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- mob_spawn = mob_spawn or {}
- mob_spawn.modpath = minetest.get_modpath("mob_spawn")
- mob_spawn.report_name = "MustTest"
- mob_spawn.report_mob = ""
- -- Ensure we don't get 'attempt to compare number with nil' at runtime.
- assert(type(default.LIGHT_MAX) == "number")
- mob_spawn.registered = mob_spawn.registered or {}
- mob_spawn.players = mob_spawn.players or {}
- -- May be adjusted @ runtime.
- mob_spawn.server_step = 10
- mob_spawn.enable_reports = mob_spawn.enable_reports or false
- -- Localize for performance.
- local vector_distance = vector.distance
- local vector_round = vector.round
- local math_random = math.random
- local function report(mob, msg)
- if mob_spawn.enable_reports then
- if mob == mob_spawn.report_mob or mob_spawn.report_mob == "" then
- minetest.chat_send_player(mob_spawn.report_name, "[" .. mob .. "]: " .. msg)
- end
- end
- end
- -- API function, for registering a mob's spawning data.
- function mob_spawn.register_spawn(data)
- local tb = {}
- -- Name of the mob.
- tb.name = data.name or ""
- -- Terrain scanning parameters.
- tb.node_skip = data.node_skip or 10
- tb.node_jitter = data.node_jitter or 10
- tb.node_names = data.nodes or {"default:stone"}
- tb.spawn_radius = data.spawn_radius or 50
- tb.air_offset = data.air_offset or 1
- tb.flyswim = data.flyswim or "ground"
- -- Min and max duration before mob can be spawned again, after a spawn failure.
- -- Smaller values attempt to respawn mobs more frequently, but with more load.
- -- Note: saturation time only applies if there are already too many mobs.
- tb.saturation_time_min = data.saturation_time_min or 60*1
- tb.saturation_time_max = data.saturation_time_max or 60*10
- -- Min and max delay before next mob spawn, after a successfull spawn.
- tb.success_time_min = data.success_time_min or 1
- tb.success_time_max = data.success_time_max or 60
- -- Must be 1 or greater.
- tb.spawn_chance = data.spawn_chance or 10
- -- How many attempts allowed to spawn this mob per iteration?
- tb.max_spawns_per_run = data.max_spawns_per_run or 10
- -- Does mob want day, night, or doesn't care?
- -- If true, mob only spawns in daytime. False means only spawn at night.
- -- If nil, mob may spawn at any time.
- tb.day_toggle = data.day_toggle or nil
- -- How many mobs to spawn at once?
- -- This determines how many mobs spawn, when all other checks pass.
- tb.min_count = data.min_count or 1
- tb.max_count = data.max_count or 3
- -- How many mobs of the same kind may exist in the local area?
- -- Max number of mobs of the *same type* which may spawn in the same local area.
- tb.mob_limit = data.mob_limit or 3
- -- Max number of mobs (of any kind) in local area for this mob?
- -- Mob will not spawn if there are too many mobs of *any* type in local area.
- tb.absolute_mob_limit = data.absolute_mob_limit or 10
- -- What is the radius of the mob's local area?
- -- What radius to use, when checking for other mobs or players.
- tb.mob_range = data.mob_range or 50
- -- Mob's light requirements?
- -- Mob will not spawn if light is too bright or too dark.
- tb.min_light = data.min_light or 0
- tb.max_light = data.max_light or default.LIGHT_MAX
- -- Mob's desired elevation?
- -- Registered mob will not spawn above or below these bounds.
- tb.min_height = data.min_height or -31000
- tb.max_height = data.max_height or 31000
- -- Amount of vertical airspace needed for spawning?
- -- Need at least this many vertical air nodes.
- tb.clearance = data.clearance or 2
- -- Min and max ranges from player before spawning is possible?
- -- Mobs will not spawn if player too far or too close to spawn point.
- tb.player_min_range = data.player_min_range or 10
- tb.player_max_range = data.player_max_range or 50
- -- Copy the noiseparams table, if there is one.
- -- Mobs can be spawned only if noise is ABOVE the noise threshold.
- tb.noise_params = data.noise_params or nil
- tb.noise_threshold = data.noise_threshold or 0
- -- Create perlin noise object if wanted.
- if tb.noise_params then
- tb.perlin = PerlinNoise(tb.noise_params)
- end
- -- Store the data. We use an indexed array.
- -- This allows the same mob to have multiple spawn registrations.
- local registered = mob_spawn.registered
- registered[#registered+1] = tb
- end
- function mob_spawn.reinit_player(pname)
- local players = mob_spawn.players
- -- This is an indexed array.
- local registered = mob_spawn.registered
- local random = math_random
- players[pname] = {}
- for k, v in pairs(registered) do
- players[pname][k] = {
- -- Initial interval. Wait this long before trying to spawn this mob again.
- interval = random(v.success_time_min, v.success_time_max)
- }
- end
- end
- -- Load mob spawning data.
- dofile(mob_spawn.modpath .. "/data.lua")
- -- Return 'true' if volume is only a single material.
- local function check_space(minp, maxp, material)
- local positions, counts = minetest.find_nodes_in_area(minp, maxp, material)
- -- Compute number of nodes that can fit in volume.
- local x = (maxp.x - minp.x) + 1
- local y = (maxp.y - minp.y) + 1
- local z = (maxp.z - minp.z) + 1
- local t = x * y * z
- if counts[material] >= t then
- return true
- end
- end
- -- May modify argument as output value.
- -- Search both upward and downward (starting from air) to find a non-air node.
- -- Depreciated -- too slow.
- local function try_locate_ground(pos)
- pos = {x=pos.x, y=pos.y, z=pos.z}
- local get_node = minetest.get_node
- local s = get_node(pos).name
- local c = 1
- if s == "air" then
- -- Search downward.
- while s == "air" do
- if c > 2 then
- return false
- end
- pos.y = pos.y - 1
- c = c + 1
- s = get_node(pos).name
- end
- -- Found non-air. Leave position pointing at non-air node.
- return true, pos
- elseif s ~= "air" then
- -- Search upward.
- while s ~= "air" do
- if c > 2 then
- return false
- end
- pos.y = pos.y + 1
- c = c + 1
- s = get_node(pos).name
- end
- -- Found air. Set position to point to non-air below.
- pos.y = pos.y - 1
- return true, pos
- end
- ::cancel::
- return false
- end
- -- Use for flying/swimming mobs.
- local function search_flyswim(pos, step, radius, jitter, nodes, offset, height)
- local random = math_random
- local floor = math.floor
- local get_node = minetest.get_node
- jitter = floor(jitter)
- radius = floor(radius)
- step = floor(step)
- offset = floor(offset)
- -- Height along the Y-axis is halved to reduce the amount of node checks.
- local minx = floor(pos.x - radius )
- local miny = floor(pos.y - (radius / 2))
- local minz = floor(pos.z - radius )
- local maxx = floor(pos.x + radius )
- local maxy = floor(pos.y + (radius / 2))
- local maxz = floor(pos.z + radius )
- local results = {}
- local gp = {x=0, y=0, z=0}
- local sp = {x=0, y=0, z=0}
- for x = minx, maxx, step do
- for y = miny, maxy, step do
- for z = minz, maxz, step do
- gp.x = x + random(-jitter, jitter)
- gp.y = y + random(-jitter, jitter)
- gp.z = z + random(-jitter, jitter)
- local bw = get_node(gp).name
- for i = 1, #nodes do
- if bw == nodes[i] then
- -- A volume of radius 1 should just check 1 node.
- local r = height - 1
- if check_space(vector.subtract(gp, r), vector.add(gp, r), bw) then
- results[#results+1] = table.copy(gp)
- break
- end
- end
- end
- end
- end
- end
- return results
- end
- -- Use for ground/surface mobs.
- local function search_terrain(pos, step, radius, jitter, nodes, offset, height)
- local random = math_random
- local floor = math.floor
- local get_node = minetest.get_node
- jitter = floor(jitter)
- radius = floor(radius)
- step = floor(step)
- offset = floor(offset)
- -- Height along the Y-axis is halved to reduce the amount of node checks.
- local minx = floor(pos.x - radius )
- local miny = floor(pos.y - (radius / 2))
- local minz = floor(pos.z - radius )
- local maxx = floor(pos.x + radius )
- local maxy = floor(pos.y + (radius / 2))
- local maxz = floor(pos.z + radius )
- local results = {}
- local gp = {x=0, y=0, z=0}
- local sp = {x=0, y=0, z=0}
- for x = minx, maxx, step do
- for y = miny, maxy, step do
- for z = minz, maxz, step do
- gp.x = x + random(-jitter, jitter)
- gp.y = y + random(-jitter, jitter)
- gp.z = z + random(-jitter, jitter)
- local bw = get_node(gp).name
- for i = 1, #nodes do
- if bw == nodes[i] then
- -- There must be nothing but enough air above.
- if check_space(vector.add(gp, {x=0, y=offset, z=0}), vector.add(gp, {x=0, y=offset+(height-1), z=0}), "air") then
- results[#results+1] = {x=gp.x, y=gp.y+offset, z=gp.z}
- break
- end
- end
- end
- end
- end
- end
- return results
- end
- local function execute_spawners()
- local players = mob_spawn.players
- -- This is an indexed array.
- local mobdefs = mob_spawn.registered
- local step = mob_spawn.server_step
- local random = math_random
- -- For each player online.
- for pname, k in pairs(players) do
- -- For each mobtype defined.
- for index, mdef in ipairs(mobdefs) do
- local pmdata = players[pname][index]
- if pmdata.interval == 0 then
- local mname = mdef.name
- local count, saturated = mob_spawn.spawn_mobs(pname, index)
- if count > 0 then
- -- Mobs were spawned. Spawn more mobs soon.
- -- Set the wait timer to expire in a bit.
- pmdata.interval = random(mdef.success_time_min, mdef.success_time_max)
- report(mname, "Spawned " .. count .. "!")
- else
- if saturated then
- -- No mobs spawned. Bad environment or area saturated, wait a while.
- -- Reset the wait timer.
- -- Use random duration to prevent thundering herd.
- pmdata.interval = random(mdef.saturation_time_min, mdef.saturation_time_max)
- report(mname, "Mob saturated!")
- else
- pmdata.interval = random(mdef.success_time_min, mdef.success_time_max)
- end
- end
- else
- -- Decrease time remaining until this mob can be spawned again.
- local int = pmdata.interval
- int = int - step
- if int < 0 then
- int = 0
- end
- pmdata.interval = int
- end
- end
- end
- end
- local time = 0
- local step = mob_spawn.server_step
- -- Called from the MT engine.
- function mob_spawn.on_globalstep(dtime)
- time = time + dtime
- if time < step then
- return
- end
- time = 0
- -- Profile function execution time.
- --local t1 = os.clock()
- execute_spawners()
- -- Calculate elapsed time.
- --local t2 = os.clock()
- --local totalms = math.ceil((t2 - t1) * 1000)
- --minetest.chat_send_player("MustTest", "Took " .. totalms .. " ms!")
- end
- -- Count how many mobs exist in a given area with a radius.
- -- Returns [mob count], [abs mob count]
- function mob_spawn.check_population(mname, spos, radius)
- -- Count mobs in mob range.
- -- We can do this check just for the center position, instead of for each point.
- local mob_count = 0
- local abs_count = 0
- local entities = minetest.get_objects_inside_radius(spos, radius)
- for j = 1, #entities do
- local entity = entities[j]
- if not entity:is_player() then
- local ref = entity:get_luaentity()
- if ref then
- if ref.name == mname then
- mob_count = mob_count + 1
- end
- if ref.mob then
- -- Absolute mob count.
- abs_count = abs_count + 1
- end
- end
- end
- end
- return mob_count, abs_count
- end
- -- API function. Spawns mobs around a player, if possible.
- -- Returns [num mobs spawned], [saturated|nil]
- function mob_spawn.spawn_mobs(pname, index)
- local player = minetest.get_player_by_name(pname)
- if not player then
- return 0
- end
- local mdef = mob_spawn.registered[index]
- if not mdef then
- return 0
- end
- -- Get mob's name.
- local mname = mdef.name
- local random = math_random
- -- Mobs have a 1 in X chance of spawning on this cycle.
- if random(1, mdef.spawn_chance) ~= 1 then
- report(mname, "Skipping mob due to low chance.")
- return 0
- end
- if mname == "iceman:iceman" then
- if not snow.should_spawn_icemen() then
- report(mname, "Not the season for icemen.")
- return 0
- end
- end
- -- Can mob spawn at this time of day?
- local daynight = mdef.day_toggle
- -- If toggle set to nil then ignore day/night check.
- if daynight ~= nil then
- local tod = (minetest.get_timeofday() or 0) * 24000
- if tod > 4500 and tod < 19500 then
- -- Daylight, but mob wants night.
- if daynight == false then
- report(mname, "Mob wants night time!")
- return 0
- end
- else
- -- Night time but mob wants day.
- if daynight == true then
- report(mname, "Mob wants day time!")
- return 0
- end
- end
- end
- local spos = vector_round(player:get_pos())
- -- Check if height levels are ok.
- -- We only bother checking the center point.
- local max_height = mdef.max_height
- local min_height = mdef.min_height
- if spos.y > max_height or spos.y < min_height then
- report(mname, "Bad elevation!")
- return 0
- end
- -- Mobs rarely spawn in the colonies. They keep killing the noobs!
- if vector_distance(spos, {x=0, y=0, z=0}) < 100 then
- if random(1, 10) < 10 then
- return 0
- end
- elseif vector_distance(spos, {x=0, y=-30790, z=0}) < 100 then
- if random(1, 10) < 10 then
- return 0
- end
- end
- -- If have perlin object, then check if mob can spawn in this location.
- if mdef.perlin and mdef.noise_threshold then
- local noise = mdef.perlin:get_3d(spos)
- if noise < mdef.noise_threshold then
- report(mname, "Mob needs more noise! " .. noise)
- return 0
- end
- end
- local get_node = minetest.get_node
- local pi = math.pi
- local vector_new = vector.new
- local vector_add = vector.add
- local add_entity = minetest.add_entity
- local attempts = mdef.max_spawns_per_run
- local max_light = mdef.max_light
- local min_light = mdef.min_light
- local mob_range = mdef.mob_range
- local mob_limit = mdef.mob_limit
- local abs_limit = mdef.absolute_mob_limit
- local player_min_range = mdef.player_min_range
- local player_max_range = mdef.player_max_range
- local min_count = mdef.min_count
- local max_count = mdef.max_count
- local clearance = mdef.clearance
- local players = minetest.get_connected_players()
- local step = mdef.node_skip
- local radius = mdef.spawn_radius
- local jitter = mdef.node_jitter
- local names = mdef.node_names
- local offset = mdef.air_offset
- -- Find potential spawn points around player location.
- local points
- if mdef.flyswim == "ground" then
- points = search_terrain(spos, step, radius, jitter, names, offset, clearance)
- elseif mdef.flyswim == "flyswim" then
- points = search_flyswim(spos, step, radius, jitter, names, offset, clearance)
- end
- report(mname, "Found " .. #points .. " spawn point(s) @ " .. minetest.pos_to_string(spos) .. "!")
- -- Prevent a crash when accessing the array later.
- if #points < 1 then
- -- No mobs spawned, environment no good (so we can call it saturated).
- return 0, true
- end
- -- Record number of mobs successfully spawned.
- local mobs_spawned = 0
- local mobs_saturated
- for i = 1, attempts do
- -- Pick a random point for each spawn attempt. Prevents bunching.
- local pos = points[random(1, #points)]
- report(mname, "Attempting to spawn mob @ " .. minetest.pos_to_string(pos) .. "!")
- -- Count mobs in mob range.
- -- Don't spawn mob if there are already too many mobs in area.
- local mob_count, abs_count = mob_spawn.check_population(mname, pos, mob_range)
- if mob_count >= mob_limit or abs_count >= abs_limit then
- mobs_saturated = true
- goto next_spawn
- end
- -- Check if light level is ok.
- -- We perform this check for each possible position.
- local light = minetest.get_node_light(pos)
- if not light or light > max_light or light < min_light then
- report(mname, "Bad light level!")
- goto next_spawn
- end
- -- Find nearest player.
- local nearest_dist = player_max_range + 1
- for j = 1, #players do
- local p = players[j]:get_pos()
- local d = vector_distance(pos, p)
- if d < nearest_dist then
- nearest_dist = d
- end
- end
- -- Don't spawn if too near player or too far.
- if nearest_dist < player_min_range or nearest_dist > player_max_range then
- report(mname, "Player too near or player too far!")
- goto next_spawn
- end
- -- Spawn a random number of mobs.
- local num_to_spawn = random(min_count, max_count)
- for i = 1, num_to_spawn, 1 do
- -- Slightly randomize horizontal positioning.
- local p2 = {x=random(-5, 5)/10, y=0.5, z=random(-5, 5)/10}
- if mdef.add_entity_func then
- mdef.add_entity_func(vector_add(pos, p2))
- else
- local mob = add_entity(vector_add(pos, p2), mname)
- if mob then
- local ent = mob:get_luaentity()
- if ent then
- -- Adjust the chance to use pathfinding on a per-entity basis.
- if ent.pathfinding and ent.pathfinding ~= 0 then
- local chance = ent.instance_pathfinding_chance or {100, 100}
- local res = math_random(1, chance[2])
- --minetest.chat_send_player("MustTest", "Chance: " .. res .. " of " .. chance[1] .. " in " .. chance[2])
- if res > chance[1] then
- --minetest.chat_send_player("MustTest", "Mob will not pathfind!")
- ent.pathfinding = 0
- end
- end
- mob:setyaw((random(0, 360) - 180) / 180 * pi)
- mobs_spawned = mobs_spawned + 1
- report(mname, "Successfully spawned a mob!")
- else
- mob:remove()
- end
- end
- end
- end
- ::next_spawn::
- end
- return mobs_spawned, mobs_saturated
- end
- function mob_spawn.on_joinplayer(player)
- local pname = player:get_player_name()
- mob_spawn.reinit_player(pname)
- end
- function mob_spawn.on_leaveplayer(player)
- mob_spawn.players[player:get_player_name()] = nil
- end
- if not mob_spawn.run_once then
- minetest.register_globalstep(function(...)
- mob_spawn.on_globalstep(...)
- end)
- minetest.register_on_joinplayer(function(...)
- return mob_spawn.on_joinplayer(...)
- end)
- minetest.register_on_leaveplayer(function(...)
- return mob_spawn.on_leaveplayer(...)
- end)
- local c = "mob_spawn:core"
- local f = mob_spawn.modpath .. "/init.lua"
- reload.register_file(c, f, false)
- mob_spawn.run_once = true
- end
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