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MineClone2/mods/ENTITIES/mcl_mobs/spawning.lua

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2021-04-08 10:04:36 +00:00
--[[
THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
underground:
FlowerForest_underground
JungleEdge_underground
StoneBeach_underground
MesaBryce_underground
Mesa_underground
RoofedForest_underground
Jungle_underground
Swampland_underground
MushroomIsland_underground
BirchForest_underground
Plains_underground
MesaPlateauF_underground
ExtremeHills_underground
MegaSpruceTaiga_underground
BirchForestM_underground
SavannaM_underground
MesaPlateauFM_underground
Desert_underground
Savanna_underground
Forest_underground
SunflowerPlains_underground
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
I have no idea:
ExtremeHills+_snowtop
MesaPlateauFM_grasstop
JungleEdgeM
ExtremeHillsM
JungleM
BirchForestM
MesaPlateauF
MesaPlateauFM
MesaPlateauF_grasstop
MesaBryce
JungleEdge
SavannaM
]]--
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local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
-- count how many mobs of one type are inside an area
--[[
local count_mobs = function(pos, mobtype)
local num = 0
local objs = minetest.get_objects_inside_radius(pos, aoc_range)
for n = 1, #objs do
local obj = objs[n]:get_luaentity()
if obj and obj.name and obj._cmi_is_mob then
-- count passive mobs only
if mobtype == "!passive" then
if obj.spawn_class == "passive" then
num = num + 1
end
-- count hostile mobs only
elseif mobtype == "!hostile" then
if obj.spawn_class == "hostile" then
num = num + 1
end
-- count ambient mobs only
elseif mobtype == "!ambient" then
if obj.spawn_class == "ambient" then
num = num + 1
end
-- count water mobs only
elseif mobtype == "!water" then
if obj.spawn_class == "water" then
num = num + 1
end
-- count mob type
elseif mobtype and obj.name == mobtype then
num = num + 1
-- count total mobs
elseif not mobtype then
num = num + 1
end
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:
"air"
"water"
"ground"
"lava"
what is aoc???
WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
]]--
--this is where all of the spawning information is kept
local spawn_dictionary = {
["overworld"] = {},
["nether"] = {},
["end"] = {}
}
function mobs:spawn_specific(name, dimension, type_of_spawning, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
-- 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 spawn_action
spawn_action = function(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 ~= nil 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 ~= nil 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
--load information into the spawn dictionary
local key = #spawn_dictionary[dimension] + 1
spawn_dictionary[dimension][key] = {}
spawn_dictionary[dimension][key]["name"] = name
spawn_dictionary[dimension][key]["type"] = type_of_spawning
spawn_dictionary[dimension][key]["min_light"] = min_light
spawn_dictionary[dimension][key]["max_light"] = max_light
spawn_dictionary[dimension][key]["interval"] = interval
spawn_dictionary[dimension][key]["chance"] = chance
spawn_dictionary[dimension][key]["aoc"] = aoc
spawn_dictionary[dimension][key]["min_height"] = min_height
spawn_dictionary[dimension][key]["max_height"] = max_height
spawn_dictionary[dimension][key]["day_toggle"] = day_toggle
spawn_dictionary[dimension][key]["on_spawn"] = spawn_abm_action
--[[
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
]]--
--I'm not sure what this does but disabling it doesn't cause a crash -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 = 1
local outer = 70
local int = {-1,1}
local position_calculation = function(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
minetest.register_on_mods_loaded(function()
for _,data in pairs(minetest.registered_biomes) do
print(data.name)
end
print(dump(spawn_dictionary))
end)
--todo mob limiting
--MAIN LOOP
if mobs_spawn then
local timer = 15 --0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 15 then
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timer = 15--0
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for _,player in ipairs(minetest.get_connected_players()) do
for i = 1,math.random(5) do
local player_pos = player:get_pos()
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
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if dimension == "void" or dimension == "default" then
goto continue -- ignore void and unloaded area
end
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local min,max = decypher_limits(player_pos.y)
local goal_pos = position_calculation(player_pos)
local gotten_biome = minetest.get_biome_data(goal_pos)
if not gotten_biome then
goto continue --skip if in unloaded area
end
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print(minetest.get_biome_name(gotten_biome.biome))
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local mob_def = spawn_dictionary[dimension][math.random(1,#spawn_dictionary[dimension])]
if not mob_def then --to catch a crazy error if it ever happens
minetest.log("error", "WARNING!! Attempted to spawn a mob that doesn't exist! Please notify developers!\nThe game will continue to run though.")
goto continue
end
if mob_def.type == "ground" then
local spawning_position_list = minetest.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"})
if #spawning_position_list <= 0 then
goto continue
end
local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
spawning_position.y = spawning_position.y + 1
local gotten_light = minetest.get_node_light(spawning_position)
if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
minetest.add_entity(spawning_position, mob_def.name)
end
elseif mob_def.type == "air" then
local spawning_position_list = minetest.find_nodes_in_area(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"air"})
if #spawning_position_list <= 0 then
goto continue
end
local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
local gotten_light = minetest.get_node_light(spawning_position)
if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
minetest.add_entity(spawning_position, mob_def.name)
end
elseif mob_def.type == "water" then
local spawning_position_list = minetest.find_nodes_in_area(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:water"})
if #spawning_position_list <= 0 then
goto continue
end
local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
local gotten_light = minetest.get_node_light(spawning_position)
if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
minetest.add_entity(spawning_position, mob_def.name)
end
--elseif mob_def.type == "lava" then
--implement later
end
--local spawn minetest.find_nodes_in_area_under_air(vector.new(pos.x,pos.y-find_node_height,pos.z), vector.new(pos.x,pos.y+find_node_height,pos.z), {"group:solid"})
::continue:: --this is a safety catch
end
end
end
end)
end