spawners/spawners_mobs/spawners_mobs.lua

309 lines
9.9 KiB
Lua

local max_obj_per_mapblock = tonumber(minetest.setting_get("max_objects_per_block"))
--
-- * CREATE ALL SPAWNERS NODES *
--
function spawners_mobs.create(mob_name, mod_prefix, size, offset, mesh, texture, night_only, sound_custom)
--
-- 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_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active" then
self.object:remove()
end
end
end
minetest.register_entity("spawners_mobs:dummy_"..mod_prefix.."_"..mob_name, dummy_definition)
--
-- ACTIVE SPAWNER
--
minetest.register_node("spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active", {
description = mod_prefix.."_"..mob_name.." spawner active",
paramtype = "light",
light_source = 6,
paramtype2 = "glasslikeliquidlevel",
drawtype = "glasslike_framed_optional",
walkable = true,
sounds = default.node_sound_metal_defaults(),
damage_per_second = 4,
sunlight_propagates = true,
tiles = {"spawners_mobs_spawner_16.png"},
is_ground_content = true,
groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
drop = "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner",
on_construct = function(pos)
spawners_mobs.meta_set_str("infotext", mod_prefix.." "..mob_name.." spawner (active)", pos)
pos.y = pos.y + offset
minetest.add_entity(pos,"spawners_mobs:dummy_"..mod_prefix.."_"..mob_name)
-- add particles
local id_flame = spawners_mobs.add_flame_effects(pos)
local id_smoke = spawners_mobs.add_smoke_effects(pos)
spawners_mobs.meta_set_int("id_flame", id_flame, pos)
spawners_mobs.meta_set_int("id_smoke", id_smoke, pos)
minetest.get_node_timer(pos):start(10)
end,
on_destruct = function(pos)
-- delete particles
local id_flame = spawners_mobs.meta_get_int("id_flame", pos)
local id_smoke = spawners_mobs.meta_get_int("id_smoke", pos)
if id_flame and id_smoke and id_flame ~= 0 and id_smoke ~= 0 then
minetest.delete_particlespawner(id_flame)
minetest.delete_particlespawner(id_smoke)
end
end,
on_timer = function(pos, elapsed)
local id_flame = spawners_mobs.meta_get_int("id_flame", pos)
local id_smoke = spawners_mobs.meta_get_int("id_smoke", pos)
local player_near = spawners_mobs.check_around_radius(pos)
-- delete particles
if id_flame and id_smoke and id_flame ~= nil and id_smoke ~= nil and id_flame ~= 0 and id_smoke ~= 0 and player_near == false then
minetest.delete_particlespawner(id_flame)
minetest.delete_particlespawner(id_smoke)
spawners_mobs.meta_set_int("id_flame", 0, pos)
spawners_mobs.meta_set_int("id_smoke", 0, pos)
end
-- add particles
if player_near == true then
-- delete particles before adding new ones
if id_flame and id_smoke and id_flame ~= nil and id_smoke ~= nil then
minetest.delete_particlespawner(id_flame)
minetest.delete_particlespawner(id_smoke)
end
id_flame = spawners_mobs.add_flame_effects(pos)
id_smoke = spawners_mobs.add_smoke_effects(pos)
spawners_mobs.meta_set_int("id_flame", id_flame, pos)
spawners_mobs.meta_set_int("id_smoke", id_smoke, pos)
end
minetest.get_node_timer(pos):start(10)
end,
})
--
-- WAITING SPAWNER
--
-- waiting for light - everything is ok but too much light or not enough light
minetest.register_node("spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting", {
description = mod_prefix.."_"..mob_name.." spawner waiting",
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_mobs_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},
drop = "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner",
on_construct = function(pos)
spawners_mobs.meta_set_str("infotext", mod_prefix.." "..mob_name.." spawner (waiting)", pos)
end,
})
--
-- INACTIVE SPAWNER (DEFAULT)
--
minetest.register_node("spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner", {
description = mod_prefix.."_"..mob_name.." spawner",
paramtype = "light",
paramtype2 = "glasslikeliquidlevel",
drawtype = "glasslike_framed_optional",
walkable = true,
sounds = default.node_sound_metal_defaults(),
sunlight_propagates = true,
tiles = {"spawners_mobs_spawner_16.png"},
is_ground_content = true,
groups = {cracky=1,level=2},
stack_max = 1,
on_construct = function(pos)
local random_pos, waiting = spawners_mobs.check_node_status(pos, mob_name, night_only)
spawners_mobs.meta_set_str("infotext", mod_prefix.." "..mob_name.." spawner (inactive)", pos)
if random_pos then
-- set active node after dummy was removed
minetest.after(2, function()
minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active"})
end)
elseif waiting then
minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting"})
else
-- print("no position and not waiting")
end
end,
})
--
-- OVERHEATED SPAWNER
--
minetest.register_node("spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat", {
description = mod_prefix.."_"..mob_name.." spawner overheated",
paramtype = "light",
light_source = 2,
paramtype2 = "glasslikeliquidlevel",
drawtype = "glasslike_framed_optional",
walkable = true,
sounds = default.node_sound_metal_defaults(),
damage_per_second = 4,
sunlight_propagates = true,
tiles = {"spawners_mobs_spawner_16.png^[colorize:#FF000030"},
is_ground_content = true,
groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
drop = "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner",
on_construct = function(pos)
spawners_mobs.meta_set_str("infotext", mod_prefix.." "..mob_name.." spawner (overheated)", pos)
minetest.get_node_timer(pos):start(60)
end,
on_timer = function(pos, elapsed)
minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner"})
end,
})
--
-- * LBM *
--
-- minetest.register_lbm({
-- name = "spawners_mobs:set_to_active",
-- nodenames = {
-- "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active",
-- "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat",
-- "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting"
-- },
-- run_at_every_load = true,
-- action = function(pos, node)
-- minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner"})
-- end,
-- })
--
-- * ABM *
--
minetest.register_abm({
nodenames = {
"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner",
"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active",
"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat",
"spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting"
},
neighbors = {"air"},
interval = 10,
chance = 20,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
local random_pos, waiting = spawners_mobs.check_node_status(pos, mob_name, night_only)
-- minetest.log("action", "[Mod][Spawners] checking for: "..mob_name.." at "..minetest.pos_to_string(pos))
if random_pos then
-- do not spawn if too many active entities in map block and call cooldown
if active_object_count_wider > max_obj_per_mapblock then
-- make sure the right node status is shown
if node.name ~= "spawners_mobs:"..mob_name.."_spawner_overheat" then
minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat"})
end
-- extend the timeout if still too many entities in map block
if node.name == "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_overheat" then
minetest.get_node_timer(pos):stop()
minetest.get_node_timer(pos):start(60)
end
return
end
-- make sure the right node status is shown
if node.name ~= "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active" then
minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_active"})
end
-- enough place to spawn more mobs
spawners_mobs.start_spawning(random_pos, 1, "spawners_mobs:"..mob_name, mod_prefix, sound_custom)
elseif waiting then
-- waiting status
if node.name ~= "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting" then
minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner_waiting"})
end
else
-- no random_pos found
if minetest.get_node_timer(pos):is_started() then
minetest.get_node_timer(pos):stop()
end
if node.name ~= "spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner" then
minetest.set_node(pos, {name="spawners_mobs:"..mod_prefix.."_"..mob_name.."_spawner"})
end
end
end
})
end
--
-- * INIT 'CREATE' FOR ALL SPAWNERS *
--
for i, mob_table in ipairs(spawners_mobs.mob_tables) do
if mob_table then
spawners_mobs.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)
end
end