-- Advanced NPC spawner by Zorman2000 -- The advanced spawner will contain functionality to spawn NPC correctly on -- mg_villages building. The spawn node will be the mg_villages:plotmarker. -- This node will be replaced with one that will perform the following functions: -- -- - Scan the current building, check if it is of type: -- - House -- - Farm -- - Hut -- - NOTE: All other types are unsupported as-of now -- - If it's from any of the above types, the spawner will proceed to scan the -- the building and find out: -- - Number and positions of beds -- - Number and positions of benches -- - Number and positions of chests -- - Position of furnaces -- - Position of doors -- - NOTE: Scanning will be implemented for first floors only in the first -- version. It's expected to also include upper floors later. -- - After that, it will store these information in the node's metadata. -- - The spawner will analyze the information and will spawn (# of beds/2) or 1 -- NPC in that house. The NPCs will be spawned in intervals, for which the node -- will create node timers for each NPC. -- - When a NPC is spawned: -- - The NPC will be given a schedule -- - If in a farm, the NPC will have a "farmer schedule" with a 40% chance -- - If in a house or hut, the NPC will have either a miner, woodcutter, cooker -- or simple schedule with an equal chance each -- - The NPC will be assigned a unique bed -- - The NPC will know the location of one chest, one bench and one furnace -- - A life timer for the NPC will be created (albeit a long one). Once the NPC's -- timer is invoked, the NPC will be de-spawned (dies). The spawner should keep -- track of these. -- - If a NPC has died, the spawner will choose with 50% chance to spawn a new NPC. -- -- This is the basic functionality expected for the spawner in version 1. Other things -- such as scanning upper floors, spawning families of NPCs and creating relationships -- among them, etc. will be for other versions. -- This is the official list of support building types -- from the mg_villages mod local mg_villages_supported_building_types = { "house", "farm_full", "farm_tiny", "hut", "lumberjack" } local replace_activated = true local max_replace_count = 1 local replace_count = 0 -- Node registration -- This node is currently a slightly modified mg_villages:plotmarker minetest.register_node("advanced_npc:auto_spawner", { description = "Automatic NPC Spawner", drawtype = "nodebox", tiles = {"default_stone.png"}, paramtype = "light", paramtype2 = "facedir", node_box = { type = "fixed", fixed = { {-0.5+2/16, -0.5, -0.5+2/16, 0.5-2/16, -0.5+2/16, 0.5-2/16}, } }, groups = {cracky=3,stone=2}, on_rightclick = function( pos, node, clicker, itemstack, pointed_thing) return mg_villages.plotmarker_formspec( pos, nil, {}, clicker ) end, on_receive_fields = function(pos, formname, fields, sender) return mg_villages.plotmarker_formspec( pos, formname, fields, sender ); end, -- protect against digging can_dig = function(pos, player) local meta = minetest.get_meta(pos); if (meta and meta:get_string("village_id") ~= "" and meta:get_int("plot_nr") and meta:get_int("plot_nr") > 0 ) then return false; end return true; end }) -- Scans an area for the supported nodes: beds, benches, -- furnaces, storage (e.g. chests) and openable (e.g. doors). -- Returns a table with these classifications local function scan_area(start_pos, end_pos) local result = { bed_type = {}, sittable_type = {}, furnace_type = {}, storage_type = {}, openable_type = {} } end -- This function creates a table of the scannable nodes inside -- a mg_villages building. It needs the plotmarker position for a start -- point and the building_data to get the x, y and z-coordinate size -- of the building schematic local function scan_mg_villages_building(pos, building_data) -- Get area of the building local x_size = building_data.sizex local y_size = building_data.ysize local z_size = building_data.sizez local start_pos = {x=pos.x, y=pos.y, z=pos.z} local end_pos = {x=pos.x + x_size, y=pos.y + y_size, z=pos.z + z_size} return scan_area(start_pos, end_pos) end if minetest.get_modpath("mg_villages") ~= nil then -- LBM Registration -- Used to modify plotmarkers and replace them with advanced_npc:auto_spawner minetest.register_lbm({ label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners", name = "advanced_npc:mg_villages_plotmarker_replacer", nodenames = {"mg_villages:plotmarker"}, run_at_every_load = true, action = function(pos, node) -- Check if replacement is activated if replace_activated then -- Check if limit has been reached if replace_count < max_replace_count then -- Get the meta at the current position local meta = minetest.get_meta(pos) local village_id = meta:get_string("village_id") local plot_nr = meta:get_int("plot_nr") local infotext = meta:get_string("infotext") -- Following line from mg_villages mod, protection.lua local btype = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr].btype minetest.log("All info: "..dump(mg_villages.BUILDINGS[btype])) local building_data = mg_villages.BUILDINGS[btype] local building_type = building_data.typ -- Check if the building is of the support types for _,value in pairs(mg_villages_supported_building_types) do minetest.log("Current value: "..dump(value)) if building_type == value then -- Replace the plotmarker for auto-spawner minetest.set_node(pos, {name="advanced_npc:auto_spawner"}) -- Set the old plotmarker meta again meta:set_string("village_id", village_id) meta:set_int("plot_nr", plot_nr) meta:set_string("infotext", infotext) -- Increase count of modified nodes replace_count = replace_count + 1 end end end end end }) end