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415 lines
12 KiB
415 lines
12 KiB
local max_obj_per_mapblock = tonumber(minetest.setting_get("max_objects_per_block"))
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--
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-- * CREATE ALL SPAWNERS NODES *
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--
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function spawners.create(mob_name, mod_prefix, size, offset, mesh, texture, night_only, sound_custom, env)
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--
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-- DUMMY INSIDE THE SPAWNER
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--
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local dummy_definition = {
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hp_max = 1,
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physical = true,
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collisionbox = {0,0,0,0,0,0},
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visual = "mesh",
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visual_size = size,
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mesh = mesh,
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textures = texture,
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makes_footstep_sound = false,
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timer = 0,
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automatic_rotate = math.pi * -3,
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m_name = "dummy"
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}
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dummy_definition.on_activate = function(self)
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self.object:setvelocity({x=0, y=0, z=0})
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self.object:setacceleration({x=0, y=0, z=0})
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self.object:set_armor_groups({immortal=1})
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end
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-- remove dummy after dug up the spawner
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dummy_definition.on_step = function(self, dtime)
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self.timer = self.timer + dtime
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local n = minetest.get_node_or_nil(self.object:getpos())
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if self.timer > 2 then
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if n and n.name and n.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_active" and n.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_active_env" then
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self.object:remove()
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end
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end
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end
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minetest.register_entity("spawners:dummy_"..mod_prefix.."_"..mob_name, dummy_definition)
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--
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-- * CRAFTING SPAWNERS *
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--
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if not env then
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-- print("[Mod][Spawners] Registering Crafting Spawner.")
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--
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-- ACTIVE SPAWNER
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--
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_active", {
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description = mod_prefix.."_"..mob_name.." spawner active",
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paramtype = "light",
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light_source = 4,
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drawtype = "allfaces",
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walkable = true,
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sounds = default.node_sound_stone_defaults(),
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damage_per_second = 4,
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sunlight_propagates = true,
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tiles = {
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{
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name = "spawners_spawner_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 2.0
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},
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}
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},
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is_ground_content = true,
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groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
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drop = "default:diamond", -- "spawners:"..mod_prefix.."_"..mob_name.."_spawner",
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on_construct = function(pos)
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pos.y = pos.y + offset
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minetest.add_entity(pos,"spawners:dummy_"..mod_prefix.."_"..mob_name)
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end,
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})
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--
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-- WAITING SPAWNER
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--
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-- waiting for light - everything is ok but too much light or not enough light
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting", {
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description = mod_prefix.."_"..mob_name.." spawner waiting",
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paramtype = "light",
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light_source = 2,
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drawtype = "allfaces",
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walkable = true,
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sounds = default.node_sound_stone_defaults(),
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sunlight_propagates = true,
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tiles = {
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{
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name = "spawners_spawner_waiting_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 2.0
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},
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}
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},
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is_ground_content = true,
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groups = {cracky=1,level=2,not_in_creative_inventory=1},
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drop = "default:diamond", -- "spawners:"..mod_prefix.."_"..mob_name.."_spawner",
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})
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--
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-- INACTIVE SPAWNER (DEFAULT)
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--
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner", {
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description = mod_prefix.."_"..mob_name.." spawner",
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paramtype = "light",
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drawtype = "allfaces",
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walkable = true,
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sounds = default.node_sound_stone_defaults(),
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sunlight_propagates = true,
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tiles = {"spawners_spawner.png"},
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is_ground_content = true,
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groups = {cracky=1,level=2},
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stack_max = 1,
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on_construct = function(pos)
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local random_pos, waiting = spawners.check_node_status(pos, mob_name, night_only)
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if random_pos then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_active"})
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elseif waiting then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting"})
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else
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end
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end,
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})
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--
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-- OVERHEATED SPAWNER
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--
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat", {
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description = mod_prefix.."_"..mob_name.." spawner overheated",
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paramtype = "light",
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light_source = 2,
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drawtype = "allfaces",
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walkable = true,
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sounds = default.node_sound_stone_defaults(),
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damage_per_second = 4,
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sunlight_propagates = true,
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tiles = {"spawners_spawner.png^[colorize:#FF000030"},
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is_ground_content = true,
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groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
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drop = "default:diamond", -- "spawners:"..mod_prefix.."_"..mob_name.."_spawner",
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on_construct = function(pos)
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minetest.get_node_timer(pos):start(60)
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end,
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on_timer = function(pos, elapsed)
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner"})
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end,
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})
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else
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--
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-- * ENVIRONMENTAL SPAWNERS *
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--
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-- minetest.log("action", "[Mod][Spawners] Registering Environmental Spawner.")
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--
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-- ACTIVE SPAWNER ENV
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--
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_active_env", {
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description = mod_prefix.."_"..mob_name.." spawner active env",
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paramtype = "light",
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light_source = 4,
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drawtype = "allfaces",
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walkable = true,
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sounds = default.node_sound_stone_defaults(),
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damage_per_second = 4,
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sunlight_propagates = true,
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tiles = {
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{
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name = "spawners_spawner_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 2.0
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},
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}
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},
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is_ground_content = true,
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groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
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drop = {
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max_items = 1,
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items = {
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--{items = {"spawners:"..mod_prefix.."_"..mob_name.."_spawner"}, rarity = 20}
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{items = {"default:iron_lump", "default:diamond", "default:diamond"}, rarity = 7},
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{items = {"default:iron_lump", "default:diamond"}, rarity = 2},
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{items = { "default:diamond"}, rarity = 1}
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}
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},
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on_construct = function(pos)
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pos.y = pos.y + offset
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minetest.add_entity(pos,"spawners:dummy_"..mod_prefix.."_"..mob_name)
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end,
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})
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--
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-- WAITING SPAWNER ENV
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--
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-- waiting for light - everything is ok but too much light or not enough light
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting_env", {
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description = mod_prefix.."_"..mob_name.." spawner waiting env",
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paramtype = "light",
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light_source = 2,
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drawtype = "allfaces",
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walkable = true,
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sounds = default.node_sound_stone_defaults(),
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sunlight_propagates = true,
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tiles = {
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{
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name = "spawners_spawner_waiting_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 2.0
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},
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}
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},
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is_ground_content = true,
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groups = {cracky=1,level=2,not_in_creative_inventory=1},
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drop = {
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max_items = 1,
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items = {
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--{items = {"spawners:"..mod_prefix.."_"..mob_name.."_spawner"}, rarity = 20}
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{items = {"default:iron_lump", "default:diamond", "default:diamond"}, rarity = 7},
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{items = {"default:iron_lump", "default:diamond"}, rarity = 2},
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{items = { "default:diamond"}, rarity = 1}
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}
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},
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})
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--
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-- INACTIVE SPAWNER (DEFAULT) ENV
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--
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_env", {
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description = mod_prefix.."_"..mob_name.." spawner env",
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paramtype = "light",
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drawtype = "allfaces",
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walkable = true,
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sounds = default.node_sound_stone_defaults(),
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sunlight_propagates = true,
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tiles = {"spawners_spawner.png"},
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is_ground_content = true,
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groups = {cracky=1,level=2,not_in_creative_inventory=1},
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stack_max = 1,
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drop = {
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max_items = 1,
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items = {
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-- {items = {"spawners:"..mod_prefix.."_"..mob_name.."_spawner"}, rarity = 20}
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{items = {"default:iron_lump", "default:diamond", "default:diamond"}, rarity = 7},
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{items = {"default:iron_lump", "default:diamond"}, rarity = 2},
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{items = { "default:diamond"}, rarity = 1}
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}
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},
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on_construct = function(pos)
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local random_pos, waiting = spawners.check_node_status(pos, mob_name, night_only)
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if random_pos then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_active_env"})
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elseif waiting then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting_env"})
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else
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end
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end,
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})
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--
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-- OVERHEATED SPAWNER ENV
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--
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minetest.register_node("spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat_env", {
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description = mod_prefix.."_"..mob_name.." spawner overheated env",
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paramtype = "light",
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light_source = 2,
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drawtype = "allfaces",
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walkable = true,
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sounds = default.node_sound_stone_defaults(),
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damage_per_second = 4,
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sunlight_propagates = true,
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tiles = {"spawners_spawner.png^[colorize:#FF000030"},
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is_ground_content = true,
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groups = {cracky=1,level=2,igniter=1,not_in_creative_inventory=1},
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drop = {
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max_items = 1,
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items = {
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-- {items = {"spawners:"..mod_prefix.."_"..mob_name.."_spawner"}, rarity = 20}
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{items = {"default:iron_lump", "default:diamond", "default:diamond"}, rarity = 7},
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{items = {"default:iron_lump", "default:diamond"}, rarity = 2},
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{items = { "default:diamond"}, rarity = 1}
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}
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},
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on_construct = function(pos)
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minetest.get_node_timer(pos):start(60)
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end,
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on_timer = function(pos, elapsed)
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_env"})
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end,
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})
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end
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--
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-- * ABM *
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--
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minetest.register_abm({
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nodenames = {
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"spawners:"..mod_prefix.."_"..mob_name.."_spawner",
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"spawners:"..mod_prefix.."_"..mob_name.."_spawner_active",
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"spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat",
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"spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting",
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"spawners:"..mod_prefix.."_"..mob_name.."_spawner_env",
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"spawners:"..mod_prefix.."_"..mob_name.."_spawner_active_env",
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"spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat_env",
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"spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting_env"
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},
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neighbors = {"air"},
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interval = 10.0,
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chance = 6,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local random_pos, waiting = spawners.check_node_status(pos, mob_name, night_only)
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-- additional name extention for environmental spawners
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local ext
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local env_ext = string.sub(node.name, string.len(node.name) - 3)
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if env_ext and env_ext == "_env" then
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ext = "_env"
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else
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ext = ""
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end
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-- minetest.log("action", "[Mod][Spawners] checking for: "..mob_name.." at "..minetest.pos_to_string(pos))
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if random_pos then
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-- do not spawn if too many active entities in map block and call cooldown
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if active_object_count_wider > max_obj_per_mapblock then
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-- make sure the right node status is shown
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if node.name ~= "spawners:"..mob_name.."_spawner_overheat"..ext then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat"..ext})
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end
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-- extend the timeout if still too many entities in map block
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if node.name == "spawners:"..mod_prefix.."_"..mob_name.."_spawner_overheat"..ext then
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minetest.get_node_timer(pos):stop()
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minetest.get_node_timer(pos):start(60)
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end
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return
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end
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-- make sure the right node status is shown
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if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_active"..ext then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_active"..ext})
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end
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-- enough place to spawn more mobs
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spawners.start_spawning(random_pos, 1, "spawners:"..mob_name, mod_prefix, sound_custom)
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elseif waiting then
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-- waiting status
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if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting"..ext then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner_waiting"..ext})
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end
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else
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-- no random_pos found
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if minetest.get_node_timer(pos):is_started() then
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minetest.get_node_timer(pos):stop()
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end
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if node.name ~= "spawners:"..mod_prefix.."_"..mob_name.."_spawner"..ext then
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minetest.set_node(pos, {name="spawners:"..mod_prefix.."_"..mob_name.."_spawner"..ext})
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end
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end
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end
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})
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end
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--
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-- CALL 'CREATE' FOR ALL SPAWNERS
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--
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for i, mob_table in ipairs(spawners.mob_tables) do
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if mob_table then
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spawners.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, mob_table.env)
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end
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end
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