mirror of
https://codeberg.org/tenplus1/mobs_redo.git
synced 2024-11-13 05:50:17 +01:00
added 'on_map_load' setting to mobs:spawn function to spawn mob in newly loaded areas of map only
This commit is contained in:
parent
39002cf4e7
commit
499d43a9aa
348
api.lua
348
api.lua
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@ -9,7 +9,7 @@ local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20200825",
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version = "20200904",
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intllib = S,
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invis = minetest.global_exists("invisibility") and invisibility or {}
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}
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@ -3699,8 +3699,8 @@ function mobs:spawn_abm_check(pos, node, name)
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end
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function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
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function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
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chance, aoc, min_height, max_height, day_toggle, on_spawn, map_load)
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-- Do mobs spawn at all?
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if not mobs_spawn or not mobs.spawning_mobs[name] then
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@ -3730,186 +3730,211 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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mobs.spawning_mobs[name].aoc = aoc
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minetest.register_abm({
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local spawn_action = function(pos, node, active_object_count,
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active_object_count_wider)
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label = name .. " spawning",
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nodenames = nodes,
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neighbors = neighbors,
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interval = interval,
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chance = max(1, (chance * mob_chance_multiplier)),
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catch_up = false,
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-- use instead of abm's chance setting when using lbm
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if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then
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return
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end
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action = function(pos, node, active_object_count,
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active_object_count_wider)
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-- use instead of abm's neighbor setting when using lbm
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if map_load and not minetest.find_node_near(pos, 1, neighbors) then
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--print("--- lbm neighbors not found")
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return
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end
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-- is mob actually registered?
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if not mobs.spawning_mobs[name]
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or not minetest.registered_entities[name] then
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-- is mob actually registered?
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if not mobs.spawning_mobs[name]
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or not minetest.registered_entities[name] then
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--print("--- mob doesn't exist", name)
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return
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end
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return
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end
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-- are we over active mob limit
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if active_limit > 0 and active_mobs >= active_limit then
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-- are we over active mob limit
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if active_limit > 0 and active_mobs >= active_limit then
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--print("--- active mob limit reached", active_mobs, active_limit)
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return
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end
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return
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end
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-- additional custom checks for spawning mob
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if mobs:spawn_abm_check(pos, node, name) == true then
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return
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end
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-- additional custom checks for spawning mob
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if mobs:spawn_abm_check(pos, node, name) == true then
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return
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end
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-- do not spawn if too many entities in area
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if active_object_count_wider >= max_per_block then
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-- do not spawn if too many entities in area
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if active_object_count_wider
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and active_object_count_wider >= max_per_block then
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--print("--- too many entities in area", active_object_count_wider)
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return
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end
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return
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end
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-- get total number of this mob in area
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local num_mob, is_pla = count_mobs(pos, name)
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-- get total number of this mob in area
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local num_mob, is_pla = count_mobs(pos, name)
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if not is_pla then
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if not is_pla then
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--print("--- no players within active area, will not spawn " .. name)
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return
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end
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return
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end
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if num_mob >= aoc then
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if num_mob >= aoc then
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--print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc)
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return
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end
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return
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end
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-- if toggle set to nil then ignore day/night check
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if day_toggle ~= nil then
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if day_toggle ~= nil then
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local tod = (minetest.get_timeofday() or 0) * 24000
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local tod = (minetest.get_timeofday() or 0) * 24000
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if tod > 4500 and tod < 19500 then
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-- daylight, but mob wants night
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if day_toggle == false then
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if tod > 4500 and tod < 19500 then
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-- daylight, but mob wants night
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if day_toggle == false then
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--print("--- mob needs night", name)
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return
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end
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else
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-- night time but mob wants day
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if day_toggle == true then
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return
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end
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else
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-- night time but mob wants day
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if day_toggle == true then
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--print("--- mob needs day", name)
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return
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end
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end
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end
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-- spawn above node
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pos.y = pos.y + 1
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-- are we spawning within height limits?
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if pos.y > max_height
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or pos.y < min_height then
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--print("--- height limits not met", name, pos.y)
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return
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end
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-- are light levels ok?
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local light = minetest.get_node_light(pos)
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if not light
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or light > max_light
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or light < min_light then
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--print("--- light limits not met", name, light)
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return
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end
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-- mobs cannot spawn in protected areas when enabled
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if not spawn_protected
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and minetest.is_protected(pos, "") then
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--print("--- inside protected area", name)
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return
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end
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-- only spawn a set distance away from player
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local objs = minetest.get_objects_inside_radius(
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pos, mob_nospawn_range)
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for n = 1, #objs do
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if objs[n]:is_player() then
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--print("--- player too close", name)
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return
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end
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end
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-- do we have enough space to spawn mob? (thanks wuzzy)
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local ent = minetest.registered_entities[name]
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local width_x = max(1,
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ceil(ent.collisionbox[4] - ent.collisionbox[1]))
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local min_x, max_x
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if width_x % 2 == 0 then
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max_x = floor(width_x / 2)
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min_x = -(max_x - 1)
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else
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max_x = floor(width_x / 2)
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min_x = -max_x
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end
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local width_z = max(1,
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ceil(ent.collisionbox[6] - ent.collisionbox[3]))
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local min_z, max_z
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if width_z % 2 == 0 then
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max_z = floor(width_z / 2)
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min_z = -(max_z - 1)
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else
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max_z = floor(width_z / 2)
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min_z = -max_z
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end
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local max_y = max(0,
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ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
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for y = 0, max_y do
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for x = min_x, max_x do
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for z = min_z, max_z do
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local pos2 = {
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x = pos.x + x,
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y = pos.y + y,
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z = pos.z + z}
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if minetest.registered_nodes[
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node_ok(pos2).name].walkable == true then
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--print("--- not enough space to spawn", name)
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return
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end
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end
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end
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end
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-- spawn mob 1/2 node above ground
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pos.y = pos.y + 0.5
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-- tweak X/Z spawn pos
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if width_x % 2 == 0 then
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pos.x = pos.x + 0.5
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end
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if width_z % 2 == 0 then
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pos.z = pos.z + 0.5
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end
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local mob = minetest.add_entity(pos, name)
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-- print("[mobs] Spawned " .. name .. " at "
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-- .. minetest.pos_to_string(pos) .. " on "
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-- .. node.name .. " near " .. neighbors[1])
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if on_spawn then
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local ent = mob:get_luaentity()
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on_spawn(ent, pos)
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end
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end
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})
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-- spawn above node
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pos.y = pos.y + 1
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-- are we spawning within height limits?
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if pos.y > max_height
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or pos.y < min_height then
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--print("--- height limits not met", name, pos.y)
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return
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end
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-- are light levels ok?
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local light = minetest.get_node_light(pos)
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if not light
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or light > max_light
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or light < min_light then
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--print("--- light limits not met", name, light)
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return
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end
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-- mobs cannot spawn in protected areas when enabled
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if not spawn_protected
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and minetest.is_protected(pos, "") then
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--print("--- inside protected area", name)
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return
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end
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-- only spawn a set distance away from player
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local objs = minetest.get_objects_inside_radius(pos, mob_nospawn_range)
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for n = 1, #objs do
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if objs[n]:is_player() then
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--print("--- player too close", name)
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return
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end
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end
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-- do we have enough space to spawn mob? (thanks wuzzy)
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local ent = minetest.registered_entities[name]
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local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1]))
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local min_x, max_x
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if width_x % 2 == 0 then
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max_x = floor(width_x / 2)
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min_x = -(max_x - 1)
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else
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max_x = floor(width_x / 2)
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min_x = -max_x
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end
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local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3]))
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local min_z, max_z
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if width_z % 2 == 0 then
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max_z = floor(width_z / 2)
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min_z = -(max_z - 1)
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else
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max_z = floor(width_z / 2)
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min_z = -max_z
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end
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local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
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for y = 0, max_y do
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for x = min_x, max_x do
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for z = min_z, max_z do
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local pos2 = {
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x = pos.x + x,
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y = pos.y + y,
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z = pos.z + z}
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if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
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--print("--- not enough space to spawn", name)
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return
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end
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end
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end
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end
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-- spawn mob 1/2 node above ground
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pos.y = pos.y + 0.5
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-- tweak X/Z spawn pos
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if width_x % 2 == 0 then
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pos.x = pos.x + 0.5
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end
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if width_z % 2 == 0 then
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pos.z = pos.z + 0.5
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end
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local mob = minetest.add_entity(pos, name)
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print("[mobs] Spawned " .. name .. " at "
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.. minetest.pos_to_string(pos) .. " on "
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.. node.name .. " near " .. neighbors[1])
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if on_spawn then
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on_spawn(mob:get_luaentity(), pos)
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end
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end
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-- are we registering an abm or lbm?
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if map_load == true then
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minetest.register_lbm({
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name = name .. "_spawning",
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label = name .. " spawning",
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nodenames = nodes,
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run_at_every_load = false,
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action = function(pos, node)
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spawn_action(pos, node)
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end
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})
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else
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minetest.register_abm({
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label = name .. " spawning",
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nodenames = nodes,
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neighbors = neighbors,
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interval = interval,
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chance = max(1, (chance * mob_chance_multiplier)),
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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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spawn_action(pos, node, active_object_count, active_object_count_wider)
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end
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})
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end
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end
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@ -3922,7 +3947,7 @@ function mobs:register_spawn(name, nodes, max_light, min_light, chance,
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end
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-- MarkBu's spawn function
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-- MarkBu's spawn function (USE this one please)
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function mobs:spawn(def)
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mobs:spawn_specific(
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@ -3937,7 +3962,8 @@ function mobs:spawn(def)
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def.min_height or -31000,
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def.max_height or 31000,
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def.day_toggle,
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def.on_spawn)
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def.on_spawn,
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def.on_map_load)
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end
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3
api.txt
3
api.txt
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@ -383,6 +383,9 @@ default setting and can be omitted:
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anytime
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'on_spawn' is a custom function which runs after mob has spawned
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and gives self and pos values.
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'on_map_load' when true mobs will have a chance of spawning only
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when new areas of map are loaded, interval will not be
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used.
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The older spawn functions are still active and working but have no defaults like
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the mobs:spawn, so it is recommended to use the above instead.
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@ -23,7 +23,8 @@ Lucky Blocks: 9
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Changelog:
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- 1.52 - Added 'mob_active_limit' in settings to set number of mobs in game
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- 1.53 - Added 'on_map_load' settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded.
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- 1.52 - Added 'mob_active_limit' in settings to set number of mobs in game,
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(default is 0 for unlimited), removed {immortal} from mob armor, fluid viscocity slows mobs
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- 1.51 - Added some node checks for dangerous nodes, jumping and falling tweaks, spawn area check (thx for idea wuzzy), re-enabled mob suffocation, add 'mob_nospawn_range' setting
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- 1.50 - Added new line_of_sight function that uses raycasting if mt5.0 is found, (thanks Astrobe), dont spawn mobs if world anchor nearby (technic or simple_anchor mods), chinese local added
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Block a user