flint_and_steel", "default:diamondblock"},
{"xpanes:bar_flat", mob_egg, "xpanes:bar_flat"},
{"default:diamondblock", "xpanes:bar_flat", "default:diamondblock"},
}
})
-- ::continue::
end
else
-- print something ?
end
end
-- start spawning mobs
function spawners.start_spawning(pos, how_many, mob_name, mod_prefix, sound_custom)
if not (pos or how_many or mob_name) then return end
local sound_name
-- remove 'spawners_mobs:' from the string
local mob_name = string.sub(mob_name,15)
-- use custom sounds
if sound_custom ~= "" then
sound_name = sound_custom
else
sound_name = mod_prefix.."_"..mob_name
end
-- use random colours for sheeps
if mob_name == "sheep_white" then
local mob_name1 = ""
local sheep_colours = {"black", "blue", "brown", "cyan", "dark_green", "dark_grey", "green", "grey", "magenta", "orange", "pink", "red", "violet", "white", "yellow"}
local random_colour = math.random(1, #sheep_colours)
mob_name1 = string.split(mob_name, "_")
mob_name1 = mob_name1[1]
mob_name = mob_name1.."_"..sheep_colours[random_colour]
end
for i=1,how_many do
pos.y = pos.y+1
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 = 5,
})
end
end
end
end
function spawners.check_around_radius(pos)
local player_near = false
local radius = 21
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_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
if night_only ~= "disable" then
-- 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
end
return random_pos, false
else
return false, true
end
end