From 9d48549ec5901de887eb9fb2d75fd07f08edb39b Mon Sep 17 00:00:00 2001 From: jordan4ibanez Date: Thu, 8 Apr 2021 09:52:50 -0400 Subject: [PATCH] Complete prototype of biome generated mobs --- mods/ENTITIES/extra_mobs/cod.lua | 2 +- mods/ENTITIES/extra_mobs/fox.lua | 7 +- mods/ENTITIES/mcl_mobs/spawning.lua | 226 ++++++++++--------------- mods/ENTITIES/mobs_mc/0_gameconfig.lua | 4 +- 4 files changed, 101 insertions(+), 138 deletions(-) diff --git a/mods/ENTITIES/extra_mobs/cod.lua b/mods/ENTITIES/extra_mobs/cod.lua index 3d3289734..69a9d1e77 100644 --- a/mods/ENTITIES/extra_mobs/cod.lua +++ b/mods/ENTITIES/extra_mobs/cod.lua @@ -89,7 +89,7 @@ local cod = { y = lp.y - s.y, z = lp.z - s.z } - if not object:is_player() and object:get_luaentity().name == "extra_mobs:cod" then + if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:cod" then self.state = "runaway" self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0}) end diff --git a/mods/ENTITIES/extra_mobs/fox.lua b/mods/ENTITIES/extra_mobs/fox.lua index d42e6902a..7df04b554 100644 --- a/mods/ENTITIES/extra_mobs/fox.lua +++ b/mods/ENTITIES/extra_mobs/fox.lua @@ -88,7 +88,7 @@ local fox = { end) end for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 8)) do - if not object:is_player() and object:get_luaentity().name == "extra_mobs:fox" and self.state ~= "attack" and math.random(1, 500) == 1 then + if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:fox" and self.state ~= "attack" and math.random(1, 500) == 1 then self.horny = true end local lp = object:get_pos() @@ -98,7 +98,7 @@ local fox = { y = lp.y - s.y, z = lp.z - s.z } - if object:is_player() and not object:get_player_control().sneak or not object:is_player() and object:get_luaentity().name == "mobs_mc:wolf" then + if object and object:is_player() and not object:get_player_control().sneak or not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mobs_mc:wolf" then self.state = "runaway" self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0}) if self.reach > vector.distance(self.object:get_pos(), object:get_pos()) and self.timer > .9 then @@ -154,6 +154,7 @@ mobs_mc.spawn_height.water, mobs_mc.spawn_height.overworld_max) --mobs:spawn_specific("extra_mobs:fox", "overworld", "ground", 0, minetest.LIGHT_MAX+1, 30, 6000, 3, 0, 500) +--[[ mobs:spawn_specific( "extra_mobs:artic_fox", "overworld", @@ -171,6 +172,6 @@ minetest.LIGHT_MAX+1, 3, mobs_mc.spawn_height.water, mobs_mc.spawn_height.overworld_max) - +]]-- -- spawn eggs mobs:register_egg("extra_mobs:fox", S("Fox"), "extra_mobs_spawn_icon_fox.png", 0) diff --git a/mods/ENTITIES/mcl_mobs/spawning.lua b/mods/ENTITIES/mcl_mobs/spawning.lua index 0b386390b..866591194 100644 --- a/mods/ENTITIES/mcl_mobs/spawning.lua +++ b/mods/ENTITIES/mcl_mobs/spawning.lua @@ -1,29 +1,18 @@ +--lua locals +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 --[[ THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs underground: "FlowerForest_underground", -"JungleEdge_underground", -"StoneBeach_underground", -"MesaBryce_underground", -"Mesa_underground", -"RoofedForest_underground", -"Jungle_underground", -"Swampland_underground", -"MushroomIsland_underground", -"BirchForest_underground", -"Plains_underground", -"MesaPlateauF_underground", -"ExtremeHills_underground", -"MegaSpruceTaiga_underground", -"BirchForestM_underground", -"SavannaM_underground", -"MesaPlateauFM_underground", -"Desert_underground", -"Savanna_underground", -"Forest_underground", -"SunflowerPlains_underground", +"JungleEdge_underground",local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)] "ColdTaiga_underground", "IcePlains_underground", "IcePlainsSpikes_underground", @@ -433,59 +422,22 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh --load information into the spawn dictionary + local key = #spawn_dictionary + 1 + spawn_dictionary[key] = {} + spawn_dictionary[key]["name"] = name + spawn_dictionary[key]["dimension"] = dimension + spawn_dictionary[key]["type_of_spawning"] = type_of_spawning + 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 - --allow for new dimensions to be auto added - --this will take extra time, a whole few nanoseconds - --but will allow modularity - - --build dimensions modularly - if not spawn_dictionary[dimension] then - spawn_dictionary[dimension] = {} - end - - --build biome list modularly - for _,added_biome in pairs(biomes) do - if not spawn_dictionary[dimension][added_biome] then - spawn_dictionary[dimension][added_biome] = {} - end - - --build type of spawning per biome modularly - if not spawn_dictionary[dimension][added_biome][type_of_spawning] then - spawn_dictionary[dimension][added_biome][type_of_spawning] = {} - end - - --build light levels to spawn mob - for i = min_light,max_light do - if not spawn_dictionary[dimension][added_biome][type_of_spawning][i] then - spawn_dictionary[dimension][added_biome][type_of_spawning][i] = {} - end - - for y = min_height, max_height do - --print(y) - end - end - end - - print("--") - print(min_height, max_height) - - - --[[ - local key = #spawn_dictionary[dimension] + 1 - - spawn_dictionary[dimension][key] = {} - spawn_dictionary[dimension][key]["name"] = name - spawn_dictionary[dimension][key]["type"] = type_of_spawning - spawn_dictionary[dimension][key]["min_light"] = min_light - spawn_dictionary[dimension][key]["max_light"] = max_light - spawn_dictionary[dimension][key]["interval"] = interval - spawn_dictionary[dimension][key]["chance"] = chance - spawn_dictionary[dimension][key]["aoc"] = aoc - spawn_dictionary[dimension][key]["min_height"] = min_height - spawn_dictionary[dimension][key]["max_height"] = max_height - spawn_dictionary[dimension][key]["day_toggle"] = day_toggle - spawn_dictionary[dimension][key]["on_spawn"] = spawn_abm_action - ]]-- --[[ minetest.register_abm({ label = name .. " spawning", @@ -499,7 +451,6 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh ]]-- end - -- compatibility with older mob registration -- we're going to forget about this for now -j4i --[[ @@ -574,108 +525,119 @@ local function decypher_limits(posy) posy = math.floor(posy) return posy - 32, posy + 32 end ---[[ -minetest.register_on_mods_loaded(function() - for _,data in pairs(minetest.registered_biomes) do - print(data.name) + +--a simple helper function for mob_spawn +local function biome_check(biome_list, biome_goal) + for _,data in ipairs(biome_list) do + if data == biome_goal then + return true + end end - print(dump(spawn_dictionary)) -end) -]]-- + return false +end + --todo mob limiting --MAIN LOOP ---[[ + if mobs_spawn then local timer = 15 --0 minetest.register_globalstep(function(dtime) timer = timer + dtime if timer >= 15 then - timer = 15--0 + timer = 0--15--0 for _,player in ipairs(minetest.get_connected_players()) do for i = 1,math.random(5) do + local player_pos = player:get_pos() + local _,dimension = mcl_worlds.y_to_layer(player_pos.y) if dimension == "void" or dimension == "default" then goto continue -- ignore void and unloaded area end - local min,max = decypher_limits(player_pos.y) local goal_pos = position_calculation(player_pos) - local gotten_biome = minetest.get_biome_data(goal_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 + goto continue + end + + local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] + + --I have no idea why this would happen, but better to be safe + if not spawning_position then + goto continue + end + + local gotten_node = get_node(spawning_position).name + + if not gotten_node or gotten_node == "air" then --skip air nodes + goto continue + end + + local gotten_biome = minetest.get_biome_data(spawning_position) if not gotten_biome then goto continue --skip if in unloaded area end - print(minetest.get_biome_name(gotten_biome.biome)) + gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with - local mob_def = spawn_dictionary[dimension][math.random(1,#spawn_dictionary[dimension])] + --grab random mob + local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)] - if not mob_def then --to catch a crazy error if it ever happens - minetest.log("error", "WARNING!! Attempted to spawn a mob that doesn't exist! Please notify developers!\nThe game will continue to run though.") - goto continue - end + if not mob_def then + goto continue --skip if something ridiculous happens (nil mob def) + end - if mob_def.type == "ground" then + --skip if not correct dimension + if mob_def.dimension ~= dimension then + goto continue + end - local spawning_position_list = minetest.find_nodes_in_area_under_air(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid"}) + --add this so mobs don't spawn inside nodes + spawning_position.y = spawning_position.y + 1 - if #spawning_position_list <= 0 then - goto continue - end - - local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)] + if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then + goto continue + end - spawning_position.y = spawning_position.y + 1 + --only need to poll for node light if everything else worked + local gotten_light = get_node_light(spawning_position) - local gotten_light = minetest.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 + goto continue + end - if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then - minetest.add_entity(spawning_position, mob_def.name) - end - elseif mob_def.type == "air" then - local spawning_position_list = minetest.find_nodes_in_area(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"air"}) + local is_water = get_item_group(gotten_node, "water") ~= 0 + local is_lava = get_item_group(gotten_node, "lava") ~= 0 - if #spawning_position_list <= 0 then - goto continue - end - - local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)] + if mob_def.type_of_spawning == "ground" and is_water then + goto continue + end - local gotten_light = minetest.get_node_light(spawning_position) + if mob_def.type_of_spawning == "ground" and is_lava then + goto continue + end - if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then - minetest.add_entity(spawning_position, mob_def.name) - end - elseif mob_def.type == "water" then - local spawning_position_list = minetest.find_nodes_in_area(vector.new(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:water"}) - - if #spawning_position_list <= 0 then - goto continue - end - - local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)] - - local gotten_light = minetest.get_node_light(spawning_position) - - if gotten_light and gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then - minetest.add_entity(spawning_position, mob_def.name) - end - --elseif mob_def.type == "lava" then - --implement later - end - --local spawn minetest.find_nodes_in_area_under_air(vector.new(pos.x,pos.y-find_node_height,pos.z), vector.new(pos.x,pos.y+find_node_height,pos.z), {"group:solid"}) + --adjust the position for water and lava mobs + if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then + spawning_position.y = spawning_position.y - 1 + end + --everything is correct, spawn mob + minetest.add_entity(spawning_position, mob_def.name) ::continue:: --this is a safety catch end end end end) end -]]-- \ No newline at end of file diff --git a/mods/ENTITIES/mobs_mc/0_gameconfig.lua b/mods/ENTITIES/mobs_mc/0_gameconfig.lua index b979c7353..c92ccbba5 100644 --- a/mods/ENTITIES/mobs_mc/0_gameconfig.lua +++ b/mods/ENTITIES/mobs_mc/0_gameconfig.lua @@ -290,9 +290,9 @@ mobs_mc.spawn = { mobs_mc.spawn_height = { water = tonumber(minetest.settings:get("water_level")) or 0, -- Water level in the Overworld - -- Overworld boundaries (inclusive) --had to make this reasonable otherwise mob spawning would go nuts using data + -- Overworld boundaries (inclusive) --I adjusted this to be more reasonable overworld_min = -64,-- -2999, - overworld_max = 256,-- 31000, + overworld_max = 31000, -- Nether boundaries (inclusive) nether_min = -29067,-- -3369,