-- TODO: move this to the mcl_mobs module? local mob_cap_player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75 local mob_cap_animal = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10 local peaceful = minetest.settings:get_bool("only_peaceful_mobs", false) local mg_name = minetest.get_mapgen_setting("mg_name") local vector_offset = vector.offset -- check if a node is an air node local function is_air(node) return node == "air" -- todo: or: not walkable and not liquid? end -- check if a node is a water node local function is_water(node) return minetest.get_item_group(node.name, "water") ~= 0 -- return node.name == "mcl_core:water_source" or node.name ~= "mclx_core:river_water_source" end --- Spawn mobs for a structure -- @param mob string: mob to spawn -- @param spawnon string or table: nodes to spawn on -- @param p1 vector: Lowest coordinates of range -- @param p2 vector: Highest coordinates of range -- @param pr PseudoRandom: random generator -- @param n number: Number of mobs to spawn -- @param water boolean: Spawn water mobs function vl_structures.spawn_mobs(mob,spawnon,p1,p2,pr,n,water) n = n or 1 local sp = {} if water then local nn = minetest.find_nodes_in_area(p1,p2,spawnon) for k,v in pairs(nn) do if is_water(minetest.get_node(vector_offset(v,0,1,0))) then table.insert(sp,v) end end else sp = minetest.find_nodes_in_area_under_air(p1,p2,spawnon) end table.shuffle(sp) local count = 0 local mob_def = minetest.registered_entities[mob] local enabled = (not peaceful) or (mob_def and mob_spawn_class ~= "hostile") for _, node in pairs(sp) do if enabled and count < n and minetest.add_entity(vector_offset(node, 0, 0.5, 0), mob) then count = count + 1 end minetest.get_meta(node):set_string("spawnblock", "yes") -- note: also in peaceful mode! end end local structure_spawns = {} --- Structure spawns via ABM -- @param def table: containing -- @param name string: Name -- @param y_min number: minimum height -- @param y_max number: maximum height -- @param spawnon table: Node types to spawn on, can also use group:names -- @param biomes table: Biomes to spawn in -- @param chance number: Spawn chance, default 5, will trigger 1/chance per-node per-interval -- @param interval number: Spawn check interval in seconds, default 60.0 -- @param limit number: Local mob cap, default 7 function vl_structures.register_structure_spawn(def) minetest.register_abm({ label = "Spawn "..def.name, nodenames = def.spawnon, min_y = def.y_min or -31000, max_y = def.y_max or 31000, interval = def.interval or 60, chance = def.chance or 5, action = function(pos, node, active_object_count, active_object_count_wider) -- FIXME: review this logic, legacy code local limit = def.limit or 7 if active_object_count_wider > limit + mob_cap_animal then return end if active_object_count_wider > mob_cap_player then return end local p = vector_offset(pos, 0, 1, 0) local pnode = minetest.get_node(p) if not (def.type_of_spawning == "water" and is_water or is_air)(pnode) then return end if minetest.get_meta(pos):get_string("spawnblock") == "" then return end if mg_name ~= "v6" and mg_name ~= "singlenode" and def.biomes then if table.indexof(def.biomes, minetest.get_biome_name(minetest.get_biome_data(p).biome)) == -1 then return end end local mobdef = minetest.registered_entities[def.name] if mobdef.can_spawn and not mobdef.can_spawn(p) then return end minetest.add_entity(vector_offset(p, 0, -0.5, 0), def.name) end, }) end