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