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https://codeberg.org/tenplus1/mobs_redo.git
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mobs:can_spawn function added to check free space to spawn mob
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123
api.lua
123
api.lua
@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20201003",
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version = "20201029",
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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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@ -3594,6 +3594,68 @@ local count_mobs = function(pos, type)
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end
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-- do we have enough space to spawn mob? (thanks wuzzy)
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local can_spawn = function(pos, name)
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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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local pos2
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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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pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
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if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
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return nil
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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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return pos
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end
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function mobs:can_spawn(pos, name)
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return can_spawn(pos, name)
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end
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-- global functions
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function mobs:add_mob(pos, def)
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@ -3841,60 +3903,10 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
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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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-- returns position if we have enough space to spawn mob
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pos = can_spawn(pos, name)
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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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if pos then
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local mob = minetest.add_entity(pos, name)
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@ -3905,6 +3917,9 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
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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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else
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--print("--- not enough space to spawn", name)
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end
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end
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7
api.txt
7
api.txt
@ -660,6 +660,13 @@ Use this instead:
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mob_class:line_of_sight(pos1, pos2, stepsize)
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mobs:can_spawn(pos, name)
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This function checks the surrounding area at [pos] to see if there is enough empty
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space to spawn mob [name], if so then a new position is returned for use,
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otherwise nil is returned.
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External Settings for "minetest.conf"
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------------------------------------
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