Spawn monsters/treasure by depth.

This commit is contained in:
Duane 2016-08-03 02:55:30 -05:00
parent 0405fb8448
commit 3fe63e8fd8
4 changed files with 94 additions and 38 deletions

View file

@ -61,7 +61,7 @@ local cold_stuff = {"group:surface_cold"}
local poison_stuff = {"group:poison"}
local gravity_off = {gravity = 0.1}
local gravity_on = {gravity = 1}
local fortress_group = {'group:fortress'}
local dungeon_group = {'group:dungeon'}
local firework_active = false
local function firework()
@ -403,20 +403,34 @@ minetest.register_abm({
return
end
end
--------------------------------------
-- Mobs are treated exacty the same. Spawn harder ones differently?
--------------------------------------
local name = fun_caves.fortress_spawns[math.random(#fun_caves.fortress_spawns)]
local target_level = math.max(2, math.ceil(pos.y / -2000))
local desc
for i = 1, 100 do
desc = fun_caves.dungeon_spawns[math.random(#fun_caves.dungeon_spawns)]
if desc.level <= target_level then
break
else
desc = nil
end
end
if not desc then
return
end
local name = desc.name
local level = desc.level
local mob = minetest.add_entity(pos, name)
if not mob then
return
end
--print('spawning '..name)
--print('Spawned '..name)
if mob.hp_max and mob.object and mob.health and mob.damage then
local factor = 1 + (math.max(math.abs(pos.x), math.abs(pos.y), math.abs(pos.z)) / 6200)
mob.started_in_fortress = true
mob.started_in_dungeon = true
factor = factor * 1.5
mob.hp_max = math.floor(mob.hp_max * factor)
mob.damage = math.floor(mob.damage * factor)