Randomly rotate pyramids

This commit is contained in:
Wuzzy
2019-08-22 14:50:26 +02:00
parent c87a2afafa
commit e824fa467e
2 changed files with 99 additions and 26 deletions

View File

@ -99,21 +99,46 @@ local function make_foundation_part(pos, set_to_stone)
end
end
local function make_entrance(pos, brick, sand, flood_sand)
local gang = {x=pos.x+10,y=pos.y, z=pos.z}
local function make_entrance(pos, rot, brick, sand, flood_sand)
local roffset_arr = {
{ x=0, y=0, z=1 }, -- front
{ x=-1, y=0, z=0 }, -- left
{ x=0, y=0, z=-1 }, -- back
{ x=1, y=0, z=0 }, -- right
}
local roffset = roffset_arr[rot + 1]
local way
if rot == 0 then
way = vector.add(pos, {x=11, y=0, z=0})
elseif rot == 1 then
way = vector.add(pos, {x=22, y=0, z=11})
elseif rot == 2 then
way = vector.add(pos, {x=11, y=0, z=22})
else
way = vector.add(pos, {x=0, y=0, z=11})
end
local max_sand_height = math.random(1,3)
for iz=0,6,1 do
for ie=0,6,1 do
local sand_height = math.random(1,max_sand_height)
for iy=2,3,1 do
if flood_sand and iy <= sand_height and iz >= 3 then
minetest.set_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz}, {name=sand})
-- dig hallway
local way_dir = vector.add(vector.add(way, {x=0,y=iy,z=0}), vector.multiply(roffset, ie))
if flood_sand and iy <= sand_height and ie >= 3 then
minetest.set_node(way_dir, {name=sand})
else
minetest.remove_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz})
minetest.remove_node(way_dir)
end
if iz >=3 and iy == 3 then
minetest.set_node({x=gang.x,y=gang.y+iy+1,z=gang.z+iz}, {name=brick})
minetest.set_node({x=gang.x+1,y=gang.y+iy+1,z=gang.z+iz}, {name=brick})
minetest.set_node({x=gang.x+2,y=gang.y+iy+1,z=gang.z+iz}, {name=brick})
-- build decoration above entrance
if ie >=3 and iy == 3 then
local deco = {x=way_dir.x, y=way_dir.y+1,z=way_dir.z}
minetest.set_node(deco, {name=brick})
if rot == 0 or rot == 2 then
minetest.set_node(vector.add(deco, {x=-1, y=0, z=0}), {name=brick})
minetest.set_node(vector.add(deco, {x=1, y=0, z=0}), {name=brick})
else
minetest.set_node(vector.add(deco, {x=0, y=0, z=-1}), {name=brick})
minetest.set_node(vector.add(deco, {x=0, y=0, z=1}), {name=brick})
end
end
end
end
@ -148,22 +173,28 @@ end
local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
-- Build pyramid
make_pyramid(pos, brick, sandstone, stone, sand)
local rot = math.random(0, 3)
-- Build room
local ok, msg, flood_sand = tsm_pyramids.make_room(pos, ptype, room_id)
local ok, msg, flood_sand = tsm_pyramids.make_room(pos, ptype, room_id, rot)
-- Place mummy spawner
local r = math.random(1,3)
if r == 1 then
-- 4 possible spawner positions
local spawner_posses = {
-- front
add_spawner({x=pos.x+11,y=pos.y+2, z=pos.z+17}, {x=0, y=0, z=-2})
elseif r == 2 then
-- right
add_spawner({x=pos.x+17,y=pos.y+2, z=pos.z+11}, {x=-2, y=0, z=0})
else
{{x=pos.x+11,y=pos.y+2, z=pos.z+5}, {x=0, y=0, z=2}},
-- left
add_spawner({x=pos.x+5,y=pos.y+2, z=pos.z+11}, {x=2, y=0, z=0})
end
{{x=pos.x+17,y=pos.y+2, z=pos.z+11}, {x=-2, y=0, z=0}},
-- back
{{x=pos.x+11,y=pos.y+2, z=pos.z+17}, {x=0, y=0, z=-2}},
-- right
{{x=pos.x+5,y=pos.y+2, z=pos.z+11}, {x=2, y=0, z=0}},
}
-- Delete the spawner position in which the entrance will be placed
table.remove(spawner_posses, (rot % 4) + 1)
add_spawner(spawner_posses[r][1], spawner_posses[r][2])
-- Build entrance
make_entrance({x=pos.x,y=pos.y, z=pos.z}, brick, sand, flood_sand)
make_entrance(pos, rot, brick, sand, flood_sand)
-- Done
minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")")
return ok, msg