--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 get_biome_name = minetest.get_biome_name local get_objects_inside_radius = minetest.get_objects_inside_radius 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 --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: "FlowerForest_underground", "JungleEdge_underground", "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", "Nether", "WarpedForest", "SoulsandValley" } -- count how many mobs are in an area local function count_mobs(pos) local num = 0 for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do if object and object:get_luaentity() and object:get_luaentity().is_mob then num = num + 1 end end return num end -- global functions function mcl_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 = {} local summary_chance = 0 function mcl_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("[mcl_mobs] %s has spawning disabled", name)) return end minetest.log("action", string.format("[mcl_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 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? 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("[mcl_mobs] %s has spawning disabled", name)) return end minetest.log("action", string.format("[mcl_mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) 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]["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 summary_chance = summary_chance + chance end 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) 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 pairs(biome_list) do if data == biome_goal then return true end end return false end local function is_farm_animal(n) return n == "mobs_mc:pig" or n == "mobs_mc:cow" or n == "mobs_mc:sheep" or n == "mobs_mc:chicken" or n == "mobs_mc:horse" or n == "mobs_mc:donkey" end if mobs_spawn then 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)] --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_node or not gotten_biome then return end gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with --add this so mobs don't spawn inside nodes 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 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) local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0 local has_bed = minetest.find_node_near(pos,25,{"group:bed"}) 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 table.shuffle(mob_library_worker_table) 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] local mob_type = minetest.registered_entities[mob_def.name].type 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) and (not is_farm_animal(mob_def.name) or is_grass) and (mob_type ~= "npc" or has_bed) and (mob_def.type_of_spawning ~= water or is_water) then --everything is correct, spawn mob local object = minetest.add_entity(spawning_position, mob_def.name) if object then return mob_def.on_spawn and mob_def.on_spawn(object, spawning_position) 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 end) end