--this is where mob spawning is defined
-
+--[[
--spawn mob in a square doughnut shaped radius
local chance = 20
-local tick = 0.2
-local timer = 0
--inner and outer part of square donut radius
local inner = 24
local outer = 128
--for debug testing to isolate mobs
local spawn = true
-minetest.register_globalstep(function(dtime)
- if spawn then
- timer = timer + dtime
- if timer >= tick and math.random(1,chance) == chance then
- --print("ticking")
- timer = 0
- --check through players
- for _,player in ipairs(minetest.get_connected_players()) do
- --don't spawn near dead players
- if player:get_hp() > 0 then
-
- --local mob_number = math.random(0,2)
-
- local int = {-1,1}
- local pos = vector.floor(vector.add(player:getpos(),0.5))
-
- local x,z
-
- --this is used to determine the axis buffer from the player
- local axis = math.random(0,1)
-
- --cast towards the direction
- if axis == 0 then --x
- x = pos.x + math.random(inner,outer)*int[math.random(1,2)]
- z = pos.z + math.random(-outer,outer)
- else --z
- z = pos.z + math.random(inner,outer)*int[math.random(1,2)]
- x = pos.x + math.random(-outer,outer)
- end
-
-
- local spawner = minetest.find_nodes_in_area_under_air(vector.new(x,pos.y-32,z), vector.new(x,pos.y+32,z), {"main:grass","main:sand","main:water"})
-
- --print(dump(spawner))
- if table.getn(spawner) > 0 then
- local mob_pos = spawner[1]
- mob_pos.y = mob_pos.y + 1
- --print("Spawning at: "..minetest.pos_to_string(mob_pos))
- minetest.add_entity(mob_pos,"mob:pig")
- end
- end
- end
- elseif timer > tick then
- timer = 0
- end
- end
-end)
+local spawn_table = {"pig"}
+local dark_spawn_table = {"slime","creepig"}
+local aether_spawn_table = {"flying_pig"}
+
+local function spawn_mobs()
+ print("---------------------------------------------")
+ if spawn and global_mob_amount < mob_limit then
+ --check through players
+ for _,player in ipairs(minetest.get_connected_players()) do
+ --don't spawn near dead players
+ if player:get_hp() > 0 then
+
+ --local mob_number = math.random(0,2)
+
+ local int = {-1,1}
+ local pos = vector.floor(vector.add(player:getpos(),0.5))
+
+ local x,z
+
+ --this is used to determine the axis buffer from the player
+ local axis = math.random(0,1)
+
+ --cast towards the direction
+ if axis == 0 then --x
+ x = pos.x + math.random(inner,outer)*int[math.random(1,2)]
+ z = pos.z + math.random(-outer,outer)
+ else --z
+ z = pos.z + math.random(inner,outer)*int[math.random(1,2)]
+ x = pos.x + math.random(-outer,outer)
+ end
+
+ local spawner
+ if pos.y >= 21000 then
+ spawner = minetest.find_nodes_in_area_under_air(vector.new(x,pos.y-32,z), vector.new(x,pos.y+32,z), {"aether:grass"})
+ else
+ spawner = minetest.find_nodes_in_area_under_air(vector.new(x,pos.y-32,z), vector.new(x,pos.y+32,z), {"main:grass","main:sand","main:water"})
+ end
+
+ --print(dump(spawner))
+ if table.getn(spawner) > 0 then
+ local mob_pos = spawner[1]
+ --aether spawning
+ if mob_pos.y >= 21000 then
+ mob_pos.y = mob_pos.y + 1
+ local mob_spawning = aether_spawn_table[math.random(1,table.getn(spawn_table))]
+ print("Aether Spawning "..mob_spawning.." at: "..minetest.pos_to_string(mob_pos))
+ minetest.add_entity(mob_pos,"mob:"..mob_spawning)
+
+ else
+ local light_level = minetest.get_node_light(spawner[1])
+ if light_level < 10 then
+ mob_pos.y = mob_pos.y + 1
+ local mob_spawning = dark_spawn_table[math.random(1,table.getn(dark_spawn_table))]
+ print("Dark Spawning "..mob_spawning.." at: "..minetest.pos_to_string(mob_pos))
+ minetest.add_entity(mob_pos,"mob:"..mob_spawning)
+ else
+ mob_pos.y = mob_pos.y + 1
+ local mob_spawning = spawn_table[math.random(1,table.getn(spawn_table))]
+ print("Light Spawning "..mob_spawning.." at: "..minetest.pos_to_string(mob_pos))
+ minetest.add_entity(mob_pos,"mob:"..mob_spawning)
+ end
+ end
+ end
+ end
+ end
+ end
+ minetest.after(5, function()
+ spawn_mobs()
+ end)
+end
+
+spawn_mobs()
+]]--