Added non_spawn_dictionary and function for getting mob light levels

The non_spawn_dictionary will cover all mobs that don't spawn naturally, and holds the the minimum and maximum light values for each of them.
A function has also been created that will go through both the spawn_dictionary and the non_spawn_dictionary and determine which one
a mob exists in, with the execption of slimes which cannot spawn from a custom spawner at the moment.

Mobs who don't have light levels for the world that you are currently trying to set your custom spawner in will default to their overworld values
This commit is contained in:
GuyLiner 2023-02-09 21:47:05 -05:00
parent fbb2923a0b
commit 540319d948
1 changed files with 60 additions and 0 deletions

View File

@ -413,6 +413,8 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
--this is where all of the spawning information is kept
local spawn_dictionary = {}
--this is where all of the spawning information is kept for mobs that don't naturally spawn
local non_spawn_dictionary = {}
local summary_chance = 0
function mcl_mobs:spawn_setup(def)
@ -478,6 +480,64 @@ function mcl_mobs:spawn_setup(def)
summary_chance = summary_chance + chance
end
function mcl_mobs:mob_light_lvl(mob_name, dimension)
local mob_light_table = {}
--see if the mob exists in the nonspawn dictionary, if so then return light values
if non_spawn_dictionary[mob_name] ~= nil then
if non_spawn_dictionary[mob_name][dimension] ~= nil then
mob_light_table = {
["min_light"] = non_spawn_dictionary[mob_name][dimension].min_light,
["max_light"] = non_spawn_dictionary[mob_name][dimension].max_light
}
return mob_light_table
else
mob_light_table = {
["min_light"] = non_spawn_dictionary[mob_name]["overworld"].min_light,
["max_light"] = non_spawn_dictionary[mob_name]["overworld"].max_light
}
return mob_light_table
end
--if the mob doesn't exist in non_spawn, check spawn_dictonary
else
for i,v in pairs(spawn_dictionary) do
local big_slime_search = string.find(spawn_dictionary[i].name,".*slime.*")
if spawn_dictionary[i].name == mob_name and spawn_dictionary[i].dimension == dimension and not big_slime_search then
mob_light_table = {
["min_light"] = spawn_dictionary[i].min_light,
["max_light"] = spawn_dictionary[i].max_light
}
return mob_light_table
elseif spawn_dictionary[i].name == mob_name and spawn_dictionary[i].dimension == "overworld" and not big_slime_search then
mob_light_table = {
["min_light"] = spawn_dictionary[i].min_light,
["max_light"] = spawn_dictionary[i].max_light
}
return mob_light_table
elseif big_slime_search then
--custom spawners with slimes are broken in minecraft (they don't spawn unless in slime chunk) so we'll make sure they're broken in mcl2 as well :)
--if slimes chunks get added in the future, change this.
--Mobs will also have their light levels set to this for custom spawners if they don't appear in spawn_dictionary or non_spawn_dictionary
mob_light_table = {
["min_light"] = -1,
["max_light"] = -1
}
return mob_light_table
end
end
end
end
function mcl_mobs:non_spawn_specific(mob_name,dimension,min_light,max_light)
table.insert(non_spawn_dictionary, mob_name)
non_spawn_dictionary[mob_name] = {
[dimension] = {
min_light = min_light , max_light = max_light
}
}
end
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
-- Do mobs spawn at all?