--lua locals local get_node = minetest.get_node local get_item_group = minetest.get_item_group local get_node_light = minetest.get_node_light local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air local get_biome_name = minetest.get_biome_name local get_objects_inside_radius = minetest.get_objects_inside_radius local get_connected_players = minetest.get_connected_players local math_random = math.random local math_floor = math.floor --local max = math.max --local vector_distance = vector.distance local vector_new = vector.new local vector_floor = vector.floor local table_copy = table.copy local table_remove = table.remove local pairs = pairs -- range for mob count local aoc_range = 48 --do mobs spawn? local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false --[[ THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs underground: "FlowerForest_underground", "JungleEdge_underground",local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)] "ColdTaiga_underground", "IcePlains_underground", "IcePlainsSpikes_underground", "MegaTaiga_underground", "Taiga_underground", "ExtremeHills+_underground", "JungleM_underground", "ExtremeHillsM_underground", "JungleEdgeM_underground", ocean: "RoofedForest_ocean", "JungleEdgeM_ocean", "BirchForestM_ocean", "BirchForest_ocean", "IcePlains_deep_ocean", "Jungle_deep_ocean", "Savanna_ocean", "MesaPlateauF_ocean", "ExtremeHillsM_deep_ocean", "Savanna_deep_ocean", "SunflowerPlains_ocean", "Swampland_deep_ocean", "Swampland_ocean", "MegaSpruceTaiga_deep_ocean", "ExtremeHillsM_ocean", "JungleEdgeM_deep_ocean", "SunflowerPlains_deep_ocean", "BirchForest_deep_ocean", "IcePlainsSpikes_ocean", "Mesa_ocean", "StoneBeach_ocean", "Plains_deep_ocean", "JungleEdge_deep_ocean", "SavannaM_deep_ocean", "Desert_deep_ocean", "Mesa_deep_ocean", "ColdTaiga_deep_ocean", "Plains_ocean", "MesaPlateauFM_ocean", "Forest_deep_ocean", "JungleM_deep_ocean", "FlowerForest_deep_ocean", "MushroomIsland_ocean", "MegaTaiga_ocean", "StoneBeach_deep_ocean", "IcePlainsSpikes_deep_ocean", "ColdTaiga_ocean", "SavannaM_ocean", "MesaPlateauF_deep_ocean", "MesaBryce_deep_ocean", "ExtremeHills+_deep_ocean", "ExtremeHills_ocean", "MushroomIsland_deep_ocean", "Forest_ocean", "MegaTaiga_deep_ocean", "JungleEdge_ocean", "MesaBryce_ocean", "MegaSpruceTaiga_ocean", "ExtremeHills+_ocean", "Jungle_ocean", "RoofedForest_deep_ocean", "IcePlains_ocean", "FlowerForest_ocean", "ExtremeHills_deep_ocean", "MesaPlateauFM_deep_ocean", "Desert_ocean", "Taiga_ocean", "BirchForestM_deep_ocean", "Taiga_deep_ocean", "JungleM_ocean", water or beach? "MesaPlateauFM_sandlevel", "MesaPlateauF_sandlevel", "MesaBryce_sandlevel", "Mesa_sandlevel", beach: "FlowerForest_beach", "Forest_beach", "StoneBeach", "ColdTaiga_beach_water", "Taiga_beach", "Savanna_beach", "Plains_beach", "ExtremeHills_beach", "ColdTaiga_beach", "Swampland_shore", "MushroomIslandShore", "JungleM_shore", "Jungle_shore", dimension biome: "Nether", "End", Overworld regular: "Mesa", "FlowerForest", "Swampland", "Taiga", "ExtremeHills", "Jungle", "Savanna", "BirchForest", "MegaSpruceTaiga", "MegaTaiga", "ExtremeHills+", "Forest", "Plains", "Desert", "ColdTaiga", "MushroomIsland", "IcePlainsSpikes", "SunflowerPlains", "IcePlains", "RoofedForest", "ExtremeHills+_snowtop", "MesaPlateauFM_grasstop", "JungleEdgeM", "ExtremeHillsM", "JungleM", "BirchForestM", "MesaPlateauF", "MesaPlateauFM", "MesaPlateauF_grasstop", "MesaBryce", "JungleEdge", "SavannaM", ]]-- -- count how many mobs are in an area local function count_mobs(pos) local num = 0 for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do if object and object:get_luaentity() and object:get_luaentity()._cmi_is_mob then num = num + 1 end end return num end -- global functions function mobs:spawn_abm_check(pos, node, name) -- global function to add additional spawn checks -- return true to stop spawning mob end --[[ Custom elements changed: name: the mobs name dimension: "overworld" "nether" "end" types of spawning: "water" "ground" "lava" biomes: tells the spawner to allow certain mobs to spawn in certain biomes {"this", "that", "grasslands", "whatever"} what is aoc??? objects in area WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua?? ]]-- --this is where all of the spawning information is kept local spawn_dictionary = {} function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) --print(dump(biomes)) -- Do mobs spawn at all? if not mobs_spawn then return end -- chance/spawn number override in minetest.conf for registered mob local numbers = minetest.settings:get(name) if numbers then numbers = numbers:split(",") chance = tonumber(numbers[1]) or chance aoc = tonumber(numbers[2]) or aoc if chance == 0 then minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) return end minetest.log("action", string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) end --[[ local function spawn_action(pos, node, active_object_count, active_object_count_wider, name) local orig_pos = table.copy(pos) -- is mob actually registered? if not mobs.spawning_mobs[name] or not minetest.registered_entities[name] then minetest.log("warning", "Mob spawn of "..name.." failed, unknown entity or mob is not registered for spawning!") return end -- additional custom checks for spawning mob if mobs:spawn_abm_check(pos, node, name) == true then minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, ABM check rejected!") return end -- count nearby mobs in same spawn class local entdef = minetest.registered_entities[name] local spawn_class = entdef and entdef.spawn_class if not spawn_class then if entdef.type == "monster" then spawn_class = "hostile" else spawn_class = "passive" end end local in_class_cap = count_mobs(pos, "!"..spawn_class) < MOB_CAP[spawn_class] -- do not spawn if too many of same mob in area if active_object_count_wider >= max_per_block -- large-range mob cap or (not in_class_cap) -- spawn class mob cap or count_mobs(pos, name) >= aoc then -- per-mob mob cap -- too many entities minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too crowded!") return end -- if toggle set to nil then ignore day/night check if day_toggle then local tod = (minetest.get_timeofday() or 0) * 24000 if tod > 4500 and tod < 19500 then -- daylight, but mob wants night if day_toggle == false then -- mob needs night minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs light!") return end else -- night time but mob wants day if day_toggle == true then -- mob needs day minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs daylight!") return end end end -- spawn above node pos.y = pos.y + 1 -- only spawn away from player local objs = minetest.get_objects_inside_radius(pos, 24) for n = 1, #objs do if objs[n]:is_player() then -- player too close minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, player too close!") return end end -- mobs cannot spawn in protected areas when enabled if not spawn_protected and minetest.is_protected(pos, "") then minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, position is protected!") return end -- are we spawning within height limits? if pos.y > max_height or pos.y < min_height then minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, out of height limit!") return end -- are light levels ok? local light = minetest.get_node_light(pos) if not light or light > max_light or light < min_light then minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, bad light!") return end -- do we have enough space to spawn mob? local ent = minetest.registered_entities[name] local width_x = max(1, math.ceil(ent.collisionbox[4] - ent.collisionbox[1])) local min_x, max_x if width_x % 2 == 0 then max_x = math.floor(width_x/2) min_x = -(max_x-1) else max_x = math.floor(width_x/2) min_x = -max_x end local width_z = max(1, math.ceil(ent.collisionbox[6] - ent.collisionbox[3])) local min_z, max_z if width_z % 2 == 0 then max_z = math.floor(width_z/2) min_z = -(max_z-1) else max_z = math.floor(width_z/2) min_z = -max_z end local max_y = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1) for y = 0, max_y do for x = min_x, max_x do for z = min_z, max_z do local pos2 = {x = pos.x+x, y = pos.y+y, z = pos.z+z} if minetest.registered_nodes[node_ok(pos2).name].walkable == true then -- inside block minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!") if ent.spawn_small_alternative and (not minetest.registered_nodes[node_ok(pos).name].walkable) then minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative) spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative) end return end end end end -- tweak X/Y/Z spawn pos if width_x % 2 == 0 then pos.x = pos.x + 0.5 end if width_z % 2 == 0 then pos.z = pos.z + 0.5 end pos.y = pos.y - 0.5 local mob = minetest.add_entity(pos, name) minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos)) if on_spawn then local ent = mob:get_luaentity() on_spawn(ent, pos) end end local function spawn_abm_action(pos, node, active_object_count, active_object_count_wider) spawn_action(pos, node, active_object_count, active_object_count_wider, name) end ]]-- local entdef = minetest.registered_entities[name] local spawn_class if entdef.type == "monster" then spawn_class = "hostile" else spawn_class = "passive" end --load information into the spawn dictionary local key = #spawn_dictionary + 1 spawn_dictionary[key] = {} spawn_dictionary[key]["name"] = name spawn_dictionary[key]["dimension"] = dimension spawn_dictionary[key]["type_of_spawning"] = type_of_spawning spawn_dictionary[key]["biomes"] = biomes spawn_dictionary[key]["min_light"] = min_light spawn_dictionary[key]["max_light"] = max_light spawn_dictionary[key]["interval"] = interval spawn_dictionary[key]["chance"] = chance spawn_dictionary[key]["aoc"] = aoc spawn_dictionary[key]["min_height"] = min_height spawn_dictionary[key]["max_height"] = max_height spawn_dictionary[key]["day_toggle"] = day_toggle --spawn_dictionary[key]["on_spawn"] = spawn_abm_action spawn_dictionary[key]["spawn_class"] = spawn_class --[[ minetest.register_abm({ label = name .. " spawning", nodenames = nodes, neighbors = neighbors, interval = interval, chance = floor(max(1, chance * mobs_spawn_chance)), catch_up = false, action = spawn_abm_action, }) ]]-- end -- compatibility with older mob registration -- we're going to forget about this for now -j4i --[[ function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, chance, active_object_count, -31000, max_height, day_toggle) end ]]-- --Don't disable this yet-j4i -- MarkBu's spawn function function mobs:spawn(def) --does nothing for now --[[ local name = def.name local nodes = def.nodes or {"group:soil", "group:stone"} local neighbors = def.neighbors or {"air"} local min_light = def.min_light or 0 local max_light = def.max_light or 15 local interval = def.interval or 30 local chance = def.chance or 5000 local active_object_count = def.active_object_count or 1 local min_height = def.min_height or -31000 local max_height = def.max_height or 31000 local day_toggle = def.day_toggle local on_spawn = def.on_spawn mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn) ]]-- end local axis --inner and outer part of square donut radius local inner = 15 local outer = 64 local int = {-1,1} local function position_calculation(pos) pos = vector_floor(pos) --this is used to determine the axis buffer from the player axis = math_random(0,1) --cast towards the direction if axis == 0 then --x pos.x = pos.x + math_random(inner,outer)*int[math_random(1,2)] pos.z = pos.z + math_random(-outer,outer) else --z pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)] pos.x = pos.x + math_random(-outer,outer) end return pos end --[[ local decypher_limits_dictionary = { ["overworld"] = {mcl_vars.mg_overworld_min,mcl_vars.mg_overworld_max}, ["nether"] = {mcl_vars.mg_nether_min, mcl_vars.mg_nether_max}, ["end"] = {mcl_vars.mg_end_min, mcl_vars.mg_end_max} } ]]-- local function decypher_limits(posy) --local min_max_table = decypher_limits_dictionary[dimension] --return min_max_table[1],min_max_table[2] posy = math_floor(posy) return posy - 32, posy + 32 end --a simple helper function for mob_spawn local function biome_check(biome_list, biome_goal) for _,data in ipairs(biome_list) do if data == biome_goal then return true end end return false end --todo mob limiting --MAIN LOOP if mobs_spawn then local timer = 0 minetest.register_globalstep(function(dtime) timer = timer + dtime if timer >= 10 then timer = 0 for _,player in pairs(get_connected_players()) do -- after this line each "break" means "continue" local do_mob_spawning = true repeat --don't need to get these variables more than once --they happen in a single server step local player_pos = player:get_pos() local dimension = mcl_worlds.pos_to_dimension(player_pos) if dimension == "void" or dimension == "default" then break -- ignore void and unloaded area end local min, max = decypher_limits(player_pos.y) for i = 1, math_random(1,4) do -- after this line each "break" means "continue" local do_mob_algorithm = true repeat local goal_pos = position_calculation(player_pos) local spawning_position_list = find_nodes_in_area_under_air(vector_new(goal_pos.x,min,goal_pos.z), vector_new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"}) --couldn't find node if #spawning_position_list <= 0 then break end local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] --Prevent strange behavior --- this is commented out: /too close to player --fixed with inner circle if not spawning_position then -- or vector_distance(player_pos, spawning_position) < 15 break end --hard code mob limit in area to 5 for now if count_mobs(spawning_position) >= 5 then break end local gotten_node = get_node(spawning_position).name if not gotten_node or gotten_node == "air" then --skip air nodes break end local gotten_biome = minetest.get_biome_data(spawning_position) if not gotten_biome then break --skip if in unloaded area end gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with --add this so mobs don't spawn inside nodes spawning_position.y = spawning_position.y + 1 --only need to poll for node light if everything else worked local gotten_light = get_node_light(spawning_position) local is_water = get_item_group(gotten_node, "water") ~= 0 local is_lava = get_item_group(gotten_node, "lava") ~= 0 local mob_def = nil --create a disconnected clone of the spawn dictionary --prevents memory leak local mob_library_worker_table = table_copy(spawn_dictionary) --grab mob that fits into the spawning location --randomly grab a mob, don't exclude any possibilities local repeat_mob_search = true repeat --do not infinite loop if #mob_library_worker_table <= 0 then --print("breaking infinite loop") break end local skip = false --use this for removing table elements of mobs that do not match local temp_index = math_random(1,#mob_library_worker_table) local temp_def = mob_library_worker_table[temp_index] --skip if something ridiculous happens (nil mob def) --something truly horrible has happened if skip gets --activated at this point if not temp_def then skip = true end if not skip and (spawning_position.y < temp_def.min_height or spawning_position.y > temp_def.max_height) then skip = true end --skip if not correct dimension if not skip and (temp_def.dimension ~= dimension) then skip = true end --skip if not in correct biome if not skip and (not biome_check(temp_def.biomes, gotten_biome)) then skip = true end --don't spawn if not in light limits if not skip and (gotten_light < temp_def.min_light or gotten_light > temp_def.max_light) then skip = true end --skip if not in correct spawning type if not skip and (temp_def.type_of_spawning == "ground" and is_water) then skip = true end if not skip and (temp_def.type_of_spawning == "ground" and is_lava) then skip = true end --found a mob, exit out of loop if not skip then --minetest.log("warning", "found mob:"..temp_def.name) --print("found mob:"..temp_def.name) mob_def = table_copy(temp_def) break else --minetest.log("warning", "deleting temp index "..temp_index) --print("deleting temp index") table_remove(mob_library_worker_table, temp_index) end until repeat_mob_search == false --this is needed to sort through mobs randomly --catch if went through all mobs and something went horribly wrong --could not find a valid mob to spawn that fits the environment if not mob_def then break end --adjust the position for water and lava mobs if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then spawning_position.y = spawning_position.y - 1 end --print("spawning: " .. mob_def.name) --everything is correct, spawn mob minetest.add_entity(spawning_position, mob_def.name) break until do_mob_algorithm == false --this is a safety catch end break until do_mob_spawning == false --this is a performance catch end end end) end