--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",local spawning_position = spawning_position_list[math.random(1,#spawning_position_list)] "ColdTaiga_underground", "IcePlains_underground", "IcePlainsSpikes_underground", "MegaTaiga_underground", "Taiga_underground", "ExtremeHills+_underground", "JungleM_underground", "ExtremeHillsM_underground", "JungleEdgeM_underground", ocean: "RoofedForest_ocean", "JungleEdgeM_ocean", "BirchForestM_ocean", "BirchForest_ocean", "IcePlains_deep_ocean", "Jungle_deep_ocean", "Savanna_ocean", "MesaPlateauF_ocean", "ExtremeHillsM_deep_ocean", "Savanna_deep_ocean", "SunflowerPlains_ocean", "Swampland_deep_ocean", "Swampland_ocean", "MegaSpruceTaiga_deep_ocean", "ExtremeHillsM_ocean", "JungleEdgeM_deep_ocean", "SunflowerPlains_deep_ocean", "BirchForest_deep_ocean", "IcePlainsSpikes_ocean", "Mesa_ocean", "StoneBeach_ocean", "Plains_deep_ocean", "JungleEdge_deep_ocean", "SavannaM_deep_ocean", "Desert_deep_ocean", "Mesa_deep_ocean", "ColdTaiga_deep_ocean", "Plains_ocean", "MesaPlateauFM_ocean", "Forest_deep_ocean", "JungleM_deep_ocean", "FlowerForest_deep_ocean", "MushroomIsland_ocean", "MegaTaiga_ocean", "StoneBeach_deep_ocean", "IcePlainsSpikes_deep_ocean", "ColdTaiga_ocean", "SavannaM_ocean", "MesaPlateauF_deep_ocean", "MesaBryce_deep_ocean", "ExtremeHills+_deep_ocean", "ExtremeHills_ocean", "MushroomIsland_deep_ocean", "Forest_ocean", "MegaTaiga_deep_ocean", "JungleEdge_ocean", "MesaBryce_ocean", "MegaSpruceTaiga_ocean", "ExtremeHills+_ocean", "Jungle_ocean", "RoofedForest_deep_ocean", "IcePlains_ocean", "FlowerForest_ocean", "ExtremeHills_deep_ocean", "MesaPlateauFM_deep_ocean", "Desert_ocean", "Taiga_ocean", "BirchForestM_deep_ocean", "Taiga_deep_ocean", "JungleM_ocean", water or beach? "MesaPlateauFM_sandlevel", "MesaPlateauF_sandlevel", "MesaBryce_sandlevel", "Mesa_sandlevel", beach: "FlowerForest_beach", "Forest_beach", "StoneBeach", "ColdTaiga_beach_water", "Taiga_beach", "Savanna_beach", "Plains_beach", "ExtremeHills_beach", "ColdTaiga_beach", "Swampland_shore", "MushroomIslandShore", "JungleM_shore", "Jungle_shore", dimension biome: "Nether", "End", Overworld regular: "Mesa", "FlowerForest", "Swampland", "Taiga", "ExtremeHills", "Jungle", "Savanna", "BirchForest", "MegaSpruceTaiga", "MegaTaiga", "ExtremeHills+", "Forest", "Plains", "Desert", "ColdTaiga", "MushroomIsland", "IcePlainsSpikes", "SunflowerPlains", "IcePlains", "RoofedForest", "ExtremeHills+_snowtop", "MesaPlateauFM_grasstop", "JungleEdgeM", "ExtremeHillsM", "JungleM", "BirchForestM", "MesaPlateauF", "MesaPlateauFM", "MesaPlateauF_grasstop", "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) local num = 0 local objs = minetest.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 passive mobs only if mobtype == "!passive" then if obj.spawn_class == "passive" then num = num + 1 end -- count hostile mobs only elseif mobtype == "!hostile" then if obj.spawn_class == "hostile" then num = num + 1 end -- count ambient mobs only elseif mobtype == "!ambient" then if obj.spawn_class == "ambient" then num = num + 1 end -- count water mobs only elseif mobtype == "!water" then if obj.spawn_class == "water" then num = num + 1 end -- count mob type elseif mobtype and obj.name == mobtype then num = num + 1 -- count total mobs elseif not mobtype then num = num + 1 end end end return num end ]]-- -- global functions function mobs:spawn_abm_check(pos, node, name) -- global function to add additional spawn checks -- return true to stop spawning mob end --[[ Custom elements changed: name: the mobs name dimension: "overworld" "nether" "end" types of spawning: "water" "ground" "lava" biomes: tells the spawner to allow certain mobs to spawn in certain biomes {"this", "that", "grasslands", "whatever"} what is aoc??? objects in area WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua?? ]]-- --this is where all of the spawning information is kept local spawn_dictionary = {} 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 end -- 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 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 --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 --[[ 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, }) ]]-- 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 = 70 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 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) 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 if data == biome_goal then return true end 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 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 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 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 goto continue --skip if something ridiculous happens (nil mob def) end --skip if not correct dimension if mob_def.dimension ~= dimension then goto continue end --skip if not in correct biome if not biome_check(mob_def.biomes, gotten_biome) then goto continue 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 goto continue 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 goto continue end local is_water = get_item_group(gotten_node, "water") ~= 0 local is_lava = get_item_group(gotten_node, "lava") ~= 0 if mob_def.type_of_spawning == "ground" and is_water then goto continue end if mob_def.type_of_spawning == "ground" and is_lava then goto continue end --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