tsm_pyramids/room.lua

808 lines
22 KiB
Lua
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local S = minetest.get_translator("tsm_pyramids")
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-- ROOM LAYOUTS
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local ROOM_WIDTH = 9
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local room_types = {
-- Pillar room
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
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" ","^"," ","^"," ","^"," ","^"," ",
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" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
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" ","v"," ","v"," ","v"," ","v"," ",
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" "," "," "," "," "," "," "," "," "
},
traps = true,
},
-- Hieroglyph walls
{
style = "yrepeat",
layout = {
"s","s","s","s","s","s","s","s","s",
"s"," "," "," "," "," "," "," ","s",
"s"," "," "," "," "," "," "," ","s",
"s"," "," "," "," "," "," "," ","s",
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" "," "," "," ","<"," "," "," ","s",
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"s"," "," "," "," "," "," "," ","s",
"s"," "," "," "," "," "," "," ","s",
"s"," "," "," "," "," "," "," ","s",
"s","s","s","s","s","s","s","s","s"
},
},
-- 4 large pillars
{
style = "yrepeat",
layout = {
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" "," "," "," ","v"," "," "," "," ",
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" ","s","s"," "," "," ","s","s"," ",
" ","s","s"," "," "," ","s","s"," ",
" "," "," "," "," "," "," "," "," ",
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" "," "," "," "," "," "," "," ","<",
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" "," "," "," "," "," "," "," "," ",
" ","s","s"," "," "," ","s","s"," ",
" ","s","s"," "," "," ","s","s"," ",
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" "," "," "," ","^"," "," "," "," "
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},
},
-- hidden room
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s","S","s","S","s"," "," ",
" "," ","S"," "," "," ","S"," "," ",
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" "," ","s"," ",">"," ","s"," ","<",
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" "," ","S"," "," "," ","S"," "," ",
" "," ","s","S","s","S","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," "
},
},
-- spiral 1
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","S","S","S","S","S","S","S"," ",
" ","S"," "," "," "," "," ","S"," ",
" ","S"," ","s","s","s"," ","S"," ",
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" ","S"," ","s","v","s"," ","S"," ",
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"S","S"," ","s"," ","s"," ","S"," ",
"S","S"," ","s"," "," "," ","S"," ",
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"v","S"," ","S","S","S","S","S"," ",
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" ","S"," "," "," "," "," "," "," "
},
},
-- spiral 2
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","S","S","S","S","S","S","S"," ",
" "," "," ","s"," "," "," ","S"," ",
"S","S"," ","s"," ","s"," ","S"," ",
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" ","S"," ","s","^","s"," ","S"," ",
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" ","S"," ","s","s","s"," ","S"," ",
" ","S"," "," "," "," "," ","S"," ",
" ","S","S","S","S","S","S","S"," ",
" "," "," "," "," "," "," "," "," "
},
},
-- pillar mania
{
style = "yrepeat",
layout = {
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" "," ","v"," ","v"," ","v"," ","v",
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" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
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" "," ","^"," ","^"," ","^"," ","^",
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},
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--traps = true,
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},
-- plusses
{
style = "yrepeat",
layout = {
"s"," "," "," "," "," "," "," ","s",
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" "," ","s",">"," ","<","s"," "," ",
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" ","s","s","s"," ","s","s","s"," ",
" "," ","s"," "," "," ","s"," "," ",
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" "," "," "," ","<"," "," "," "," ",
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" "," ","s"," "," "," ","s"," "," ",
" ","s","s","s"," ","s","s","s"," ",
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" "," ","s",">"," ","<","s"," "," ",
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"s"," "," "," "," "," "," "," ","s",
},
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--traps = true,
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},
-- diamond
{
style = "yrepeat",
layout = {
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">","s","s","s","s","s","s","s","s",
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"s","s","s"," "," "," ","s","s","s",
"s","s"," "," "," "," "," ","s","s",
"s"," "," "," "," "," "," "," ","s",
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" "," "," "," "," "," "," ","<","s",
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"s"," "," "," "," "," "," "," ","s",
"s","s"," "," "," "," "," ","s","s",
"s","s","s"," "," "," ","s","s","s",
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">","s","s","s","s","s","s","s","s",
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},
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--traps = true,
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},
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-- square
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{
style = "yrepeat",
layout = {
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" "," "," "," "," "," "," "," "," ",
" ","S","S","S","^","S","S","S"," ",
" ","S","S","S","S","S","S","S"," ",
" ","S","S","S","S","S","S","S"," ",
" ","S","S","S","S","S","S",">"," ",
" ","S","S","S","S","S","S","S"," ",
" ","S","S","S","S","S","S","S"," ",
" ","S","S","S","v","S","S","S"," ",
" "," "," "," "," "," "," "," "," ",
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},
},
-- hallway 2
{
style = "yrepeat",
layout = {
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"S","S","S","S",">"," "," "," "," ",
"S","S","S","S","S","^","S","S"," ",
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"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
" "," "," "," "," "," "," "," "," ",
"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
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"S","S","S","S","S","v","S","S"," ",
"S","S","S","S",">"," "," "," "," ",
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},
},
-- hallway 3
{
style = "yrepeat",
layout = {
"S","S","S","S","S"," "," "," "," ",
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"S","S","S","S","s",">"," "," "," ",
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"S","s","S","s","S","s","S"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
"S","s","S","s","S","s","S"," "," ",
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"S","S","S","S","s",">"," "," "," ",
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"S","S","S","S","S"," "," "," "," ",
},
},
-- hallway 4
{
style = "yrepeat",
layout = {
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"S","S","S","S","S","v","S","S","S",
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"S","S","S","S","S","S","S","S","S",
"s","S","s","S","s","S","s","S","s",
" "," "," "," "," "," "," "," "," ",
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" "," "," "," "," "," "," "," ","<",
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" "," "," "," "," "," "," "," "," ",
"s","S","s","S","s","S","s","S","s",
"S","S","S","S","S","S","S","S","S",
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"S","S","S","S","S","^","S","S","S",
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},
},
-- tiny
{
style = "yrepeat",
layout = {
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"S","S","S","S","S","S","S","S","v",
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"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
"S","S","S"," "," "," ","S","S"," ",
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" "," "," "," ","<"," ","S","S"," ",
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"S","S","S"," "," "," ","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
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"S","S","S","S","S","S","S","S","^",
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},
},
-- small
{
style = "yrepeat",
layout = {
"S","S","S","S","S","S","S","S","S",
"S","S","S","S","S","S","S","S","S",
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"S","S"," ","v"," ","v"," ","S","S",
"S","S",">"," "," "," ","<","S"," ",
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" "," "," "," ","s"," "," ","S"," ",
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"S","S",">"," "," "," ","<","S"," ",
"S","S"," ","^"," ","^"," ","S","S",
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"S","S","S","S","S","S","S","S","S",
"S","S","S","S","S","S","S","S","S",
},
},
-- small 2
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","S","S","S","S","S","S","S"," ",
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" ","S"," "," ","v"," "," ","S"," ",
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"S","S"," "," "," "," "," ","S"," ",
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" "," "," "," "," "," ","<","S"," ",
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"S","S"," "," "," "," "," ","S"," ",
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" ","S"," "," ","^"," "," ","S"," ",
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" ","S","S","S","S","S","S","S"," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- big pillar
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
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" "," "," "," ","^"," "," "," "," ",
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" "," "," ","s","s","s"," "," "," ",
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" "," ","<","s","S","s",">"," "," ",
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" "," "," ","s","s","s"," "," "," ",
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" "," "," "," ","v"," "," "," "," ",
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" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
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--traps = true,
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},
-- pacman
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," ","s","s","s"," "," "," ",
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" "," ","s","s","v","s","s"," "," ",
" "," ","s",">"," "," "," "," "," ",
" "," ","s","s","^","s","s"," "," ",
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" "," "," ","s","s","s"," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- the wall
{
style = "yrepeat",
layout = {
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"S","S","S","S","S","S","S"," ","<",
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"s","s","s","s","s","S","S"," ","s",
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"s"," "," "," "," ","s","S"," ","<",
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"s"," "," "," "," ","s","S"," ","s",
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" "," "," "," ","<","s","S"," ","<",
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"s"," "," "," "," ","s","S"," ","s",
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"s"," "," "," "," ","s","S"," ","<",
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"s","s","s","s","s","s","S"," ","s",
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"S","S","S","S","S","S","S"," ","<",
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},
},
-- split
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
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" "," "," ","^"," ","^"," "," "," ",
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" "," "," ","s"," ","s"," "," "," ",
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" "," "," ","v"," ","v"," "," "," ",
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" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- 4 small pillars
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
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" "," "," "," ","^"," "," "," "," ",
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" "," "," "," ","s"," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
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" ","<","s"," "," "," ","s",">"," ",
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" "," "," "," "," "," "," "," "," ",
" "," "," "," ","s"," "," "," "," ",
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" "," "," "," ","v"," "," "," "," ",
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" "," "," "," "," "," "," "," "," ",
},
},
-- 6 pillars
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
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" "," ","^"," ","^"," ","^"," "," ",
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" "," ","s"," ","s"," ","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s"," ","s"," ","s"," "," ",
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" "," ","v"," ","v"," ","v"," "," ",
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" "," "," "," "," "," "," "," "," ",
},
traps = true,
},
-- stripes
{
style = "yrepeat",
layout = {
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" ","S","v","S","v","S","v","S","v",
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" ","S"," ","S"," ","S"," ","S"," ",
" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
" ","S"," ","S"," ","S"," ","S"," ",
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" ","S","^","S","^","S","^","S","^",
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},
},
-- inside
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","s"," "," "," "," "," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" "," "," ","s","S","s"," "," "," ",
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" "," "," ","S",">"," "," "," "," ",
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" "," "," ","s","S","s"," "," "," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," "," "," "," "," ","s"," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- 1 chest
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
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" "," "," "," ","<"," "," "," "," ",
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" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- 2 chests
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
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" "," "," "," "," "," "," "," ","<",
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" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
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" "," "," "," "," "," "," "," ","<",
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" "," "," "," "," "," "," "," "," ",
},
traps = true,
},
-- X
{
style = "yrepeat",
layout = {
"s"," "," "," "," "," "," "," ","s",
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"s","s",">"," "," "," ","<","s","s",
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" ","s","s"," "," "," ","s","s"," ",
" "," ","s","s"," ","s","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s","s"," ","s","s"," "," ",
" ","s","s"," "," "," ","s","s"," ",
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"s","s",">"," "," "," ","<","s","s",
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"s"," "," "," "," "," "," "," ","s",
},
},
-- split 2
{
style = "yrepeat",
layout = {
"S","S","S","S","S","S","S","S","S",
"S","S","S"," "," "," "," "," "," ",
"S","S","S"," "," "," "," "," "," ",
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"S","S","S"," "," ","^","^","^","^",
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" "," "," "," "," ","s","s","s","s",
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"S","S","S"," "," ","v","v","v","v",
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"S","S","S"," "," "," "," "," "," ",
"S","S","S"," "," "," "," "," "," ",
"S","S","S","S","S","S","S","S","S",
},
},
-- split 3
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
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" ","^"," ","^"," ","^"," ","^"," ",
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" ","s"," ","s"," ","s"," ","s"," ",
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" ","v"," ","v"," ","v"," ","v"," ",
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" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- diamond 2
{
style = "yrepeat",
layout = {
"S","S"," "," "," "," "," ","S","S",
"S"," "," "," ","s"," "," "," ","S",
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" "," ","<","S","S","S",">"," "," ",
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" "," ","S","S","S","S","S"," "," ",
" ","s","S","S","S","S","S","s"," ",
" "," ","S","S","S","S","S"," "," ",
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" "," ","<","S","S","S",">"," "," ",
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"S"," "," "," ","s"," "," "," ","S",
"S","S"," "," "," "," "," ","S","S",
},
},
-- ultra pillars
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
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" ","s","^","s"," ","s","^","s"," ",
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" ","s","s","s"," ","s","s","s"," ",
" ","s","s","s"," ","s","s","s"," ",
" "," "," "," "," "," "," "," "," ",
" ","s","s","s"," ","s","s","s"," ",
" ","s","s","s"," ","s","s","s"," ",
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" ","s","v","s"," ","s","v","s"," ",
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" "," "," "," "," "," "," "," "," ",
},
},
-- vstripes
{
style = "yrepeat",
layout = {
"S"," "," "," "," "," "," "," "," ",
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"S"," "," ","^"," "," ","^"," "," ",
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"S"," "," ","s"," "," ","s"," "," ",
"S"," "," "," "," "," "," "," "," ",
" "," "," ","s"," "," ","s"," "," ",
"S"," "," "," "," "," "," "," "," ",
"S"," "," ","s"," "," ","s"," "," ",
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"S"," "," ","v"," "," ","v"," "," ",
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"S"," "," "," "," "," "," "," "," ",
},
},
-- sides
{
style = "yrepeat",
layout = {
"s"," ","s"," ","s"," ","s"," ","s",
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" "," ","v"," ","v"," ","v"," "," ",
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"s"," "," "," "," "," "," "," ","s",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," ","s",
" "," "," "," "," "," "," "," "," ",
"s"," "," "," "," "," "," "," ","s",
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" "," ","^"," ","^"," ","^"," "," ",
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"s"," ","s"," ","s"," ","s"," ","s",
},
traps = true,
},
-- 9 pillars
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
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" "," ","^"," ","^"," ","^"," "," ",
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" "," ","s"," ","s"," ","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s"," ","s"," ","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s"," ","s"," ","s"," "," ",
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" "," ","v"," ","v"," ","v"," "," ",
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" "," "," "," "," "," "," "," "," ",
},
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--traps = true,
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},
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}
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local layout_traps
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local layout_traps_template = {
"S","S","S","S","S","S","S","S","S",
"?","S","?","S","?","S","?","S","S",
"?","S","?","S","?","S","?","S","S",
"?","?","?","?","?","?","?","?","S",
"?","?","?","?","?","?","?","?","S", -- << entrance on left side
"?","?","?","?","?","?","?","?","S",
"?","S","?","S","?","S","?","S","S",
"?","S","?","S","?","S","?","S","S",
"S","S","S","S","S","S","S","S","S"
}
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local code_sandstone = {
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[" "] = "air",
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["s"] = "default:sandstone",
["S"] = "default:sandstonebrick",
["1"] = "tsm_pyramids:deco_stone1",
["2"] = "tsm_pyramids:deco_stone2",
["3"] = "tsm_pyramids:deco_stone3",
["^"] = "default:chest",
["<"] = "default:chest",
[">"] = "default:chest",
["v"] = "default:chest",
["~"] = "default:lava_source",
["t"] = "tsm_pyramids:trap",
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}
local code_desert_sandstone = table.copy(code_sandstone)
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code_desert_sandstone["s"] = "default:desert_sandstone"
code_desert_sandstone["1"] = "tsm_pyramids:deco_stone4"
code_desert_sandstone["2"] = "tsm_pyramids:deco_stone5"
code_desert_sandstone["3"] = "tsm_pyramids:deco_stone6"
code_desert_sandstone["S"] = "default:desert_sandstone_brick"
code_desert_sandstone["t"] = "tsm_pyramids:desert_trap"
local code_desert_stone = table.copy(code_sandstone)
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code_desert_stone["s"] = "default:desert_stone_block"
code_desert_stone["1"] = "default:desert_stone_block"
code_desert_stone["2"] = "default:desert_stone_block"
code_desert_stone["3"] = "default:desert_stone_block"
code_desert_stone["S"] = "default:desert_stonebrick"
code_desert_stone["t"] = "air"
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local function replace(str, iy, code_table, deco, column_style)
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if iy < 4 and (str == "<" or str == ">" or str == "^" or str == "v") then str = " " end
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if column_style == 1 or column_style == 2 then
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if iy == 0 and str == "s" then str = deco[1] end
if iy == 3 and str == "s" then str = deco[2] end
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elseif column_style == 3 then
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if iy == 0 and str == "s" then str = deco[1] end
if iy == 2 and str == "s" then str = deco[2] end
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elseif column_style == 4 then
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if iy == 2 and str == "s" then str = deco[1] end
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end
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return code_table[str]
end
local function replace2(str, iy, depth, code_table)
if iy == depth then
-- Sandstone at the bottom-most layer
str = "s"
elseif iy == depth-1 then
-- Brick at the layer above
str = "S"
elseif iy == 0 and str == "~" then
-- Trap stones at the top layer
str = "t"
elseif iy < depth-3 and str == "~" then
-- Air below the trap stones
str = " "
end
-- Everything else is untouched (will stay pyramid material)
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return code_table[str]
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end
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local function get_flat_index(x, y, width)
return 1 + x + y * width
end
local function rotate_layout_single(layout, width)
local size = width*width
local new_layout = {}
for x=0, width-1 do
for y=0, width-1 do
local symbol = layout[get_flat_index((width-1) - y, x, width)]
-- Rotate chest
if symbol == "^" then
symbol = "<"
elseif symbol == "<" then
symbol = "v"
elseif symbol == "v" then
symbol = ">"
elseif symbol == ">" then
symbol = "^"
end
new_layout[get_flat_index(x, y, width)] = symbol
end
end
return new_layout
end
local function rotate_layout(layout, width, rotations)
local new_layout = table.copy(layout)
for r=1, rotations do
new_layout = rotate_layout_single(new_layout, width)
end
return new_layout
end
-- pos: Position to spawn pyramid
-- stype: Sand type ("sandstone" or "desert")
-- room_id: Room layout identified (see list of rooms above)
-- rotations: Number of times to rotate the room (0-3)
function tsm_pyramids.make_room(pos, stype, room_id, rotations)
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local code_table = code_sandstone
if stype == "desert_sandstone" then
code_table = code_desert_sandstone
elseif stype == "desert_stone" then
code_table = code_desert_stone
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end
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-- Select random deco block
local deco_ids = {"1", "2", "3"}
local deco = {}
for i=1, 2 do
local r = math.random(1, #deco_ids)
table.insert(deco, deco_ids[r])
table.remove(deco_ids, r)
end
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local hole = {x=pos.x+7,y=pos.y+5, z=pos.z+7}
if room_id == nil then
room_id = math.random(1, #room_types)
end
local room
if room_id < 1 or room_id > #room_types then
return false, S("Incorrect room type ID: @1", room_id)
end
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local room = table.copy(room_types[room_id])
local chests = {}
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local column_style
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local layout = rotate_layout(room.layout, ROOM_WIDTH, rotations)
if stype == "desert_stone" then
column_style = 0
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else
column_style = math.random(0,4)
end
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if room.style == "yrepeat" then
for iy=0,4,1 do
for ix=0,8,1 do
for iz=0,8,1 do
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local n_str = layout[tonumber(ix*9+iz+1)]
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local p2 = 0
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if n_str == "<" then
p2 = 0
elseif n_str == ">" then
p2 = 2
elseif n_str == "^" then
p2 = 1
elseif n_str == "v" then
p2 = 3
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end
local cpos = {x=hole.x+ix,y=hole.y-iy,z=hole.z+iz}
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local nn = replace(n_str, iy, code_table, deco, column_style)
minetest.set_node(cpos, {name=nn, param2=p2})
if nn == "default:chest" then
table.insert(chests, cpos)
end
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end
end
end
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else
minetest.log("error", "Invalid pyramid room style! room type ID="..r)
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end
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local sanded = room.flood_sand ~= false and stype ~= "desert_stone" and math.random(1,8) == 1
if #chests > 0 then
-- Make at least 8 attempts to fill chests
local filled = 0
while filled < 8 do
for c=1, #chests do
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tsm_pyramids.fill_chest(chests[c], stype, sanded)
filled = filled + 1
end
end
end
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if room.traps then
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tsm_pyramids.make_traps(pos, stype, rotations, layout)
end
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if sanded then
tsm_pyramids.flood_sand(pos, stype)
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end
return true, nil, sanded
end
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local shuffle_traps = function(chance, layout_room)
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layout_traps = table.copy(layout_traps_template)
for a=1, #layout_traps do
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-- Delete trap if this space of the room is occupied
if layout_room[a] ~= " " then
layout_traps[a] = "S"
-- Randomly turn tile into a trap, or not
elseif layout_traps[a] == "?" then
-- percentage for a trap
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if math.random(1,100) <= chance then
layout_traps[a] = "~"
else
layout_traps[a] = "S"
end
end
end
end
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function tsm_pyramids.make_traps(pos, stype, rotations, layout_room)
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local code_table = code_sandstone
if stype == "desert_sandstone" then
code_table = code_desert_sandstone
elseif stype == "desert_stone" then
code_table = code_desert_stone
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end
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shuffle_traps(math.random(10,100), layout_room)
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local hole = {x=pos.x+7,y=pos.y, z=pos.z+7}
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local layout = rotate_layout(layout_traps, ROOM_WIDTH, rotations)
-- Depth is total depth of trap area:
-- * top layer with trap stones
-- * followed by air layers
-- * followed by 2 layer of lava
-- * and 2 layers of sandstone/brick at the bottom (to prevent lava escaping)
-- The depth of air between trap stones and lava layer is <depth> - 4
local depth = 7
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local wmin, wmax = -1,9
for iy=0,depth,1 do
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for ix=wmin,wmax,1 do
for iz=wmin,wmax,1 do
local n_str
if ix == wmin or ix == wmax or iz == wmin or iz == wmax then
-- Walls around room
if iy == depth then
n_str = code_table["s"]
else
n_str = code_table["S"]
end
minetest.set_node({x=hole.x+ix,y=hole.y-iy,z=hole.z+iz}, {name=n_str})
else
-- Walls below room
n_str = layout[tonumber(ix*9+iz+1)]
minetest.set_node({x=hole.x+ix,y=hole.y-iy,z=hole.z+iz}, {name=replace2(n_str, iy, depth, code_table)})
end
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end
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end
end
end
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function tsm_pyramids.flood_sand(pos, stype)
local set_to_sand = {}
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local nn = "default:sand"
if stype == "desert_sandstone" or stype == "desert_stone" then
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nn = "default:desert_sand"
end
local hole = {x=pos.x+7,y=pos.y+1, z=pos.z+7}
local maxh = math.random(1,4)
local chance = math.random(1,7)
for ix=0,8,1 do
for iz=0,8,1 do
if math.random(1,chance) == 1 then
local h = math.random(1,maxh)
for iy=0,h,1 do
local p = {x=hole.x+ix,y=hole.y+iy,z=hole.z+iz}
if minetest.get_node(p).name == "air" then
table.insert(set_to_sand, p)
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end
end
end
end
end
minetest.bulk_set_node(set_to_sand, {name=nn})
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end