mobs:can_spawn function added to check free space to spawn mob

This commit is contained in:
TenPlus1 2020-10-29 10:46:59 +00:00
parent 7f4d473fee
commit d12576f0c8
2 changed files with 79 additions and 57 deletions

129
api.lua
View File

@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi")
mobs = {
mod = "redo",
version = "20201003",
version = "20201029",
intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {}
}
@ -3594,6 +3594,68 @@ local count_mobs = function(pos, type)
end
-- do we have enough space to spawn mob? (thanks wuzzy)
local can_spawn = function(pos, name)
local ent = minetest.registered_entities[name]
local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1]))
local min_x, max_x
if width_x % 2 == 0 then
max_x = floor(width_x / 2)
min_x = -(max_x - 1)
else
max_x = floor(width_x / 2)
min_x = -max_x
end
local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3]))
local min_z, max_z
if width_z % 2 == 0 then
max_z = floor(width_z / 2)
min_z = -(max_z - 1)
else
max_z = floor(width_z / 2)
min_z = -max_z
end
local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
local pos2
for y = 0, max_y do
for x = min_x, max_x do
for z = min_z, max_z do
pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
return nil
end
end
end
end
-- spawn mob 1/2 node above ground
pos.y = pos.y + 0.5
-- tweak X/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
return pos
end
function mobs:can_spawn(pos, name)
return can_spawn(pos, name)
end
-- global functions
function mobs:add_mob(pos, def)
@ -3841,69 +3903,22 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
end
end
-- do we have enough space to spawn mob? (thanks wuzzy)
local ent = minetest.registered_entities[name]
local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1]))
local min_x, max_x
-- returns position if we have enough space to spawn mob
pos = can_spawn(pos, name)
if width_x % 2 == 0 then
max_x = floor(width_x / 2)
min_x = -(max_x - 1)
else
max_x = floor(width_x / 2)
min_x = -max_x
end
if pos then
local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3]))
local min_z, max_z
if width_z % 2 == 0 then
max_z = floor(width_z / 2)
min_z = -(max_z - 1)
else
max_z = floor(width_z / 2)
min_z = -max_z
end
local max_y = max(0, 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
--print("--- not enough space to spawn", name)
return
end
end
end
end
-- spawn mob 1/2 node above ground
pos.y = pos.y + 0.5
-- tweak X/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
local mob = minetest.add_entity(pos, name)
local mob = minetest.add_entity(pos, name)
-- print("[mobs] Spawned " .. name .. " at "
-- .. minetest.pos_to_string(pos) .. " on "
-- .. node.name .. " near " .. neighbors[1])
if on_spawn then
on_spawn(mob:get_luaentity(), pos)
if on_spawn then
on_spawn(mob:get_luaentity(), pos)
end
else
--print("--- not enough space to spawn", name)
end
end

View File

@ -660,6 +660,13 @@ Use this instead:
mob_class:line_of_sight(pos1, pos2, stepsize)
mobs:can_spawn(pos, name)
This function checks the surrounding area at [pos] to see if there is enough empty
space to spawn mob [name], if so then a new position is returned for use,
otherwise nil is returned.
External Settings for "minetest.conf"
------------------------------------