Adopt mob spawning from mcl5

This commit is contained in:
kay27 2022-04-15 11:48:58 +02:00 committed by Gitea
parent fbe048087f
commit 53042b6f48

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@ -3,22 +3,57 @@ local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local new_vector = vector.new
local math_random = math.random
local get_biome_name = minetest.get_biome_name
local max = math.max
local get_objects_inside_radius = minetest.get_objects_inside_radius
local vector_distance = vector.distance
local get_connected_players = minetest.get_connected_players
local minetest_get_perlin = minetest.get_perlin
local math_random = math.random
local math_floor = math.floor
local math_ceil = math.ceil
local math_cos = math.cos
local math_sin = math.sin
local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
--local vector_distance = vector.distance
local vector_new = vector.new
local vector_floor = vector.floor
local table_copy = table.copy
local table_remove = table.remove
local pairs = pairs
-- range for mob count
local aoc_range = 32
--[[
THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
--do mobs spawn?
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local noise_params = {
offset = 0,
scale = 3,
spread = {
x = 301,
y = 50,
z = 304,
},
seed = 100,
octaves = 3,
persistence = 0.5,
}
-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
-- Also used for missing parameter
-- Please update the list when adding new biomes!
local list_of_all_biomes = {
-- underground:
underground:
"FlowerForest_underground",
"JungleEdge_underground",local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)]
"JungleEdge_underground",
"ColdTaiga_underground",
"IcePlains_underground",
"IcePlainsSpikes_underground",
@ -29,7 +64,8 @@ underground:
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
ocean:
-- ocean:
"RoofedForest_ocean",
"JungleEdgeM_ocean",
"BirchForestM_ocean",
@ -91,13 +127,15 @@ ocean:
"Taiga_deep_ocean",
"JungleM_ocean",
water or beach?
-- water or beach?
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
beach:
-- beach:
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
@ -112,11 +150,13 @@ beach:
"JungleM_shore",
"Jungle_shore",
dimension biome:
-- dimension biome:
"Nether",
"End",
Overworld regular:
-- Overworld regular:
"Mesa",
"FlowerForest",
"Swampland",
@ -149,32 +189,16 @@ Overworld regular:
"MesaBryce",
"JungleEdge",
"SavannaM",
]]--
}
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
-- count how many mobs of one type are inside an area
local count_mobs = function(pos,mobtype)
-- count how many mobs are in an area
local function count_mobs(pos)
local num = 0
local objs = get_objects_inside_radius(pos, aoc_range)
for n = 1, #objs do
local obj = objs[n]:get_luaentity()
if obj and obj.name and obj._cmi_is_mob then
-- count hostile mobs only
if mobtype == "hostile" then
if obj.spawn_class == "hostile" then
num = num + 1
end
-- count passive mobs only
else
for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do
if object and object:get_luaentity() and object:get_luaentity()._cmi_is_mob then
num = num + 1
end
end
end
return num
end
@ -215,11 +239,73 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
--this is where all of the spawning information is kept
local spawn_dictionary = {}
local summary_chance = 0
function mobs:spawn_setup(def)
if not mobs_spawn then return end
if not def then
minetest.log("warning", "Empty mob spawn setup definition")
return
end
local name = def.name
if not name then
minetest.log("warning", "Missing mob name")
return
end
local dimension = def.dimension or "overworld"
local type_of_spawning = def.type_of_spawning or "ground"
local biomes = def.biomes or list_of_all_biomes
local min_light = def.min_light or 0
local max_light = def.max_light or (minetest.LIGHT_MAX + 1)
local chance = def.chance or 1000
local aoc = def.aoc or aoc_range
local min_height = def.min_height or mcl_mapgen.overworld.min
local max_height = def.max_height or mcl_mapgen.overworld.max
local day_toggle = def.day_toggle
local on_spawn = def.on_spawn
local check_position = def.check_position
-- chance/spawn number override in minetest.conf for registered mob
local numbers = minetest.settings:get(name)
if numbers then
numbers = numbers:split(",")
chance = tonumber(numbers[1]) or chance
aoc = tonumber(numbers[2]) or aoc
if chance == 0 then
minetest.log("warning", string.format("[mobs] %s has spawning disabled", name))
return
end
minetest.log("action", string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
if chance < 1 then
chance = 1
minetest.log("warning", "Chance shouldn't be less than 1 (mob name: " .. name ..")")
end
spawn_dictionary[#spawn_dictionary + 1] = {
name = name,
dimension = dimension,
type_of_spawning = type_of_spawning,
biomes = biomes,
min_light = min_light,
max_light = max_light,
chance = chance,
aoc = aoc,
min_height = min_height,
max_height = max_height,
day_toggle = day_toggle,
check_position = check_position,
on_spawn = on_spawn,
}
summary_chance = summary_chance + chance
end
function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
--print(dump(biomes))
-- Do mobs spawn at all?
if not mobs_spawn then
return
@ -238,180 +324,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
return
end
minetest.log("action",
string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
--[[
local spawn_action
spawn_action = function(pos, node, active_object_count, active_object_count_wider, name)
local orig_pos = table.copy(pos)
-- is mob actually registered?
if not mobs.spawning_mobs[name]
or not minetest.registered_entities[name] then
minetest.log("warning", "Mob spawn of "..name.." failed, unknown entity or mob is not registered for spawning!")
return
end
-- additional custom checks for spawning mob
if mobs:spawn_abm_check(pos, node, name) == true then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, ABM check rejected!")
return
end
-- count nearby mobs in same spawn class
local entdef = minetest.registered_entities[name]
local spawn_class = entdef and entdef.spawn_class
if not spawn_class then
if entdef.type == "monster" then
spawn_class = "hostile"
else
spawn_class = "passive"
end
end
local in_class_cap = count_mobs(pos, "!"..spawn_class) < MOB_CAP[spawn_class]
-- do not spawn if too many of same mob in area
if active_object_count_wider >= max_per_block -- large-range mob cap
or (not in_class_cap) -- spawn class mob cap
or count_mobs(pos, name) >= aoc then -- per-mob mob cap
-- too many entities
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too crowded!")
return
end
-- if toggle set to nil then ignore day/night check
if day_toggle ~= nil then
local tod = (minetest.get_timeofday() or 0) * 24000
if tod > 4500 and tod < 19500 then
-- daylight, but mob wants night
if day_toggle == false then
-- mob needs night
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs light!")
return
end
else
-- night time but mob wants day
if day_toggle == true then
-- mob needs day
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs daylight!")
return
end
end
end
-- spawn above node
pos.y = pos.y + 1
-- only spawn away from player
local objs = minetest.get_objects_inside_radius(pos, 24)
for n = 1, #objs do
if objs[n]:is_player() then
-- player too close
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, player too close!")
return
end
end
-- mobs cannot spawn in protected areas when enabled
if not spawn_protected
and minetest.is_protected(pos, "") then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, position is protected!")
return
end
-- are we spawning within height limits?
if pos.y > max_height
or pos.y < min_height then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, out of height limit!")
return
end
-- are light levels ok?
local light = minetest.get_node_light(pos)
if not light
or light > max_light
or light < min_light then
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, bad light!")
return
end
-- do we have enough space to spawn mob?
local ent = minetest.registered_entities[name]
local width_x = max(1, math.ceil(ent.collisionbox[4] - ent.collisionbox[1]))
local min_x, max_x
if width_x % 2 == 0 then
max_x = math.floor(width_x/2)
min_x = -(max_x-1)
else
max_x = math.floor(width_x/2)
min_x = -max_x
end
local width_z = max(1, math.ceil(ent.collisionbox[6] - ent.collisionbox[3]))
local min_z, max_z
if width_z % 2 == 0 then
max_z = math.floor(width_z/2)
min_z = -(max_z-1)
else
max_z = math.floor(width_z/2)
min_z = -max_z
end
local max_y = max(0, math.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
-- inside block
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
if ent.spawn_small_alternative ~= nil and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative)
spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative)
end
return
end
end
end
end
-- tweak X/Y/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
pos.y = pos.y - 0.5
local mob = minetest.add_entity(pos, name)
minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
if on_spawn then
local ent = mob:get_luaentity()
on_spawn(ent, pos)
end
end
local function spawn_abm_action(pos, node, active_object_count, active_object_count_wider)
spawn_action(pos, node, active_object_count, active_object_count_wider, name)
end
]]--
local entdef = minetest.registered_entities[name]
local spawn_class
if entdef.type == "monster" then
spawn_class = "hostile"
else
spawn_class = "passive"
minetest.log("action", string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
--load information into the spawn dictionary
@ -423,106 +336,34 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
spawn_dictionary[key]["biomes"] = biomes
spawn_dictionary[key]["min_light"] = min_light
spawn_dictionary[key]["max_light"] = max_light
spawn_dictionary[key]["interval"] = interval
spawn_dictionary[key]["chance"] = chance
spawn_dictionary[key]["aoc"] = aoc
spawn_dictionary[key]["min_height"] = min_height
spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle
--spawn_dictionary[key]["on_spawn"] = spawn_abm_action
spawn_dictionary[key]["spawn_class"] = spawn_class
--[[
minetest.register_abm({
label = name .. " spawning",
nodenames = nodes,
neighbors = neighbors,
interval = interval,
chance = floor(max(1, chance * mobs_spawn_chance)),
catch_up = false,
action = spawn_abm_action,
})
]]--
summary_chance = summary_chance + chance
end
-- compatibility with older mob registration
-- we're going to forget about this for now -j4i
--[[
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
chance, active_object_count, -31000, max_height, day_toggle)
end
]]--
--Don't disable this yet-j4i
-- MarkBu's spawn function
function mobs:spawn(def)
--does nothing for now
--[[
local name = def.name
local nodes = def.nodes or {"group:soil", "group:stone"}
local neighbors = def.neighbors or {"air"}
local min_light = def.min_light or 0
local max_light = def.max_light or 15
local interval = def.interval or 30
local chance = def.chance or 5000
local active_object_count = def.active_object_count or 1
local min_height = def.min_height or -31000
local max_height = def.max_height or 31000
local day_toggle = def.day_toggle
local on_spawn = def.on_spawn
mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
]]--
end
local axis
--inner and outer part of square donut radius
local inner = 1
local outer = 65
local int = {-1,1}
local position_calculation = function(pos)
pos = vector.floor(pos)
--this is used to determine the axis buffer from the player
axis = math.random(0,1)
--cast towards the direction
if axis == 0 then --x
pos.x = pos.x + math.random(inner,outer)*int[math.random(1,2)]
pos.z = pos.z + math.random(-outer,outer)
else --z
pos.z = pos.z + math.random(inner,outer)*int[math.random(1,2)]
pos.x = pos.x + math.random(-outer,outer)
end
return(pos)
end
--[[
local decypher_limits_dictionary = {
["overworld"] = {mcl_vars.mg_overworld_min,mcl_vars.mg_overworld_max},
["nether"] = {mcl_vars.mg_nether_min, mcl_vars.mg_nether_max},
["end"] = {mcl_vars.mg_end_min, mcl_vars.mg_end_max}
local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos)
local distance = math_random(25, 32)
local angle = math_random() * two_pi
return {
x = math_round(pos.x + distance * math_cos(angle)),
y = pos.y,
z = math_round(pos.z + distance * math_sin(angle))
}
]]--
end
local function decypher_limits(posy)
--local min_max_table = decypher_limits_dictionary[dimension]
--return min_max_table[1],min_max_table[2]
posy = math.floor(posy)
posy = math_floor(posy)
return posy - 32, posy + 32
end
--a simple helper function for mob_spawn
local function biome_check(biome_list, biome_goal)
for _,data in ipairs(biome_list) do
for _, data in pairs(biome_list) do
if data == biome_goal then
return true
end
@ -532,124 +373,101 @@ local function biome_check(biome_list, biome_goal)
end
--todo mob limiting
--MAIN LOOP
if mobs_spawn then
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 8 then
timer = 0
for _,player in pairs(minetest.get_connected_players()) do
for i = 1,math_random(3,8) do
repeat -- after this line each "break" means "continue"
local player_pos = player:get_pos()
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area
end
local min,max = decypher_limits(player_pos.y)
local goal_pos = position_calculation(player_pos)
local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
--couldn't find node
if #spawning_position_list <= 0 then
break
end
local perlin_noise
local function spawn_a_mob(pos, dimension, y_min, y_max)
local dimension = dimension or mcl_worlds.pos_to_dimension(pos)
local goal_pos = get_next_mob_spawn_pos(pos)
local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
)
if #spawning_position_list <= 0 then return end
local spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
--Prevent strange behavior/too close to player
if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
break
end
local gotten_node = get_node(spawning_position)
local gotten_node_name = gotten_node.name
local gotten_node_def = minetest.registered_nodes[gotten_node_name]
if not gotten_node_name or not gotten_node_def or gotten_node_name == "air" then --skip air nodes
break
end
if gotten_node_def.use_texture_alpha and gotten_node_def.use_texture_alpha ~= "opaque" then
break
end --don't spawn on nonopaque nodes
local leaf = minetest.get_item_group(gotten_node_name,"leaves")
if leaf ~= 0 then
break end --don't spawn on treetops
--hard code mob limit in area to 5 for now
if count_mobs(spawning_position) >= 5 then return end
local gotten_node = get_node(spawning_position).name
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_biome then
break --skip if in unloaded area
end
if not gotten_node or not gotten_biome then return end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
if not mob_def then
break --skip if something ridiculous happens (nil mob def)
end
--skip if not correct dimension
if mob_def.dimension ~= dimension then
break
end
--skip if not in correct biome
if not biome_check(mob_def.biomes, gotten_biome) then
break
end
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
break
end
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
--don't spawn if not in light limits
if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
break
end
local is_water = get_item_group(gotten_node_name, "water") ~= 0
local is_lava = get_item_group(gotten_node_name, "lava") ~= 0
if mob_def.type_of_spawning == "ground" and is_water then
break
end
if mob_def.type_of_spawning == "ground" and is_lava then
break
end
--finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
break
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local is_ground = not (is_water or is_lava)
if not is_ground then
spawning_position.y = spawning_position.y - 1
end
local mob_def
--create a disconnected clone of the spawn dictionary
--prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
local noise = perlin_noise:get_3d(spawning_position)
local current_summary_chance = summary_chance
while #mob_library_worker_table > 0 do
local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
local mob_index = 1
local mob_chance = mob_library_worker_table[mob_index].chance
local step_chance = mob_chance
while step_chance < mob_chance_offset do
mob_index = mob_index + 1
mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance
end
local mob_def = mob_library_worker_table[mob_index]
if mob_def
and spawning_position.y >= mob_def.min_height
and spawning_position.y <= mob_def.max_height
and mob_def.dimension == dimension
and biome_check(mob_def.biomes, gotten_biome)
and gotten_light >= mob_def.min_light
and gotten_light <= mob_def.max_light
and (is_ground or mob_def.type_of_spawning ~= "ground")
and (mob_def.check_position and mob_def.check_position(spawning_position) or true)
then
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
until true --this is a safety catch
local object = minetest.add_entity(spawning_position, mob_def.name)
if object then
return mob_def.on_spawn and mob_def.on_spawn(object, pos)
end
end
current_summary_chance = current_summary_chance - mob_chance
table_remove(mob_library_worker_table, mob_index)
end
end
--MAIN LOOP
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < 10 then return end
timer = 0
for _, player in pairs(get_connected_players()) do
local pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
local y_min, y_max = decypher_limits(pos.y)
for i = 1, math_random(1, 4) do
spawn_a_mob(pos, dimension, y_min, y_max)
end
end
end