VoxeLibre/mods/ENTITIES/mcl_mobs/spawning.lua

1213 lines
40 KiB
Lua

--lua locals
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local modern_lighting = minetest.settings:get_bool("mcl_mobs_modern_lighting", true)
local nether_threshold = tonumber(minetest.settings:get("mcl_mobs_nether_threshold")) or 11
local end_threshold = tonumber(minetest.settings:get("mcl_mobs_end_threshold")) or 0
local overworld_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_threshold")) or 0
local overworld_sky_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_sky_threshold")) or 7
local overworld_passive_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_passive_threshold")) or 7
local debug_time_threshold = tonumber(minetest.settings:get("vl_debug_time_threshold")) or 1000
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 mt_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 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 math_sqrt = math.sqrt
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
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message, property)
if LOGGING_ON then
if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true)
end
end
local dbg_spawn_attempts = 0
local dbg_spawn_succ = 0
local dbg_spawn_counts = {}
local remove_far = true
local WAIT_FOR_SPAWN_ATTEMPT = 0.25
local FIND_SPAWN_POS_RETRIES = 1
local FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN = 8
local MOB_SPAWN_ZONE_INNER = 24
local MOB_SPAWN_ZONE_MIDDLE = 32
local MOB_SPAWN_ZONE_OUTER = 128
-- range for mob count
local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136
local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 10
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20,
water_underground = tonumber(minetest.settings:get("mcl_mob_cap_water_underground")) or 5,
axolotl = tonumber(minetest.settings:get("mcl_mob_cap_axolotl")) or 2, -- TODO should be 5 when lush caves added
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
global_hostile = tonumber(minetest.settings:get("mcl_mob_cap_hostile")) or 300,
global_non_hostile = tonumber(minetest.settings:get("mcl_mob_cap_non_hostile")) or 300,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
}
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
mcl_log("Mob cap hostile: " .. mob_cap.hostile)
mcl_log("Mob cap water: " .. mob_cap.water)
mcl_log("Mob cap passive: " .. mob_cap.passive)
mcl_log("Percentage of peacefuls spawned: " .. peaceful_percentage_spawned)
mcl_log("Percentage of peaceful spawns are group: " .. peaceful_group_percentage_spawned)
mcl_log("Percentage of hostile spawns are group: " .. hostile_group_percentage_spawned)
--do mobs spawn?
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
local list_of_all_biomes = {}
-- count how many mobs are in an area
local function count_mobs(pos,r,mob_type)
local num = 0
for _,l in pairs(minetest.luaentities) do
if l and l.is_mob and (mob_type == nil or l.type == mob_type) then
local p = l.object:get_pos()
if p and vector_distance(p,pos) < r then
num = num + 1
end
end
end
return num
end
local function count_mobs_total(mob_type)
local num = 0
for _,l in pairs(minetest.luaentities) do
if l.is_mob then
if mob_type == nil or l.type == mob_type then
num = num + 1
end
end
end
return num
end
local function count_mobs_add_entry (mobs_list, mob_cat)
if mobs_list[mob_cat] then
mobs_list[mob_cat] = mobs_list[mob_cat] + 1
else
mobs_list[mob_cat] = 1
end
end
--categorise_by can be name or type or spawn_class
local function count_mobs_all(categorise_by, pos)
local mobs_found_wide = {}
local mobs_found_close = {}
local num = 0
for _,entity in pairs(minetest.luaentities) do
if entity and entity.is_mob then
local add_entry = false
--local mob_type = entity.type -- animal / monster / npc
local mob_cat = entity[categorise_by]
if pos then
local mob_pos = entity.object:get_pos()
if mob_pos then
local distance = vector.distance(pos, mob_pos)
--mcl_log("distance: ".. distance)
if distance <= MOB_SPAWN_ZONE_MIDDLE then
--mcl_log("distance is close")
count_mobs_add_entry (mobs_found_close, mob_cat)
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
elseif distance <= MOB_SPAWN_ZONE_OUTER then
--mcl_log("distance is wide")
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
else
--mcl_log("mob_pos: " .. minetest.pos_to_string(mob_pos))
end
end
else
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
end
if add_entry then
num = num + 1
end
end
end
--mcl_log("num: ".. num)
return mobs_found_close, mobs_found_wide, num
end
local function count_mobs_total_cap(mob_type)
local total = 0
local num = 0
local hostile = 0
local non_hostile = 0
for _,l in pairs(minetest.luaentities) do
if l.is_mob then
total = total + 1
local nametagged = l.nametag and l.nametag ~= ""
if ( mob_type == nil or l.type == mob_type ) and not nametagged then
if l.spawn_class == "hostile" then
hostile = hostile + 1
else
non_hostile = non_hostile + 1
end
num = num + 1
else
mcl_log("l.name", l.name)
mcl_log("l.nametag", l.nametag)
end
end
end
mcl_log("Total mobs", total)
mcl_log("hostile", hostile)
mcl_log("non_hostile", non_hostile)
return num, non_hostile, hostile
end
local function output_mob_stats(mob_counts, total_mobs, chat_display)
if (total_mobs) then
local total_output = "Total mobs found: " .. total_mobs
if chat_display then
minetest.log(total_output)
else
minetest.log("action", total_output)
end
end
local detailed = ""
if mob_counts then
for k, v1 in pairs(mob_counts) do
detailed = detailed .. tostring(k) .. ": " .. tostring(v1) .. "; "
end
end
if detailed and detailed ~= "" then
if chat_display then
minetest.log(detailed)
else
minetest.log("action", detailed)
end
end
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 = {}
--this is where all of the spawning information is kept for mobs that don't naturally spawn
local non_spawn_dictionary = {}
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,
}
end
function mcl_mobs:mob_light_lvl(mob_name, dimension)
local spawn_dictionary_consolidated = {}
if non_spawn_dictionary[mob_name] then
local mob_dimension = non_spawn_dictionary[mob_name][dimension]
if mob_dimension then
--minetest.log("Found in non spawn dictionary for dimension")
return mob_dimension.min_light, mob_dimension.max_light
else
--minetest.log("Found in non spawn dictionary but not for dimension")
local overworld_non_spawn_def = non_spawn_dictionary[mob_name]["overworld"]
if overworld_non_spawn_def then
return overworld_non_spawn_def.min_light, overworld_non_spawn_def.max_light
end
end
else
--minetest.log("must be in spawning dictionary")
for i,v in pairs(spawn_dictionary) do
local current_mob_name = spawn_dictionary[i].name
local current_mob_dim = spawn_dictionary[i].dimension
if mob_name == current_mob_name then
if not spawn_dictionary_consolidated[current_mob_name] then
spawn_dictionary_consolidated[current_mob_name] = {}
end
spawn_dictionary_consolidated[current_mob_name][current_mob_dim] = {
["min_light"] = spawn_dictionary[i].min_light,
["max_light"] = spawn_dictionary[i].max_light
}
end
end
if spawn_dictionary_consolidated[mob_name] then
--minetest.log("is in consolidated")
local mob_dimension = spawn_dictionary_consolidated[mob_name][dimension]
if mob_dimension then
--minetest.log("found for dimension")
return mob_dimension.min_light, mob_dimension.max_light
else
--minetest.log("not found for dimension, use overworld def")
local mob_dimension_default = spawn_dictionary_consolidated[mob_name]["overworld"]
if mob_dimension_default then
return mob_dimension_default.min_light, mob_dimension_default.max_light
end
end
else
--minetest.log("not in consolidated")
end
end
minetest.log("action", "There are no light levels for mob (" .. tostring(mob_name) .. ") in dimension (" .. tostring(dimension) .. "). Return defaults")
return 0, minetest.LIGHT_MAX+1
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, check_position)
-- Do mobs spawn at all?
if not mobs_spawn then return end
assert(min_height)
assert(max_height)
-- 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] = {
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,
}
end
-- Calculate the inverse of a piecewise linear function f(x). Line segments are represented as two
-- adjacent points specified as { x, f(x) }. At least 2 points are required. If there are most solutions,
-- the one with a lower x value will be chosen.
local function inverse_pwl(fx, f)
if fx < f[1][2] then
return f[1][1]
end
for i=2,#f do
local x0,fx0 = unpack(f[i-1])
local x1,fx1 = unpack(f[i ])
if fx < fx1 then
return (fx - fx0) * (x1 - x0) / (fx1 - fx0) + x0
end
end
return f[#f][1]
end
local SPAWN_DISTANCE_CDF_PWL = {
{0.000,0.00},
{0.083,0.40},
{0.416,0.75},
{1.000,1.00},
}
local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos)
-- Select a distance such that distances closer to the player are selected much more often than
-- those further away from the player.
local fx = (math_random(1,10000)-1) / 10000
local x = inverse_pwl(fx, SPAWN_DISTANCE_CDF_PWL)
local distance = x * (MOB_SPAWN_ZONE_OUTER - MOB_SPAWN_ZONE_INNER) + MOB_SPAWN_ZONE_INNER
--print("Using spawn distance of "..tostring(distance).." fx="..tostring(fx)..",x="..tostring(x))
-- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts.
-- Use spherical coordinates https://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates
local theta = math_random() * two_pi
local phi = math_random() * two_pi
local xoff = math_round(distance * math_sin(theta) * math_cos(phi))
local yoff = math_round(distance * math_cos(theta))
local zoff = math_round(distance * math_sin(theta) * math_sin(phi))
local goal_pos = vector.offset(pos, xoff, yoff, zoff)
if not ( math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT ) then
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
return nil
end
-- Calculate upper/lower y limits
local R1 = MOB_SPAWN_ZONE_OUTER
local d = vector_distance( pos, vector.new( goal_pos.x, pos.y, goal_pos.z ) ) -- distance from player to projected point on horizontal plane
local y1 = math_sqrt( R1*R1 - d*d ) -- absolue value of distance to outer sphere
local y_min
local y_max
if d >= MOB_SPAWN_ZONE_INNER then
-- Outer region, y range has both ends on the outer sphere
y_min = pos.y - y1
y_max = pos.y + y1
else
-- Inner region, y range spans between inner and outer spheres
local R2 = MOB_SPAWN_ZONE_INNER
local y2 = math_sqrt( R2*R2 - d*d )
if goal_pos.y > pos. y then
-- Upper hemisphere
y_min = pos.y + y2
y_max = pos.y + y1
else
-- Lower hemisphere
y_min = pos.y - y1
y_max = pos.y - y2
end
end
y_min = math_round(y_min)
y_max = math_round(y_max)
-- Limit total range of check to 32 nodes (maximum of 3 map blocks)
if y_max > goal_pos.y + 16 then
y_max = goal_pos.y + 16
end
if y_min < goal_pos.y - 16 then
y_min = goal_pos.y - 16
end
-- Ask engine for valid spawn locations
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"}
) or {}
-- Select only the locations at a valid distance
local valid_positions = {}
for _,check_pos in ipairs(spawning_position_list) do
local dist = vector.distance(pos, check_pos)
if dist >= MOB_SPAWN_ZONE_INNER and dist <= MOB_SPAWN_ZONE_OUTER then
valid_positions[#valid_positions + 1] = check_pos
end
end
spawning_position_list = valid_positions
-- No valid locations, failed to find a position
if #spawning_position_list == 0 then
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
return nil
end
-- Pick a random valid location
mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
return spawning_position_list[math_random(1, #spawning_position_list)]
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
local function get_water_spawn(p)
local nn = minetest.find_nodes_in_area(vector.offset(p,-2,-1,-2),vector.offset(p,2,-15,2),{"group:water"})
if nn and #nn > 0 then
return nn[math.random(#nn)]
end
end
local function has_room(self,pos)
local cb = self.collisionbox
local nodes = {}
if self.fly_in then
local t = type(self.fly_in)
if t == "table" then
nodes = table.copy(self.fly_in)
elseif t == "string" then
table.insert(nodes,self.fly_in)
end
end
table.insert(nodes,"air")
local x = cb[4] - cb[1]
local y = cb[5] - cb[2]
local z = cb[6] - cb[3]
local r = math.ceil(x * y * z)
local p1 = vector.offset(pos,cb[1],cb[2],cb[3])
local p2 = vector.offset(pos,cb[4],cb[5],cb[6])
local n = #minetest.find_nodes_in_area(p1,p2,nodes) or 0
if r > n then
minetest.log("warning","[mcl_mobs] No room for mob "..self.name.." at "..minetest.pos_to_string(vector.round(pos)))
return false
end
return true
end
mcl_mobs.custom_biomecheck = nil
function mcl_mobs.register_custom_biomecheck(custom_biomecheck)
mcl_mobs.custom_biomecheck = custom_biomecheck
end
local function get_biome_name(pos)
if mcl_mobs.custom_biomecheck then
return mcl_mobs.custom_biomecheck (pos)
else
local gotten_biome = minetest.get_biome_data(pos)
if not gotten_biome then
return
end
gotten_biome = mt_get_biome_name(gotten_biome.biome)
--minetest.log ("biome: " .. dump(gotten_biome))
return gotten_biome
end
end
local counts = {}
local function initial_spawn_check(state, node, spawn_def)
local function log_fail(reason)
local count = (counts[reason] or 0) + 1
counts[reason] = count
--minetest.log("Spawn check for "..tostring(spawn_def and spawn_def.name).." failed - "..reason.." ("..count..")")
return false
end
if not spawn_def then return log_fail("missing spawn_def") end
local mob_def = minetest.registered_entities[spawn_def.name]
if mob_def.type == "monster" then
if not state.spawn_hostile then return log_fail("can't spawn hostile") end
else
if not state.spawn_passive then return log_fail("can't spawn passive") end
end
-- Make the dimention is correct
if spawn_def.dimension ~= state.dimension then return log_fail("incorrect dimension") end
if type(spawn_def.biomes) ~= "table" or not table.find(spawn_def.biomes, state.biome) then
return log_fail("Incorrect biome")
end
-- Ground mobs must spawn on solid nodes that are not leafes
if spawn_def.type_of_spawning == "ground" and not state.is_ground then
return log_fail("not ground node")
end
-- Water mobs must spawn in water
if spawn_def.type_of_spawning == "water" and not state.is_water then return log_fail("not water node") end
-- Farm animals must spawn on grass
if is_farm_animal(spawn_def.name) and not state.is_grass then return log_fail("not grass block") end
return true
end
local function spawn_check(pos, state, node, spawn_def)
local function log_fail(reason)
local count = (counts[reason] or 0) + 1
counts[reason] = count
mcl_log("Spawn check failed - "..reason.." ("..count..")")
return false
end
if not initial_spawn_check(state, node, spawn_def) then return false end
dbg_spawn_attempts = dbg_spawn_attempts + 1
-- Make sure the mob can spawn at this location
if pos.y < spawn_def.min_height or pos.y > spawn_def.max_height then return log_fail("incorrect height") end
-- Spawns require enough room for the mob
local mob_def = minetest.registered_entities[spawn_def.name]
if not has_room(mob_def,pos) then return log_fail("mob doesn't fit here") end
-- Don't spawn if the spawn definition has a custom check and that fails
if spawn_def.check_position and not spawn_def.check_position(pos) then return log_fail("custom position check failed") end
return true
end
function mcl_mobs.spawn(pos,id)
local def = minetest.registered_entities[id] or minetest.registered_entities["mobs_mc:"..id] or minetest.registered_entities["extra_mobs:"..id]
if not def or (def.can_spawn and not def.can_spawn(pos)) or not def.is_mob then
return false
end
if not dbg_spawn_counts[def.name] then
dbg_spawn_counts[def.name] = 1
else
dbg_spawn_counts[def.name] = dbg_spawn_counts[def.name] + 1
end
return minetest.add_entity(pos, def.name)
end
local function build_state_for_position(pos, parent_state)
-- Get spawning parameters for this location
local biome_name = get_biome_name(pos)
if not biome_name then return end
local dimension = mcl_worlds.pos_to_dimension(pos)
-- Get node and make sure it's loaded and a valid spawn point
local node = get_node(pos)
local node_name = node.name
-- Check if it's ground
local is_water = get_item_group(node_name, "water") ~= 0
local is_ground = false
if not is_water then
is_ground = get_item_group(node_name,"solid") ~= 0
if not is_ground then
pos.y = pos.y - 1
node = get_node(pos)
is_ground = get_item_group(node_name,"solid") ~= 0
end
pos.y = pos.y + 1
end
-- Make sure we can spawn here
if not node or node_name == "ignore" or node_name == "mcl_core:bedrock" then return end
-- Build spawn state data
local state = {
spawn_hostile = true,
spawn_passive = true,
}
if parent_state then state = table.copy(parent_state) end
state.biome = biome_name
state.dimension = dimension
state.is_ground = is_ground and get_item_group(node_name, "leaves") == 0
state.grass = get_item_group(node_name, "grass_block") ~= 0
state.water = is_water
-- Check light level
local gotten_light = get_node_light(pos)
-- Legacy lighting
if not modern_lighting then
if gotten_light < spawn_def.min_light or gotten_light > spawn_def.max_light then
state.light = gotten_light
end
else
-- Modern lighting
local light_node = get_node(pos)
local sky_light = minetest.get_natural_light(pos) or 0
local art_light = minetest.get_artificial_light(light_node.param1)
if dimension == "nether" then
if art_light > nether_threshold then
state.spawn_hostile = false
end
elseif dimension == "end" then
if art_light > end_threshold then
state.spawn_hostile = false
end
elseif dimension == "overworld" then
if art_light > overworld_threshold then
state.spawn_hostile = false
end
if sky_light > overworld_sky_threshold then
state.spawn_hostile = false
end
end
-- passive threshold is apparently the same in all dimensions ...
if gotten_light < overworld_passive_threshold then
state.spawn_passive = false
end
end
return state,node
end
local function spawn_group(p, mob, spawn_on, amount_to_spawn, parent_state)
local nn= find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
local o
table.shuffle(nn)
if not nn or #nn < 1 then
nn = {}
table.insert(nn,p)
end
for i = 1, amount_to_spawn do
local sp = vector.offset(nn[math.random(#nn)],0,1,0)
local state, node = build_state_for_position(sp, parent_state)
if spawn_check(sp, state, node, mob) then
if mob.type_of_spawning == "water" then
sp = get_water_spawn(sp)
end
o = mcl_mobs.spawn(sp,mob.name)
if o then dbg_spawn_succ = dbg_spawn_succ + 1 end
end
end
return o
end
mcl_mobs.spawn_group = spawn_group
local S = minetest.get_translator("mcl_mobs")
minetest.register_chatcommand("spawn_mob",{
privs = { debug = true },
description=S("spawn_mob is a chatcommand that allows you to type in the name of a mob without 'typing mobs_mc:' all the time like so; 'spawn_mob spider'. however, there is more you can do with this special command, currently you can edit any number, boolean, and string variable you choose with this format: spawn_mob 'any_mob:var<mobs_variable=variable_value>:'. any_mob being your mob of choice, mobs_variable being the variable, and variable value being the value of the chosen variable. and example of this format: \n spawn_mob skeleton:var<passive=true>:\n this would spawn a skeleton that wouldn't attack you. REMEMBER-THIS> when changing a number value always prefix it with 'NUM', example: \n spawn_mob skeleton:var<jump_height=NUM10>:\n this setting the skelly's jump height to 10. if you want to make multiple changes to a mob, you can, example: \n spawn_mob skeleton:var<passive=true>::var<jump_height=NUM10>::var<fly_in=air>::var<fly=true>:\n etc."),
func = function(n,param)
local pos = minetest.get_player_by_name(n):get_pos()
local modifiers = {}
for capture in string.gmatch(param, "%:(.-)%:") do
table.insert(modifiers, ":"..capture)
end
local mobname = param
local mod1 = string.find(param, ":")
if mod1 then
mobname = string.sub(param, 1, mod1-1)
end
local mob = mcl_mobs.spawn(pos,mobname)
if mob then
for c=1, #modifiers do
modifs = modifiers[c]
local mod1 = string.find(modifs, ":")
local mod_start = string.find(modifs, "<")
local mod_vals = string.find(modifs, "=")
local mod_end = string.find(modifs, ">")
local mob_entity = mob:get_luaentity()
if string.sub(modifs, mod1+1, mod1+3) == "var" then
if mod1 and mod_start and mod_vals and mod_end then
local variable = string.sub(modifs, mod_start+1, mod_vals-1)
local value = string.sub(modifs, mod_vals+1, mod_end-1)
number_tag = string.find(value, "NUM")
if number_tag then
value = tonumber(string.sub(value, 4, -1))
end
if value == "true" then
value = true
elseif value == "false" then
value = false
end
if not mob_entity[variable] then
minetest.log("warning", n.." mob variable "..variable.." previously unset")
end
mob_entity[variable] = value
else
minetest.log("warning", n.." couldn't modify "..mobname.." at "..minetest.pos_to_string(pos).. ", missing paramaters")
end
else
minetest.log("warning", n.." couldn't modify "..mobname.." at "..minetest.pos_to_string(pos).. ", missing modification type")
end
end
minetest.log("action", n.." spawned "..mobname.." at "..minetest.pos_to_string(pos))
return true, mobname.." spawned at "..minetest.pos_to_string(pos)
else
return false, "Couldn't spawn "..mobname
end
end
})
if mobs_spawn then
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
--type = "animal", spawn_class = "passive",
--local cod = { type = "animal", spawn_class = "water",
local type_cap = mob_cap[mob_type] or MISSING_CAP_DEFAULT
local close_zone_cap = MOBS_CAP_CLOSE
local mob_total_wide = mob_counts_wide[mob_type]
if not mob_total_wide then
--mcl_log("none of type found. set as 0")
mob_total_wide = 0
end
local cap_space_wide = math.max(type_cap - mob_total_wide, 0)
mcl_log("mob_type", mob_type)
mcl_log("cap_space_wide", cap_space_wide)
local cap_space_available = 0
if mob_type == "hostile" then
mcl_log("cap_space_global", cap_space_hostile)
cap_space_available = math.min(cap_space_hostile, cap_space_wide)
else
mcl_log("cap_space_global", cap_space_non_hostile)
cap_space_available = math.min(cap_space_non_hostile, cap_space_wide)
end
local mob_total_close = mob_counts_close[mob_type]
if not mob_total_close then
--mcl_log("none of type found. set as 0")
mob_total_close = 0
end
local cap_space_close = math.max(close_zone_cap - mob_total_close, 0)
cap_space_available = math.min(cap_space_available, cap_space_close)
mcl_log("cap_space_close", cap_space_close)
mcl_log("cap_space_available", cap_space_available)
if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
mcl_log("wide: " .. mob_total_wide .. "/" .. type_cap)
mcl_log("cap_space_wide: " .. cap_space_wide)
mcl_log("close: " .. mob_total_close .. "/" .. close_zone_cap)
mcl_log("cap_space_close: " .. cap_space_close)
end
return cap_space_available
end
local function find_spawning_position(pos, max_times)
local spawning_position
local max_loops = max_times or 1
--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
while max_loops > 0 do
local spawning_position = get_next_mob_spawn_pos(pos)
if spawning_position then return spawning_position end
max_loops = max_loops - 1
end
return nil
end
local function select_random_mob_def(spawn_table)
if #spawn_table == 0 then return nil end
local cumulative_chance = 0
for i = 1,#spawn_table do
cumulative_chance = cumulative_chance + spawn_table[i].chance
end
local mob_chance_offset = math_random(1, 1e6) / 1e6 * cumulative_chance
minetest.log("action", "mob_chance_offset = "..tostring(mob_chance_offset).."/"..tostring(cumulative_chance))
for i = 1,#spawn_table do
local mob_def = spawn_table[i]
local mob_chance = mob_def.chance
if mob_chance_offset <= mob_chance then
minetest.log(mob_def.name.." "..mob_chance)
return mob_def
end
mob_chance_offset = mob_chance_offset - mob_chance
end
assert(not "failed")
end
local spawn_lists = {}
local function get_spawn_list(pos, cap_space_hostile, cap_space_non_hostile)
local spawn_hostile = false
local spawn_passive = false
-- Check capacity
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
local cap_space_hostile = mob_cap_space(pos, "hostile", mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile )
if cap_space_hostile > 0 then
spawn_hostile = true
end
local cap_space_passive = mob_cap_space(pos, "passive", mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile )
if cap_space_passive > 0 then
if math.random(100) < peaceful_percentage_spawned then
spawn_passive = true
end
end
-- Merge light level chcekss with cap checks
local state, node = build_state_for_position(pos)
if not state then return end
state.spawn_hostile = spawn_hostile and state.spawn_hostile
state.spawn_passive = spawn_passive and state.spawn_passive
-- Make sure it is possible to spawn a mob here
if not state.spawn_hostile and not state.spawn_passive then return end
-- Check the cache to see if we have already built a spawn list for this state
local state_hash = compute_hash(state) -- from mcl_enchanting
local spawn_list = spawn_lists[state_hash]
state.cap_space_hostile = cap_space_hostile
state.cap_space_passive = cap_space_passive
if spawn_list then
return spawn_list, state, node
end
-- Build a spawn list for this state
spawn_list = {}
local spawn_names = {}
for _,def in pairs(spawn_dictionary) do
if initial_spawn_check(state, node, def) then
table.insert(spawn_list, def)
table.insert(spawn_names, def.name)
end
end
if logging then
minetest.log(dump({
pos = pos,
node = node,
state = state,
state_hash = state_hash,
spawn_names = spawn_names,
}))
end
spawn_lists[state_hash] = spawn_list
return spawn_list, state, node
end
-- Spawns one mob or one group of mobs
local fail_count = 0
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
if not spawning_position then
fail_count = fail_count + 1
if fail_count > 16 then
minetest.log("action", "[Mobs spawn] Cannot find a valid spawn position after retries: " .. FIND_SPAWN_POS_RETRIES)
end
return
end
fail_count = 0
-- Spawning prohibited in protected areas
if spawn_protected and minetest.is_protected(spawning_position, "") then return end
-- Select a mob
local spawn_list, state, node = get_spawn_list(spawning_position, cap_space_hostile, cap_space_non_hostile)
if not spawn_list then return end
local mob_def = select_random_mob_def(spawn_list)
if not mob_def or not mob_def.name then return end
local mob_def_ent = minetest.registered_entities[mob_def.name]
if not mob_def_ent then return end
local cap_space_available = state.cap_space_passive
if mob_def_ent.type == "monster" then
cap_space_available = state.cap_space_hostile
end
-- Make sure we would be spawning a mob
if not spawn_check(spawning_position, state, node, mob_def) then
mcl_log("Spawn check failed")
return
end
-- Water mob special case
if mob_def.type_of_spawning == "water" then
spawning_position = get_water_spawn(spawning_position)
if not spawning_position then
minetest.log("warning","[mcl_mobs] no water spawn for mob "..mob_def.name.." found at "..minetest.pos_to_string(vector.round(pos)))
return
end
end
if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
return
end
--everything is correct, spawn mob
local spawn_in_group = mob_def_ent.spawn_in_group or 4
local spawned
if spawn_in_group then
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min, spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn)
amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("throttled spawning quantity: " .. amount_to_spawn)
if amount_to_spawn > 1 then
if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name ..
"mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name ..
" at " .. minetest.pos_to_string(spawning_position, 1)
)
end
return spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn, state)
end
end
if logging then
minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..
minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at "..
minetest.pos_to_string(spawning_position, 1)
)
end
return mcl_mobs.spawn(spawning_position, mob_def.name)
end
--MAIN LOOP
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
timer = 0
local start_time_us = minetest.get_us_time()
local players = get_connected_players()
local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
local cap_space_hostile = math.max(mob_cap.global_hostile - total_hostile, 0)
local cap_space_non_hostile = math.max(mob_cap.global_non_hostile - total_non_hostile, 0)
mcl_log("global cap_space_hostile", cap_space_hostile)
mcl_log("global cap_space_non_hostile", cap_space_non_hostile)
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
local took = (minetest.get_us_time() - start_time_us)
if took > debug_time_threshold then
minetest.log("action","[mcl_mobs] took "..took.." us")
end
return
end --mob cap per player
for _, player in pairs(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
spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
end
end
local took = (minetest.get_us_time() - start_time_us)
if took > debug_time_threshold then
minetest.log("action","[mcl_mobs] took "..took.." us")
end
end)
end
local function despawn_allowed(self)
local nametag = self.nametag and self.nametag ~= ""
local not_busy = self.state ~= "attack" and self.following == nil
if self.can_despawn == true then
if not nametag and not_busy and not self.tamed == true and not self.persistent == true then
return true
end
end
return false
end
function mob_class:despawn_allowed()
despawn_allowed(self)
end
assert(despawn_allowed({can_despawn=false}) == false, "despawn_allowed - can_despawn false failed")
assert(despawn_allowed({can_despawn=true}) == true, "despawn_allowed - can_despawn true failed")
assert(despawn_allowed({can_despawn=true, nametag=""}) == true, "despawn_allowed - blank nametag failed")
assert(despawn_allowed({can_despawn=true, nametag=nil}) == true, "despawn_allowed - nil nametag failed")
assert(despawn_allowed({can_despawn=true, nametag="bob"}) == false, "despawn_allowed - nametag failed")
assert(despawn_allowed({can_despawn=true, state="attack"}) == false, "despawn_allowed - attack state failed")
assert(despawn_allowed({can_despawn=true, following="blah"}) == false, "despawn_allowed - following state failed")
assert(despawn_allowed({can_despawn=true, tamed=false}) == true, "despawn_allowed - not tamed")
assert(despawn_allowed({can_despawn=true, tamed=true}) == false, "despawn_allowed - tamed")
assert(despawn_allowed({can_despawn=true, persistent=true}) == false, "despawn_allowed - persistent")
assert(despawn_allowed({can_despawn=true, persistent=false}) == true, "despawn_allowed - not persistent")
function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob
if remove_far and despawn_allowed(self) then
if self.despawn_immediately or self.lifetimer <= 0 then
if logging then
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
elseif self.lifetimer <= 10 then
if math.random(10) < 4 then
self.despawn_immediately = true
else
self.lifetimer = 20
end
end
end
end
minetest.register_chatcommand("mobstats",{
privs = { debug = true },
func = function(n,param)
--minetest.chat_send_player(n,dump(dbg_spawn_counts))
local pos = minetest.get_player_by_name(n):get_pos()
minetest.chat_send_player(n,"mobs: within 32 radius of player/total loaded :"..count_mobs(pos,MOB_CAP_INNER_RADIUS) .. "/" .. count_mobs_total())
minetest.chat_send_player(n,"spawning attempts since server start:" .. dbg_spawn_succ .. "/" .. dbg_spawn_attempts)
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("name") -- Can use "type"
output_mob_stats(mob_counts_wide, total_mobs, true)
end
})
minetest.register_on_mods_loaded(function()
for _,def in pairs(minetest.registered_biomes) do
table.insert(list_of_all_biomes, def.name)
end
end)