Version 0.3

Fix floating, add better room, improve spawning
This commit is contained in:
BlockMen 2013-09-26 01:37:24 +02:00
parent dbe9af6c61
commit f64171b2a8
8 changed files with 157 additions and 59 deletions

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@ -1,6 +1,6 @@
Minetest mod "Pyramids"
=======================
version: 0.2 Beta
version: 0.3 Beta
License of source code and textures: WTFPL
------------------------------------------
@ -12,6 +12,15 @@ License of mesh model: WTFPL
(c) Copyright Pavel_S (2013)
License of textures
-------------------
-pyramids_eye.png by bas080, CC-BY-SA 3.0
-pyramids_men.png by bas080, CC-BY-SA 3.0
-pyramids_sun.png by bas080, CC-BY-SA 3.0
all other: BlockMen, WTFPL
Licenses of sounds
------------------
The authors are : (freesound.org)

148
init.lua
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@ -1,5 +1,8 @@
pyramids = {}
dofile(minetest.get_modpath("pyramids").."/mummy.lua")
--dofile(minetest.get_modpath("pyramids").."/traps.lua")
dofile(minetest.get_modpath("pyramids").."/nodes.lua")
dofile(minetest.get_modpath("pyramids").."/room.lua")
local chest_stuff = {
{name="default:apple", max = 3},
@ -12,52 +15,60 @@ local chest_stuff = {
}
local function fill_chest(pos)
minetest.set_node(pos, {name="default:chest"})
minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z}, {name="pyramids:spawner_mummy"})
if not minetest.setting_getbool("only_peaceful_mobs") then pyramids.spawn_mummy({x=pos.x+1,y=pos.y,z=pos.z},2) end
function pyramids.fill_chest(pos)
minetest.after(2, function()
local n = minetest.get_node(pos)
if n ~= nil then
if n.name == "default:chest" then
local meta = minetest.get_meta(pos)
meta:set_string("formspec",default.chest_formspec)
meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
for i=0,4,1 do
local stuff = chest_stuff[math.random(1,#chest_stuff)]
local stack = {name=stuff.name, count = math.random(1,stuff.max)}
if not inv:contains_item("main", stack) then
inv:set_stack("main", math.random(1,32), stack)
end
if n and n.name and n.name == "default:chest" then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
if math.random(1,10) < 7 then return end
for i=0,2,1 do
local stuff = chest_stuff[math.random(1,#chest_stuff)]
if stuff.name == "farming:bread" and not minetest.get_modpath("farming") then stuff = chest_stuff[1] end
local stack = {name=stuff.name, count = math.random(1,stuff.max)}
if not inv:contains_item("main", stack) then
inv:set_stack("main", math.random(1,32), stack)
end
end
end
end)
end
local function add_spawner(pos)
minetest.set_node(pos, {name="pyramids:spawner_mummy"})
if not minetest.setting_getbool("only_peaceful_mobs") then pyramids.spawn_mummy({x=pos.x,y=pos.y,z=pos.z-2},2) end
end
local function make_room(pos)
local loch = {x=pos.x+8,y=pos.y+5, z=pos.z+8}
for iy=0,4,1 do
for ix=0,6,1 do
for iz=0,6,1 do
minetest.remove_node({x=loch.x+ix,y=loch.y-iy,z=loch.z+iz})
end
local function can_replace(pos)
local n = minetest.get_node_or_nil(pos)
if n and n.name and minetest.registered_nodes[n.name] and not minetest.registered_nodes[n.name].walkable then
return true
elseif not n then
return true
else
return false
end
end
fill_chest({x=pos.x+10+math.random(0,2),y=pos.y+1,z=pos.z+10+math.random(0,2)})
local function underground(pos)
local p2 = pos
local cnt = 0
local mat = "desert_sand"
p2.y = p2.y-1
while can_replace(p2)==true do
cnt = cnt+1
if cnt > 25 then break end
if cnt>math.random(2,4) then mat = "desert_stone"end
minetest.set_node(p2, {name="default:"..mat})
p2.y = p2.y-1
end
end
local function make_entrance(pos)
local gang = {x=pos.x+10,y=pos.y, z=pos.z}
for iy=2,3,1 do
for iz=0,7,1 do
--minetest.remove_node({x=gang.x,y=gang.y+iy,z=gang.z+iz})
local gang = {x=pos.x+10,y=pos.y, z=pos.z}
for iy=2,3,1 do
for iz=0,6,1 do
minetest.remove_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz})
if iz >=3 and iy == 3 then
minetest.set_node({x=gang.x,y=gang.y+iy+1,z=gang.z+iz}, {name="default:sandstonebrick"})
@ -65,58 +76,81 @@ for iy=2,3,1 do
minetest.set_node({x=gang.x+2,y=gang.y+iy+1,z=gang.z+iz}, {name="default:sandstonebrick"})
end
end
end
end
end
local function make(pos)
minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")")
for iy=0,10,1 do
minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")")
for iy=0,10,1 do
for ix=iy,22-iy,1 do
for iz=iy,22-iy,1 do
if iy <1 then underground({x=pos.x+ix,y=pos.y,z=pos.z+iz}) end
minetest.set_node({x=pos.x+ix,y=pos.y+iy,z=pos.z+iz}, {name="default:sandstonebrick"})
end
end
end
make_room(pos)
make_entrance(pos)
end
pyramids.make_room(pos)
add_spawner({x=pos.x+11,y=pos.y+2, z=pos.z+17})
make_entrance(pos)
end
local perl1 = {
SEED1 = 9130, -- Values should match minetest mapgen V6 desert noise.
OCTA1 = 3,
PERS1 = 0.5,
SCAL1 = 250,
}
local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
local function ground(pos)
local function ground(pos, old)
local p2 = pos
while minetest.get_node(p2).name == "air" do
while minetest.get_node_or_nil(p2).name == "air" do
p2.y = p2.y -1
end
return p2
if p2.y < old.y then
return p2
else
return old
end
end
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < 0 then return end
math.randomseed(seed)
local cnt = 0
local perlin1 = minetest.env:get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
local noise1 = perlin1:get2d({x=mpos.x,y=mpos.y})
local noise1 = perlin1:get2d({x=minp.x,y=minp.y})--,z=minp.z})
if noise1 > 0.25 or noise1 < -0.26 then
local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
if noise1 > 0.45 or math.random(0,10) > (0.45 - noise1) * 100 then -- Smooth transition 0.35 to 0.45
p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
while p2 == nil and cnt < 5 do
cnt = cnt+1
mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
end
if p2 == nil then return end
if p2.y < 0 then return end
if math.random(0,18) < 17 then return end
local off = 0
opos = {x=p2.x+22,y=p2.y-1,z=p2.z+22}
if minetest.get_node(opos).name == "air" then
p2 = ground(opos)
local opos1 = {x=p2.x+22,y=p2.y-1,z=p2.z+22}
local opos2 = {x=p2.x+22,y=p2.y-1,z=p2.z}
local opos3 = {x=p2.x,y=p2.y-1,z=p2.z+22}
local opos1_n = minetest.get_node(opos1).name
local opos2_n = minetest.get_node(opos2).name
local opos3_n = minetest.get_node(opos3).name
if opos1_n == "air" then
p2 = ground(opos1, p2)
end
if opos2_n == "air" then
p2 = ground(opos2, p2)
end
if opos3_n == "air" then
p2 = ground(opos3, p2)
end
p2.y = p2.y - 4
if p2.y < 0 then p2.y = 0 end
minetest.after(0.3,make,p2)
if minetest.find_node_near(p2, 25, {"default:water_source"}) ~= nil or minetest.find_node_near(p2, 22, {"default:dirt_with_grass"}) ~= nil or minetest.find_node_near(p2, 52, {"default:sandstonebrick"}) ~= nil then return end
if math.random(0,10) > 7 then return end
minetest.after(0.3,make,p2)
end
end)
end)

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@ -1,4 +1,4 @@
pyramids = {}
--pyramids = {}
walk_limit = 1
chillaxin_speed = 1

11
nodes.lua Normal file
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@ -0,0 +1,11 @@
local img = {"eye", "men", "sun"}
for i=1,3 do
minetest.register_node("pyramids:deco_stone"..i, {
description = "Sandstone",
tiles = {"default_sandstone.png^pyramids_"..img[i]..".png"},
is_ground_content = true,
groups = {crumbly=2,cracky=3},
sounds = default.node_sound_stone_defaults(),
})
end

44
room.lua Normal file
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@ -0,0 +1,44 @@
local room = {"a","a","a","a","a","a","a","a","a",
"a","c","a","c","a","c","a","c","a",
"a","s","a","s","a","s","a","s","a",
"a","a","a","a","a","a","a","a","a",
"a","a","a","a","a","a","a","a","a",
"a","a","a","a","a","a","a","a","a",
"a","s","a","s","a","s","a","s","a",
"a","c","a","c","a","c","a","c","a",
"a","a","a","a","a","a","a","a","a"}
local code = {}
code["s"] = "sandstone"
code["eye"] = "deco_stone1"
code["men"] = "deco_stone2"
code["sun"] = "deco_stone3"
code["c"] = "chest"
code["b"] = "sandstonebrick"
code["a"] = "air"
local function replace(str,iy)
local out = "default:"
if iy < 4 and str == "c" then str = "a" end
if iy == 0 and str == "s" then out = "pyramids:" str = "sun" end
if iy == 3 and str == "s" then out = "pyramids:" str = "men" end
if str == "a" then out = "" end
return out..code[str]
end
function pyramids.make_room(pos)
local loch = {x=pos.x+7,y=pos.y+5, z=pos.z+7}
for iy=0,4,1 do
for ix=0,8,1 do
for iz=0,8,1 do
local n_str = room[tonumber(ix*9+iz+1)]
local p2 = 0
if n_str == "c" then
if ix < 3 then p2 = 1 else p2 = 3 end
pyramids.fill_chest({x=loch.x+ix,y=loch.y-iy,z=loch.z+iz})
end
minetest.set_node({x=loch.x+ix,y=loch.y-iy,z=loch.z+iz}, {name=replace(n_str,iy), param2=p2})
end
end
end
end

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