133 Commits

Author SHA1 Message Date
85da5073b9 Version 1.0.0 2019-09-02 20:45:11 +02:00
d995fd381a Spawn egg: Make node on_rightclick take precedence 2019-08-25 18:47:10 +02:00
355aa1d40d Add mummy description field (CMI) 2019-08-25 18:21:12 +02:00
44482f6268 Add basic CMI support (experimental) 2019-08-25 18:04:16 +02:00
ae4fc9135c Add _cmi_is_mob 2019-08-25 17:35:56 +02:00
22b0823de4 Version 0.8 2019-08-25 17:30:10 +02:00
e0f929d8dd Refactor pyramid type selection 2019-08-25 16:41:22 +02:00
5abc9c1e47 Fix some bugs with traps generating 2019-08-25 16:33:14 +02:00
47b32ecae1 Simplify trap stone definition 2019-08-25 16:02:25 +02:00
c2167e305a Add new trap type: Deep drop 2019-08-25 15:17:04 +02:00
f71ca591c9 More treasure variety 2019-08-25 14:00:03 +02:00
9d5dace4fb Guarantee 1 chest with treasures 2019-08-25 12:37:36 +02:00
0efa3dd75e Remove unneccessary set_hp 2019-08-25 12:30:32 +02:00
34750f407a Call on_death when mummy dies in node 2019-08-25 12:29:39 +02:00
049e575da1 Don't spawn mummies above liquids 2019-08-25 12:09:13 +02:00
5104b2a117 Fix bad hp_max of mummy 2019-08-25 05:22:04 +02:00
d9c4b78998 Remove papyrus from treasures 2019-08-25 05:18:35 +02:00
fe4ff2025c Mummies drop papyrus again 2019-08-25 05:18:08 +02:00
19c81a9b4f Improve initial mummy spawn 2019-08-25 01:52:12 +02:00
4fde7b9091 Improve mummy spawner behaviour 2019-08-25 01:37:59 +02:00
56277166d3 More reliable method to delete dummy 2019-08-25 01:02:49 +02:00
e6a76549f6 Enable traps for more rooms 2019-08-25 00:50:22 +02:00
b278da5bcf Remove useless node sets in make_entrance 2019-08-25 00:19:45 +02:00
4bce10ff7d Implement custom room walls 2019-08-25 00:19:35 +02:00
a7b45cbba7 Implement stype restriction 2019-08-24 23:19:41 +02:00
7f5e97357e Remove useless call 2019-08-24 22:53:11 +02:00
694d279ff0 Add reverse sandstone room style 2019-08-24 22:30:38 +02:00
a6e3a50266 Keep pyramids away from cactus and trees 2019-08-24 22:00:08 +02:00
269987771d Remove sand spam 2019-08-24 21:45:41 +02:00
4aa41e096f Fix some logging errors 2019-08-24 21:28:35 +02:00
4d25bdadf2 Reduce spawning of floating pyramids 2019-08-24 21:19:25 +02:00
1d9fee5ab1 Improve node restriction handling 2019-08-24 20:12:03 +02:00
4ec1b6b5bc Present desert stone pyramids in sandy areas 2019-08-24 20:05:51 +02:00
4300f641dc Keep pyramids away from the beach 2019-08-24 19:37:11 +02:00
01acc67011 Desert stone pyramids: Disable sand 2019-08-24 19:26:37 +02:00
9af486611c Reacivate desert stone pyramids ... for now 2019-08-24 19:25:40 +02:00
76bd636df2 Drop a minetest.after 2019-08-24 18:58:20 +02:00
e3a6dac028 Distiction between column and sandstone 2019-08-24 17:43:18 +02:00
71393b0368 Improve hieroglpyhs room 2019-08-24 17:14:08 +02:00
479d625484 Fix crash when spawning traps 2019-08-24 16:24:23 +02:00
6f24883fa3 Add 4 new rooms 2019-08-24 16:08:11 +02:00
39e5289b74 Reduce the water distance restriction 2019-08-23 21:01:35 +02:00
212636b66d Never spawn pyramids beyond maxp 2019-08-23 18:53:35 +02:00
10cf7524b5 Add pyramid size variable 2019-08-23 17:26:01 +02:00
fe41da8bd0 More tiles to place traps on 2019-08-23 14:37:38 +02:00
1e6f18253e Prevent traps generating below pillars 2019-08-23 14:34:42 +02:00
1fdb855347 Build walls around trap section 2019-08-23 13:53:43 +02:00
f1a7d039e7 Generate 2 solid layers at bottom of pit
To prevent lava escaping
2019-08-23 13:30:33 +02:00
20f0c8a845 Update mummy doll properties for MT 5.0.0 2019-08-23 13:04:45 +02:00
2f82b3665c Remove outdated TODOs/FIXMEs 2019-08-23 13:02:18 +02:00
92d36f9e79 Disable desert stone pyramids for now 2019-08-23 13:00:35 +02:00
e40a41e473 Merge branch 'desert_stone' 2019-08-23 12:58:27 +02:00
bd3f84ed4c Make falling of trap stones more unpredictable 2019-08-22 16:18:08 +02:00
e824fa467e Randomly rotate pyramids 2019-08-22 14:50:26 +02:00
c87a2afafa Make sounds mono 2019-08-20 21:01:42 +02:00
08a750820b Don't use sand in desert sand pyramids 2019-08-20 20:47:11 +02:00
7b0c42954f Fix broken desert stone pyramid trap 2019-08-20 20:36:50 +02:00
461326ad32 Generate desert pyramids 2019-08-20 20:32:14 +02:00
783a5d8666 Add desert stone pyramids (still a bit buggy) 2019-08-20 20:16:11 +02:00
9b9e4c1f50 50% chance for sandstone pyramids in v6 2019-08-20 17:05:45 +02:00
9c6dc7908a Remove heavy bias towards desert sandstone pyramid 2019-08-20 16:43:47 +02:00
d834170a7b /spawnpyramid places pyramid at more useful pos 2019-08-20 15:11:51 +02:00
b00f540567 Use bulk_set_node to improve efficiency 2019-08-20 14:58:51 +02:00
bd38820a32 Version 0.7 2019-08-20 06:25:35 +02:00
03a7de0b2d Clean up variable handling in minetest.after 2019-08-20 06:24:57 +02:00
104b2e947a Replace room: hallway 2019-08-20 06:16:03 +02:00
a6c3ab814b Change drop of trap stones 2019-08-20 06:02:39 +02:00
600b54e5ad Update locale 2019-08-20 05:51:58 +02:00
9ddfbed720 Add a tip to some pyramids 2019-08-20 05:40:52 +02:00
51bf3783ff Randomize column engravings 2019-08-20 05:17:25 +02:00
2407c70523 Fix initial mummies spawning inside walls 2019-08-20 04:22:20 +02:00
fa844864bb Increase envdmg_timer slower 2019-08-20 04:07:12 +02:00
84a04cec27 Randomize spawner position (a bit) 2019-08-20 04:05:20 +02:00
1d43f7c06e Damage mummy when suffocating, tweak water/lava dmg 2019-08-20 03:49:42 +02:00
6a43244322 Fix various flood_sand bugs 2019-08-20 03:26:54 +02:00
6fc1d927f8 Reduce amount of sand in chests 2019-08-20 03:19:46 +02:00
fb6cbbea66 Put sand into chests in sand-flooded pyramids 2019-08-20 03:14:39 +02:00
acc22a5576 Flood every 8th pyramid with sand 2019-08-20 02:58:37 +02:00
d3187e4a08 Distribute treasures more evenly across chests 2019-08-20 02:08:44 +02:00
d6bc045bbb Add a few additional default treasures 2019-08-20 01:52:43 +02:00
9e9433dcae Add room type argument in spawnpyramid command 2019-08-20 01:07:42 +02:00
d64e5d5b47 Disable traps in some rooms 2019-08-20 00:45:46 +02:00
4c52d902e4 Rotate chests correctly 2019-08-20 00:43:04 +02:00
7aadb0f0ac Add a bunch of new rooms 2019-08-20 00:27:25 +02:00
e91b61f849 Randomize trap positions 2019-08-19 19:41:20 +02:00
6b453f781e Refactor room.lua a bit 2019-08-19 18:38:48 +02:00
d86a85340c Rename deprecated functions 2019-08-19 18:12:50 +02:00
3c0d699fd1 Rename global pyramids table 2019-08-19 18:06:55 +02:00
971bc77ff8 Use MIT License 2019-08-19 17:59:57 +02:00
d46d199de1 Update screenshot 2019-08-19 17:58:59 +02:00
5727e51949 Add mod.conf 2019-08-19 17:54:00 +02:00
47f80863ba Update translation support for Minetest 5.0.0 2019-08-19 17:50:24 +02:00
21e57108d8 Drop sandplus support 2019-08-19 17:40:33 +02:00
8901184f72 Add desert sandstone trap 2019-08-19 17:30:15 +02:00
2ce13628cc Fix desert pyramid traps 2018-05-25 00:56:10 +02:00
351292740b Fix perlin1 crash 2018-05-25 00:45:30 +02:00
f6f1b4bd06 Fix deco node names 2018-05-25 00:43:33 +02:00
ae94b8b508 Get perlin only once 2018-05-25 00:41:36 +02:00
30f29c8490 Randomize engraving sandstones 2018-05-25 00:34:33 +02:00
a069c026fd Spawn desert sandstone pyramids 2018-05-25 00:23:05 +02:00
4a8dab67db Add desert sandstone deco nodes 2018-05-24 23:53:51 +02:00
7949f68e12 Replace nodeupdate call 2018-05-24 23:34:51 +02:00
74597d9394 Update node description 2018-05-24 23:29:13 +02:00
214ef62bda New texture for fallen cracked sandstone brick 2018-05-24 23:23:26 +02:00
eb3590ce68 Replace minetest.env with minetest 2018-05-24 23:06:17 +02:00
05bef9bf6e Capitalize node names 2018-05-24 22:58:31 +02:00
c066cedd2e Change sun texture to square shape 2016-12-30 15:36:20 +01:00
47e54b4184 Spawn pyramids in sand deserts, add desert sandstone pyramids (partial) 2016-12-30 14:56:19 +01:00
ee8c87470e Make indentation consistent 2016-12-30 14:22:38 +01:00
be2bc3f0fe Add secret achievement 2016-11-22 06:35:03 +01:00
45a6bd0c71 Fix some description strings 2016-11-22 05:19:43 +01:00
b447f0af75 Add doc_items help texts 2016-11-22 05:01:55 +01:00
273e11dd40 Use suggested custom item field name convention 2016-11-17 18:34:45 +01:00
df312a19b1 Use new monster death sound 2016-11-10 19:10:53 +01:00
47ffb0d254 Delete README.txt 2016-11-10 16:49:38 +01:00
7568a2b3fa Add partial backwards-compability 2016-11-10 16:48:52 +01:00
281eae639e Change name of custom crack nodedef field to
Previous: crack
New: x_tsm_pyramids_crack
2016-11-10 16:29:19 +01:00
82e6e5bdd0 Merge branch 'master' of https://github.com/BlockMen/pyramids 2016-11-10 16:27:59 +01:00
e78434b1f0 Remove non-free mummy death sound 2016-11-10 16:19:01 +01:00
e05d0e21a7 Upgrade README to Markdown format 2016-11-10 16:13:43 +01:00
246011153d Add German locale 2016-11-10 15:17:26 +01:00
3e15c497c3 Add intllib support 2016-11-10 15:13:26 +01:00
bcfd8e73e5 More precise node names 2016-11-10 15:10:16 +01:00
10d15c532d Change top/bottom texture from deco sandstone 2016-11-10 15:08:06 +01:00
98e494f665 Make nodedefs more consistent with Minetest Game 2016-11-10 15:03:57 +01:00
368f822ebf Add sounds to mummy spawner 2016-11-10 14:59:33 +01:00
b5ef3d0e7f Clean up descriptions 2016-11-10 14:51:40 +01:00
1eeef3723c Add screenshot 2016-11-10 14:38:58 +01:00
d70f7e4adb Set is_ground_content=false 2016-11-02 01:16:46 +01:00
b9513e92d2 Remove old comments 2016-08-11 17:40:39 +02:00
24e6c49b83 Make most variables local 2016-08-11 17:37:36 +02:00
b8c8a2eb55 Fix global variable warnings; push to 0.4.2 2015-11-12 18:37:00 +01:00
44e66d661a Fix unhandled exception, push to 0.4.1 2015-04-03 13:25:14 +02:00
21 changed files with 1992 additions and 373 deletions

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# Pyramids (with Treasurer support) [`tsm_pyramids`]
* Version: 1.0.0
## Description
This is a mod for Minetest Game which adds randomly spawned pyramids in deserts and
sandstone deserts. The pyramids are very rare and contain chests with stuff.
Also there are mummies inside, which attack the player if found in their radius.
## Historic notes
This mod is a fork of the old `pyramids` mod by BlockMen and intended to be a direct
(but unofficial) successor of it.
## Licensing
This program is free software. It comes without any warranty, to
the extent permitted by applicable law.
### Source code and textures
* [MIT License](https://mit-license.org/)
* (c) Copyright BlockMen (2013)
### Mummy model
* MIT License
* (c) Copyright Pavel\_S (2013)
### Textures
* `tsm_pyramids_eye.png` by bas080, [CC-BY-SA 3.0](https://creativecommons.org/licenses/by-sa/3.0/)
* `tsm_pyramids_men.png` by bas080, CC-BY-SA 3.0
* `tsm_pyramids_sun.png` by bas080, CC-BY-SA 3.0
* All other: BlockMen (MIT License)
### Sounds
The authors are ([freesound.org](https://freesound.org)):
* `mummy.1.ogg` by Raventhornn, [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
* `mummy.2.ogg` by Raventhornn, CC0
* `mummy_hurt.1.ogg` by Under7dude, CC0
* `mummy_death.1.ogg` by scorpion67890 (modified by Wuzzy), CC0

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@ -1,43 +0,0 @@
Minetest mod "Pyramids"
=======================
version: 0.6
License of source code and textures: WTFPL
------------------------------------------
(c) Copyright BlockMen (2013)
License of mesh model: WTFPL
----------------------------
(c) Copyright Pavel_S (2013)
License of textures
-------------------
-tsm_pyramids_eye.png by bas080, CC-BY-SA 3.0
-tsm_pyramids_men.png by bas080, CC-BY-SA 3.0
-tsm_pyramids_sun.png by bas080, CC-BY-SA 3.0
all other: BlockMen, WTFPL
Licenses of sounds
------------------
The authors are : (freesound.org)
-mummy.1.ogg by Raventhornn, CC0
-mummy.2.ogg by Raventhornn, CC0
-mummy_hurt.1.ogg by Under7dude, CC0
-mummy_death.1.ogg by Michel88, CC-Sampling Plus 1.0
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.
Using the mod:
--------------
This mod adds randomly spawned pyramids in deserts. The pyramids are very rare and contain a chest with stuff.
Also there are mummys inside, which attack the player if found in their radius.

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Minibugs:
- Mummy doesn't avoid lava
Features:
- More random rooms!
- Man statue
- Falling traps from above
- More variety in pyramid exterior styles
- Different entrances
- Stairs leading to entrance
- Open roof? For sun room
- Multiple entries (temple-like pyramids)
- Different pyramid sizes
- Damaged pyramids
- Missing blocks
- Trap stones
- No mummies, traps or treasures

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@ -1,3 +0,0 @@
default
farming?
treasurer?

483
init.lua
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@ -1,51 +1,121 @@
pyramids = {}
local S = minetest.get_translator("tsm_pyramids")
-- Pyramid width (must be an odd number)
local PYRA_W = 23
-- Pyramid width minus 1
local PYRA_Wm = PYRA_W - 1
-- Half of (Pyramid width minus 1)
local PYRA_Wh = PYRA_Wm / 2
-- Minimum spawn height
local PYRA_MIN_Y = 3
tsm_pyramids = {}
dofile(minetest.get_modpath("tsm_pyramids").."/mummy.lua")
dofile(minetest.get_modpath("tsm_pyramids").."/nodes.lua")
dofile(minetest.get_modpath("tsm_pyramids").."/room.lua")
local chest_stuff = {
{name="default:apple", max = 3},
{name="farming:bread", max = 3},
{name="default:steel_ingot", max = 2},
{name="default:gold_ingot", max = 2},
{name="default:diamond", max = 1},
{name="default:pick_steel", max = 1},
{name="default:pick_diamond", max = 1}
local mg_name = minetest.get_mapgen_setting("mg_name")
local chest_stuff = {
normal = {
{name="default:steel_ingot", max = 3},
{name="default:copper_ingot", max = 3},
{name="default:gold_ingot", max = 2},
{name="default:diamond", max = 1},
{name="default:pick_steel", max = 1},
},
desert_stone = {
{name="default:mese_crystal", max = 4},
{name="default:gold_ingot", max = 10},
{name="default:pick_diamond", max = 1},
},
desert_sandstone = {
{name="default:apple", max = 1},
{name="default:stick", max = 64},
{name="default:acacia_bush_sapling", max = 1},
{name="default:paper", max = 9},
{name="default:shovel_bronze", max = 1},
{name="default:pick_mese", max = 1},
},
sandstone = {
{name="default:obsidian_shard", max = 5},
{name="default:apple", max = 3},
{name="default:blueberries", max = 9},
{name="default:glass", max = 64},
{name="default:bush_sapling", max = 1},
{name="default:pick_bronze", max = 1},
},
}
function pyramids.fill_chest(pos)
minetest.after(2, function()
local n = minetest.get_node(pos)
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
local stacks = {}
if minetest.get_modpath("farming") then
table.insert(chest_stuff.desert_sandstone, {name="farming:bread", max = 3})
table.insert(chest_stuff.sandstone, {name="farming:bread", max = 4})
table.insert(chest_stuff.normal, {name="farming:cotton", max = 32})
table.insert(chest_stuff.desert_sandstone, {name="farming:seed_cotton", max = 3})
table.insert(chest_stuff.desert_sandstone, {name="farming:hoe_stone", max = 1})
else
table.insert(chest_stuff.normal, {name="farming:apple", max = 8})
table.insert(chest_stuff.normal, {name="farming:apple", max = 3})
end
if minetest.get_modpath("tnt") then
table.insert(chest_stuff.normal, {name="tnt:gunpowder", max = 6})
table.insert(chest_stuff.desert_stone, {name="tnt:gunpowder", max = 6})
else
table.insert(chest_stuff.normal, {name="farming:apple", max = 3})
end
function tsm_pyramids.fill_chest(pos, stype, flood_sand, treasure_chance)
local sand = "default:sand"
if not treasure_chance then
treasure_chance = 100
end
if stype == "desert_sandstone" or stype == "desert_stone" then
sand = "default:desert_sand"
end
local n = minetest.get_node(pos)
local treasure_added = false
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)
local stacks = {}
-- Fill with sand in sand-flooded pyramids
if flood_sand then
table.insert(stacks, {name=sand, count = math.random(1,32)})
end
-- Add treasures
if math.random(1,100) <= treasure_chance then
if minetest.get_modpath("treasurer") ~= nil then
stacks = treasurer.select_random_treasures(3,7,9,{"minetool", "food", "crafting_component"})
else
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 stuff = chest_stuff.normal[math.random(1,#chest_stuff.normal)]
table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
end
end
for s=1,#stacks do
if not inv:contains_item("main", stacks[s]) then
inv:set_stack("main", math.random(1,32), stacks[s])
if math.random(1,100) <= 75 then
local stuff = chest_stuff[stype][math.random(1,#chest_stuff[stype])]
table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
end
treasure_added = true
end
end
end)
for s=1,#stacks do
if not inv:contains_item("main", stacks[s]) then
inv:set_stack("main", math.random(1,32), stacks[s])
end
end
end
return treasure_added
end
local function add_spawner(pos)
local function add_spawner(pos, mummy_offset)
minetest.set_node(pos, {name="tsm_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
if not minetest.settings:get_bool("only_peaceful_mobs") then
for i=1,2 do
tsm_pyramids.attempt_mummy_spawn(pos, false)
end
end
end
local function can_replace(pos)
@ -59,56 +129,116 @@ local function can_replace(pos)
end
end
local function underground(pos)
local function make_foundation_part(pos, set_to_stone)
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})
if cnt > 25 then
break
end
table.insert(set_to_stone, table.copy(p2))
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=0,6,1 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"})
minetest.set_node({x=gang.x+1,y=gang.y+iy+1,z=gang.z+iz}, {name="default:sandstonebrick"})
minetest.set_node({x=gang.x+2,y=gang.y+iy+1,z=gang.z+iz}, {name="default:sandstonebrick"})
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=PYRA_Wh, y=0, z=0})
elseif rot == 1 then
way = vector.add(pos, {x=PYRA_Wm, y=0, z=PYRA_Wh})
elseif rot == 2 then
way = vector.add(pos, {x=PYRA_Wh, y=0, z=PYRA_Wm})
else
way = vector.add(pos, {x=0, y=0, z=PYRA_Wh})
end
local max_sand_height = math.random(1,3)
for ie=0,6,1 do
local sand_height = math.random(1,max_sand_height)
for iy=2,3,1 do
-- dig hallway
local way_dir = vector.add(vector.add(way, {x=0,y=iy,z=0}), vector.multiply(roffset, ie))
if flood_sand and sand ~= "ignore" and iy <= sand_height and ie >= 3 then
minetest.set_node(way_dir, {name=sand})
else
minetest.remove_node(way_dir)
end
-- 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
end
end
local function make(pos)
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"})
for yy=1,10-iy,1 do
local n = minetest.get_node({x=pos.x+ix,y=pos.y+iy+yy,z=pos.z+iz})
if n and n.name and n.name == "default:desert_stone" then minetest.set_node({x=pos.x+ix,y=pos.y+iy+yy,z=pos.z+iz},{name="default:desert_sand"}) end
local function make_pyramid(pos, brick, sandstone, stone, sand)
local set_to_brick = {}
local set_to_stone = {}
-- Build pyramid
for iy=0,math.random(10,PYRA_Wh),1 do
for ix=iy,PYRA_W-1-iy,1 do
for iz=iy,PYRA_W-1-iy,1 do
if iy < 1 then
make_foundation_part({x=pos.x+ix,y=pos.y,z=pos.z+iz}, set_to_stone)
end
table.insert(set_to_brick, {x=pos.x+ix,y=pos.y+iy,z=pos.z+iz})
end
end
end
end
end
minetest.bulk_set_node(set_to_stone , {name=stone})
minetest.bulk_set_node(set_to_brick, {name=brick})
end
pyramids.make_room(pos)
minetest.after(2, pyramids.make_traps, pos)
add_spawner({x=pos.x+11,y=pos.y+2, z=pos.z+17})
make_entrance({x=pos.x,y=pos.y, z=pos.z})
local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
local bpos = table.copy(pos)
-- Build pyramid
make_pyramid(bpos, brick, sandstone, stone, sand)
local rot = math.random(0, 3)
-- Build room
local ok, msg, flood_sand = tsm_pyramids.make_room(bpos, ptype, room_id, rot)
-- Place mummy spawner
local r = math.random(1,3)
-- 4 possible spawner positions
local spawner_posses = {
-- front
{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+5}, {x=0, y=0, z=2}},
-- left
{{x=bpos.x+PYRA_Wm-5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=-2, y=0, z=0}},
-- back
{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+PYRA_W-5}, {x=0, y=0, z=-2}},
-- right
{{x=bpos.x+5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {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(bpos, rot, brick, sand, flood_sand)
-- Done
minetest.log("action", "[tsm_pyramids] Created pyramid at "..minetest.pos_to_string(bpos)..".")
return ok, msg
end
local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
local perlin1 -- perlin noise buffer
local function hlp_fnct(pos, name)
local n = minetest.get_node_or_nil(pos)
@ -119,59 +249,222 @@ local function hlp_fnct(pos, name)
end
end
local function ground(pos, old)
local p2 = pos
local p2 = table.copy(pos)
while hlp_fnct(p2, "air") do
p2.y = p2.y -1
end
if p2.y < old.y then
return p2
return {x=old.x, y=p2.y, z=old.z}
else
return old
end
end
-- Select the recommended type of pyramid to use, based on the environment.
-- One of sandstone, desert sandstone, desert stone.
local select_pyramid_type = function(minp, maxp)
local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < 0 then return end
math.randomseed(seed)
local sand
local sands = {"default:sand", "default:desert_sand", "default:desert_stone"}
local p2
local psand = {}
local sand
local cnt = 0
local perlin1 = minetest.env:get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
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)}
local p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
while p2 == nil and cnt < 5 do
local sand_cnt_max = 0
local sand_cnt_max_id
-- Look for sand or desert stone to place the pyramid on
for s=1, #sands do
cnt = 0
local sand_cnt = 0
sand = sands[s]
psand[s] = minetest.find_node_near(mpos, 25, sand)
while 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"})
local spos = minetest.find_node_near(mpos, 25, sand)
if spos ~= nil then
sand_cnt = sand_cnt + 1
if psand[s] == nil then
psand[s] = spos
end
end
if sand_cnt > sand_cnt_max then
sand_cnt_max = sand_cnt
sand_cnt_max_id = s
p2 = psand[s]
end
end
if p2 == nil then return end
if p2.y < 0 then return end
end
local off = 0
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_or_nil(opos1)
local opos2_n = minetest.get_node_or_nil(opos2)
local opos3_n = minetest.get_node_or_nil(opos3)
if opos1_n and opos1_n.name and opos1_n.name == "air" then
p2 = ground(opos1, p2)
-- Select the material type by the most prominent node type
-- E.g. if desert sand is most prominent, we place a desert sandstone pyramid
if sand_cnt_max_id then
sand = sands[sand_cnt_max_id]
else
sand = nil
p2 = nil
end
return sand, p2
end
-- Attempt to generate a pyramid in the generated area.
-- Up to one pyramid per mapchunk.
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < PYRA_MIN_Y then return end
-- TODO: Use Minetests pseudo-random tools
math.randomseed(seed)
if not perlin1 then
perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
end
--[[ Make sure the pyramid doesn't bleed outside of maxp,
so it doesn't get placed incompletely by the mapgen.
This creates a bias somewhat, as this means there are some coordinates in
which pyramids cannot spawn. But it's still better to have broken pyramids.
]]
local limit = function(pos, maxp)
pos.x = math.min(pos.x, maxp.x - PYRA_W+1)
pos.y = math.min(pos.y, maxp.y - PYRA_Wh)
pos.z = math.min(pos.z, maxp.z - PYRA_W+1)
return pos
end
local noise1 = perlin1:get_2d({x=minp.x,y=minp.y})
if noise1 > 0.25 or noise1 < -0.26 then
-- Need a bit of luck to place a pyramid
if math.random(0,10) > 7 then
minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, bad dice roll. minp="..minetest.pos_to_string(minp))
return
end
if opos2_n and opos2_n.name and opos2_n.name == "air" then
p2 = ground(opos2, p2)
local sand, p2
sand, p2 = select_pyramid_type(minp, maxp)
if p2 == nil then
minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, no suitable surface. minp="..minetest.pos_to_string(minp))
return
end
if opos3_n and opos3_n.name and opos3_n.name == "air" then
p2 = ground(opos3, p2)
-- Select the material type by the most prominent node type
-- E.g. if desert sand is most prominent, we place a desert sandstone pyramid
if sand_cnt_max_id then
sand = sands[sand_cnt_max_id]
end
if p2.y < PYRA_MIN_Y then
minetest.log("info", "[tsm_pyramids] Pyramid not placed, too deep. p2="..minetest.pos_to_string(p2))
return
end
-- Now sink the pyramid until each corner of it is no longer floating in mid-air
p2 = limit(p2, maxp)
local oposses = {
{x=p2.x,y=p2.y-1,z=p2.z},
{x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z+PYRA_Wm},
{x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z},
{x=p2.x,y=p2.y-1,z=p2.z+PYRA_Wm},
}
for o=1, #oposses do
local opos = oposses[o]
local n = minetest.get_node_or_nil(opos)
if n and n.name and n.name == "air" then
local old = table.copy(p2)
p2 = ground(opos, p2)
end
end
-- Random bonus sinking
p2.y = math.max(p2.y - math.random(0,3), PYRA_MIN_Y)
-- Bad luck, we have hit the chunk border!
if p2.y < minp.y then
minetest.log("info", "[tsm_pyramids] Pyramid not placed, sunken too much. p2="..minetest.pos_to_string(p2))
return
end
-- Make sure the pyramid is not near a "killer" node, like water
local middle = vector.add(p2, {x=PYRA_Wh, y=0, z=PYRA_Wh})
if minetest.find_node_near(p2, 5, {"default:water_source"}) ~= nil or
minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=0}), 5, {"default:water_source"}) ~= nil or
minetest.find_node_near(vector.add(p2, {x=0, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
minetest.find_node_near(middle, PYRA_W, {"default:dirt_with_grass"}) ~= nil or
minetest.find_node_near(middle, 52, {"default:sandstonebrick", "default:desert_sandstone_brick", "default:desert_stonebrick"}) ~= nil or
minetest.find_node_near(middle, PYRA_Wh + 3, {"default:cactus", "group:leaves", "group:tree"}) ~= nil then
minetest.log("info", "[tsm_pyramids] Pyramid not placed, inappropriate node nearby. p2="..minetest.pos_to_string(p2))
return
end
-- Bonus chance to spawn a sandstone pyramid in v6 desert because otherwise they would be too rare in v6
if (mg_name == "v6" and sand == "default:desert_sand" and math.random(1, 2) == 1) then
sand = "default:sand"
end
-- Desert stone pyramids only generate in areas with almost no sand
if sand == "default:desert_stone" then
local nodes = minetest.find_nodes_in_area(vector.add(p2, {x=-1, y=-2, z=-1}), vector.add(p2, {x=PYRA_W+1, y=PYRA_Wh, z=PYRA_W+1}), {"group:sand"})
if #nodes > 5 then
sand = "default:desert_sand"
end
end
-- Generate the pyramid!
if sand == "default:desert_sand" then
-- Desert sandstone pyramid
make(p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone")
elseif sand == "default:sand" then
-- Sandstone pyramid
make(p2, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone")
else
-- Desert stone pyramid
make(p2, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone")
end
p2.y = p2.y - 3
if p2.y < 0 then p2.y = 0 end
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(0.8,make,p2)
end
end)
-- Add backwards-compability for nodes from the original pyramids mod
if minetest.get_modpath("pyramids") == nil then
-- Nodes
minetest.register_alias("pyramids:trap", "tsm_pyramids:trap")
minetest.register_alias("pyramids:trap_2", "tsm_pyramids:trap_2")
minetest.register_alias("pyramids:deco_stone1", "tsm_pyramids:deco_stone1")
minetest.register_alias("pyramids:deco_stone2", "tsm_pyramids:deco_stone2")
minetest.register_alias("pyramids:deco_stone3", "tsm_pyramids:deco_stone3")
minetest.register_alias("pyramids:spawner_mummy", "tsm_pyramids:spawner_mummy")
end
minetest.register_chatcommand("spawnpyramid", {
description = S("Generate a pyramid"),
params = S("[<room_type>]"),
privs = { server = true },
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false, S("No player.")
end
local pos = player:get_pos()
pos = vector.round(pos)
local s = math.random(1,3)
local r = tonumber(param)
local room_id
if r then
room_id = r
end
local ok, msg
pos = vector.add(pos, {x=-PYRA_Wh, y=-1, z=0})
if s == 1 then
-- Sandstone
ok, msg = make(pos, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone", room_id)
elseif s == 2 then
-- Desert sandstone
ok, msg = make(pos, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone", room_id)
else
-- Desert stone
ok, msg = make(pos, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone", room_id)
end
if ok then
return true, S("Pyramid generated at @1.", minetest.pos_to_string(pos))
else
return false, msg
end
end,
}
)

25
locale/template.txt Normal file
View File

@ -0,0 +1,25 @@
# textdomain:tsm_pyramids
Cracked Desert Sandstone Brick=
Cracked Sandstone Brick=
Desert Sandstone with Ankh Engraving=
Desert Sandstone with Cactus Engraving=
Desert Sandstone with Scarab Engraving=
Falling Cracked Sandstone Brick=
Falling Cracked Desert Sandstone Brick=
Mummy=
Mummy Spawn Egg=
Mummy Spawner=
Sandstone with Eye Engraving=
Sandstone with Man Engraving=
Sandstone with Sun Engraving=
A mummy spawner causes hostile mummies to appear in its vicinity as long it exists.=
Can be used to create a hostile mummy.=
Place the egg to create a mummy on this spot. Careful, it will probably attack immediately!=
This brick is old, porous and unstable and is barely able to hold itself. One should be careful not to disturb it.=
This old porous brick falls under its own weight.=
No more mummies!=
Destroy a mummy spawner by digging.=
Generate a pyramid=
[<room_type>]
Pyramid generated at @1.
Incorrect room type ID: @1

25
locale/tsm_pyramids.de.tr Normal file
View File

@ -0,0 +1,25 @@
# textdomain:tsm_pyramids
Cracked Desert Sandstone Brick=Rissiger Wüstensandsteinziegel
Cracked Sandstone Brick=Rissiger Sandsteinziegel
Desert Sandstone with Ankh Engraving=Wüstensandstein mit Ankh-Gravur
Desert Sandstone with Cactus Engraving=Wüstensandstein mit Kaktusgravur
Desert Sandstone with Scarab Engraving=Wüstensandstein mit Skarabäusgravur
Falling Cracked Sandstone Brick=Fallender rissiger Sandsteinziegel
Falling Cracked Desert Sandstone Brick=Fallender rissiger Wüstensandsteinziegel
Mummy=Mumie
Mummy Spawn Egg=Mumien-Spawn-Ei
Mummy Spawner=Mumien-Spawner
Sandstone with Eye Engraving=Sandstein mit Augengravur
Sandstone with Man Engraving=Sandstein mit Manngravur
Sandstone with Sun Engraving=Sandstein mit Sonnengravur
A mummy spawner causes hostile mummies to appear in its vicinity as long it exists.=Ein Mumien-Spawner lässt feindliche Mumien in seiner näheren Umgebung auftauchen, solange er existiert.
Can be used to create a hostile mummy.=Kann benutzt werden, um eine feindliche Mumie zu erzeugen (auch »spawnen« genannt).
Place the egg to create a mummy on this spot. Careful, it will probably attack immediately!=Platzieren Sie das Ei, um dort eine Mumie zu erzeugen. Vorsicht, sie wird wahrscheinlich sofort angreifen!
This brick is old, porous and unstable and is barely able to hold itself. One should be careful not to disturb it.=Dieser Ziegel ist alt, porös und instabil und kann sich so gerade noch selbst stützen. Man sollte vorsichtig sein, ihn nicht zu belasten.
This old porous brick falls under its own weight.=Dieser alte poröse Ziegel fällt unter seinem eigenem Gewicht.
No more mummies!=Keine Mumien mehr!
Destroy a mummy spawner by digging.=Zerstören Sie einen Mumien-Spawner, indem Sie ihn graben.
Generate a pyramid=Eine Pyramide erzeugen
[<room_type>]=[<Raumtyp>]
Pyramid generated at @1.=Pyramide erzeugt bei @1.
Incorrect room type ID: @1=Ungültige Raumtyp-ID: @1

4
mod.conf Normal file
View File

@ -0,0 +1,4 @@
name = tsm_pyramids
description = Pyramids with treasures! You can find them in deserts and sandstone deserts.
depends = default
optional_depends = farming, tnt, treasurer, doc_items, awards, cmi

386
mummy.lua
View File

@ -1,4 +1,6 @@
--pyramids = {}
local S = minetest.get_translator("tsm_pyramids")
local mod_cmi = minetest.get_modpath("cmi") ~= nil
local mummy_walk_limit = 1
local mummy_chillaxin_speed = 1
@ -16,7 +18,7 @@ local sound_normal = "mummy"
local sound_hit = "mummy_hurt"
local sound_dead = "mummy_death"
local spawner_range = 17
local spawner_check_range = 17
local spawner_max_mobs = 6
local function get_animations()
@ -46,32 +48,31 @@ local ANIM_WALK = 4
local ANIM_WALK_MINE = 5
local ANIM_MINE = 6
function hit(self)
prop = {
local function hit(self)
local prop = {
mesh = mummy_mesh,
textures = {"tsm_pyramids_mummy.png^tsm_pyramids_hit.png"},
}
self.object:set_properties(prop)
minetest.after(0.4, function()
prop = {textures = mummy_texture,}
self.object:set_properties(prop)
end)
minetest.after(0.4, function(self)
local prop = {textures = mummy_texture,}
if self ~= nil and self.object ~= nil then
self.object:set_properties(prop)
end
end, self)
end
function mummy_update_visuals_def(self)
--local name = get_player_name()
visual = default_model_def
local function mummy_update_visuals_def(self)
npc_anim = 0 -- Animation will be set further below immediately
--npc_sneak[name] = false
prop = {
local prop = {
mesh = mummy_mesh,
textures = mummy_texture,
--visual_size = {x=1, y=1, z=1},
}
self.object:set_properties(prop)
end
MUMMY_DEF = {
local MUMMY_DEF = {
hp_max = mummy_hp,
physical = true,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
visual = "mesh",
@ -89,15 +90,21 @@ MUMMY_DEF = {
jump_timer = 0,
punch_timer = 0,
sound_timer = 0,
envdmg_timer = 0,
attacker = "",
attacking_timer = 0,
mob_name = "mummy"
-- CMI stuff
-- Track last cause of damage for cmi.notify_die
last_damage_cause = { type = "unknown" },
_cmi_is_mob = true,
description = S("Mummy"),
}
spawner_DEF = {
local spawner_DEF = {
hp_max = 1,
physical = true,
collisionbox = {0,0,0,0,0,0},
physical = false,
pointable = false,
visual = "mesh",
visual_size = {x=3.3,y=3.3},
mesh = mummy_mesh,
@ -105,20 +112,19 @@ spawner_DEF = {
makes_footstep_sound = false,
timer = 0,
automatic_rotate = math.pi * 2.9,
m_name = "dummy"
}
spawner_DEF.on_activate = function(self)
mummy_update_visuals_def(self)
self.object:setvelocity({x=0, y=0, z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
self.object:set_armor_groups({immortal=1})
end
spawner_DEF.on_step = function(self, dtime)
self.timer = self.timer + 0.01
local n = minetest.get_node_or_nil(self.object:getpos())
local n = minetest.get_node_or_nil(self.object:get_pos())
if self.timer > 1 then
if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then
self.object:remove()
@ -130,45 +136,38 @@ spawner_DEF.on_punch = function(self, hitter)
end
MUMMY_DEF.on_activate = function(self)
MUMMY_DEF.on_activate = function(self, staticdata, dtime_s)
if mod_cmi then
cmi.notify_activate(self, dtime_s)
end
mummy_update_visuals_def(self)
self.anim = get_animations()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
self.npc_anim = ANIM_STAND
self.object:setacceleration({x=0,y=-20,z=0})--20
self.object:set_acceleration({x=0,y=-20,z=0})--20
self.state = 1
self.object:set_hp(mummy_hp)
self.object:set_armor_groups({fleshy=130})
end
MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
--attack as group
--[[for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
if not object:is_player() then
if object:get_luaentity().name == "peaceful_npc:npc_def" then
object:get_luaentity().state = 3
object:get_luaentity().attacker = puncher:get_player_name()
end
end
end]]
--if self.state ~= 3 then
--self.state = 3
self.attacker = puncher--:get_player_name()
--end
MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
if mod_cmi then
cmi.notify_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
end
self.attacker = puncher
if damage > 0 then
self.last_damage = {
type = "punch",
puncher = puncher,
}
end
if puncher ~= nil then
local sound = sound_hit
if self.object:get_hp() == 0 then sound = sound_dead end
minetest.sound_play(sound, {to_player = puncher:get_player_name(), loop = false, gain = 0.3})
minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4})
if time_from_last_punch >= 0.45 then
hit(self)
--local dir = puncher:get_look_dir()
--self.direction = dir
self.direction = {x=self.object:getvelocity().x, y=self.object:getvelocity().y, z=self.object:getvelocity().z}
self.direction = {x=self.object:get_velocity().x, y=self.object:get_velocity().y, z=self.object:get_velocity().z}
self.punch_timer = 0
self.object:setvelocity({x=dir.x*mummy_chillaxin_speed,y=5,z=dir.z*mummy_chillaxin_speed})--self.object:setvelocity({x=dir.x*4,y=5,z=dir.z*4})
self.object:set_velocity({x=dir.x*mummy_chillaxin_speed,y=5,z=dir.z*mummy_chillaxin_speed})
if self.state == 1 then
self.state = 8
elseif self.state >= 2 then
@ -176,49 +175,84 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
end
end
end
end
if self.object:get_hp() == 0 then
local obj = minetest.env:add_item(self.object:getpos(), mummy_drop.." "..math.random(0,3))
MUMMY_DEF.on_death = function(self, killer)
minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3})
-- Drop item on death
local count = math.random(0,3)
if count > 0 then
local pos = self.object:get_pos()
pos.y = pos.y + 1.0
minetest.add_item(pos, mummy_drop .. " " .. count)
end
if mod_cmi then
cmi.notify_die(self, self.last_damage)
end
end
local cnt1 = 0
local cnt2 = 0
MUMMY_DEF.on_step = function(self, dtime)
if mod_cmi then
cmi.notify_step(self, dtime)
end
self.timer = self.timer + 0.01
self.turn_timer = self.turn_timer + 0.01
self.jump_timer = self.jump_timer + 0.01
self.punch_timer = self.punch_timer + 0.01
self.attacking_timer = self.attacking_timer + 0.01
self.sound_timer = self.sound_timer + 0.01
self.sound_timer = self.sound_timer + dtime + 0.01
local current_pos = self.object:getpos()
local current_node = minetest.env:get_node(current_pos)
local current_pos = self.object:get_pos()
local current_node = minetest.get_node(current_pos)
if self.time_passed == nil then
self.time_passed = 0
end
--self.time_passed = self.time_passed + dtime
if self.object:get_hp() == 0 then-- self.object:remove() end
--if self.time_passed >= 5 then
minetest.sound_play(sound_dead, {pos = current_pos, max_hear_distance = 10 , gain = 0.3})
self.object:remove()
end--else
if current_node.name == "default:water_source" or current_node.name == "default:water_flowing" or current_node.name == "default:lava_source" or current_node.name == "default:lava_flowing" then
--self.time_passed = self.time_passed + dtime
self.sound_timer = self.sound_timer + dtime
if self.sound_timer >= 0.8 then
self.sound_timer = 0
self.object:set_hp(self.object:get_hp()-5)
hit(self)
minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.3})
-- Environment damage
local def = minetest.registered_nodes[current_node.name]
local dps = def.damage_per_second
local dmg = 0
local dmg_node, dmg_pos
if dps ~= nil and dps > 0 then
dmg = dps
end
-- Damage from node
if dmg < 4 and (minetest.get_item_group(current_node.name, "water") ~= 0 or minetest.get_item_group(current_node.name, "lava") ~= 0) then
dmg = 4
end
-- Damage by suffocation
if (def.walkable == nil or def.walkable == true)
and (def.drowning == nil or def.drowning == 0)
and (def.damage_per_second == nil or def.damage_per_second <= 0)
and (def.collision_box == nil or def.collision_box.type == "regular")
and (def.node_box == nil or def.node_box.type == "regular")
and (def.groups and def.groups.disable_suffocation ~= 1) then
dmg = dmg + 1
end
self.envdmg_timer = self.envdmg_timer + dtime
if dmg > 0 then
if self.envdmg_timer >= 1 then
self.envdmg_timer = 0
self.object:set_hp(self.object:get_hp()-dmg)
self.last_damage = {
type = "environment",
pos = current_pos,
node = current_node,
}
if self.object:get_hp() <= 0 then
if self.on_death then
self.on_death(self)
end
self.object:remove()
else
hit(self)
self.sound_timer = 0
minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4})
end
end
else
self.time_passed = 0
end
--end
--update moving state every 1 or 2 seconds
if self.state < 3 then
@ -239,12 +273,11 @@ MUMMY_DEF.on_step = function(self, dtime)
--after punched
if self.state >= 8 then
if self.punch_timer > 0.15 then
--self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
if self.state == 9 then
self.object:setvelocity({x=self.direction.x*mummy_chillaxin_speed,y=-20,z=self.direction.z*mummy_chillaxin_speed})
self.object:set_velocity({x=self.direction.x*mummy_chillaxin_speed,y=-20,z=self.direction.z*mummy_chillaxin_speed})
self.state = 2
elseif self.state == 8 then
self.object:setvelocity({x=0,y=-20,z=0})
self.object:set_velocity({x=0,y=-20,z=0})
self.state = 1
end
end
@ -254,29 +287,29 @@ MUMMY_DEF.on_step = function(self, dtime)
if self.state == 1 then
self.yawwer = true
self.attacker = ""
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 4)) do
for _,object in ipairs(minetest.get_objects_inside_radius(self.object:get_pos(), 4)) do
if object:is_player() then
self.yawwer = false
NPC = self.object:getpos()
PLAYER = object:getpos()
local NPC = self.object:get_pos()
local PLAYER = object:get_pos()
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
self.object:setyaw(self.yaw)
self.attacker = object--:get_player_name()
self.object:set_yaw(self.yaw)
self.attacker = object
end
end
if self.attacker == "" and self.turn_timer > math.random(1,4) then--and yawwer == true then
if self.attacker == "" and self.turn_timer > math.random(1,4) then
self.yaw = 360 * math.random()
self.object:setyaw(self.yaw)
self.object:set_yaw(self.yaw)
self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
end
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
self.object:set_velocity({x=0,y=self.object:get_velocity().y,z=0})
if self.npc_anim ~= ANIM_STAND then
self.anim = get_animations()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
@ -291,34 +324,23 @@ MUMMY_DEF.on_step = function(self, dtime)
if self.state == 2 then
if self.direction ~= nil then
self.object:setvelocity({x=self.direction.x*mummy_chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*mummy_chillaxin_speed})
self.object:set_velocity({x=self.direction.x*mummy_chillaxin_speed,y=self.object:get_velocity().y,z=self.direction.z*mummy_chillaxin_speed})
end
if self.turn_timer > math.random(1,4) and not self.attacker then
self.yaw = 360 * math.random()
self.object:setyaw(self.yaw)
self.object:set_yaw(self.yaw)
self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
--self.object:setacceleration(self.direction)
end
if self.npc_anim ~= ANIM_WALK then
self.anim = get_animations()
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, mummy_animation_speed, mummy_animation_blend)
self.npc_anim = ANIM_WALK
end
--[[jump
if self.direction ~= nil then
if self.jump_timer > 0.3 then
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.jump_timer = 0
end
end
end]]
if self.attacker ~= "" and minetest.setting_getbool("enable_damage") then
local s = self.object:getpos()
local p = self.attacker:getpos()
if self.attacker ~= "" and minetest.settings:get_bool("enable_damage") then
local s = self.object:get_pos()
local p = self.attacker:get_pos()
if (s ~= nil and p ~= nil) then
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
@ -341,71 +363,163 @@ minetest.register_entity("tsm_pyramids:mummy_spawner", spawner_DEF)
--spawn-egg/spawner
minetest.register_craftitem("tsm_pyramids:spawn_egg", {
description = "Mummy spawn-egg",
description = S("Mummy Spawn Egg"),
_doc_items_longdesc = S("Can be used to create a hostile mummy."),
_doc_items_usagehelp = S("Place the egg to create a mummy on this spot. Careful, it will probably attack immediately!"),
inventory_image = "tsm_pyramids_mummy_egg.png",
liquids_pointable = false,
stack_max = 99,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type == "node" then
minetest.env:add_entity(pointed_thing.above,"tsm_pyramids:mummy")
if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
if pointed_thing.type ~= "node" then
return itemstack
end
-- am I clicking on something with existing on_rightclick function?
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
minetest.add_entity(pointed_thing.above,"tsm_pyramids:mummy")
if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
function pyramids.spawn_mummy (pos, number)
for i=0,number do
minetest.env:add_entity(pos,"tsm_pyramids:mummy")
-- Spawn a mummy at position
function tsm_pyramids.spawn_mummy_at(pos, number)
local node = minetest.get_node(pos)
if node.name ~= "air" then
return
end
for _=1, number do
minetest.add_entity(pos,"tsm_pyramids:mummy")
end
end
local spawnersounds
if default.node_sound_metal_defaults then
spawnersounds = default.node_sound_metal_defaults()
else
spawnersounds = default.node_sound_stone_defaults()
end
minetest.register_node("tsm_pyramids:spawner_mummy", {
description = "Mummy spawner",
description = S("Mummy Spawner"),
_doc_items_longdesc = S("A mummy spawner causes hostile mummies to appear in its vicinity as long it exists."),
paramtype = "light",
tiles = {"tsm_pyramids_spawner.png"},
is_ground_content = true,
drawtype = "allfaces",--_optional",
is_ground_content = false,
drawtype = "allfaces",
groups = {cracky=1,level=1},
drop = "",
on_construct = function(pos)
pos.y = pos.y - 0.28
minetest.env:add_entity(pos,"tsm_pyramids:mummy_spawner")
minetest.add_entity(pos,"tsm_pyramids:mummy_spawner")
end,
on_destruct = function(pos)
for _,obj in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if not obj:is_player() then
if obj ~= nil and obj:get_luaentity().m_name == "dummy" then
if obj ~= nil and obj:get_luaentity().name == "tsm_pyramids:mummy_spawner" then
obj:remove()
end
end
end
end
end,
sounds = spawnersounds,
})
if not minetest.setting_getbool("only_peaceful_mobs") then
minetest.register_abm({
nodenames = {"tsm_pyramids:spawner_mummy"},
interval = 2.0,
chance = 20,
action = function(pos, node, active_object_count, active_object_count_wider)
local player_near = false
local mobs = 0
for _,obj in ipairs(minetest.env:get_objects_inside_radius(pos, spawner_range)) do
if obj:is_player() then
player_near = true
else
if obj:get_luaentity().mob_name == "mummy" then mobs = mobs + 1 end
end
end
if player_near then
if mobs < spawner_max_mobs then
pos.x = pos.x+1
local p = minetest.find_node_near(pos, 5, {"air"})
minetest.env:add_entity(p,"tsm_pyramids:mummy")
-- Attempt to spawn a mummy at a random appropriate position around pos.
-- Criteria:
-- * Must be close to pos
-- * Not in sunlight
-- * Must be air on top of a non-air block
-- * No more than 6 mummies in area
-- * Player must be near is player_near_required is true
function tsm_pyramids.attempt_mummy_spawn(pos, player_near_required)
local player_near = false
local mobs = 0
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, spawner_check_range)) do
if obj:is_player() then
player_near = true
else
if obj:get_luaentity() and obj:get_luaentity().name == "tsm_pyramids:mummy" then
mobs = mobs + 1
end
end
end
if player_near or (not player_near_required) then
if mobs < spawner_max_mobs then
local offset = {x=5,y=2,z=5}
local nposses = minetest.find_nodes_in_area(vector.subtract(pos, offset), vector.add(pos,offset), "air")
local tries = math.min(6, #nposses)
for i=1, tries do
local r = math.random(1, #nposses)
local npos = nposses[r]
-- Check if mummy has 2 nodes of free space
local two_space = false
-- Check if mummy has something to walk on
local footing = false
-- Find the lowest node
for y=-1, -5, -1 do
npos.y = npos.y - 1
local below = minetest.get_node(npos)
if minetest.registered_items[below.name].liquidtype ~= "none" then
break
end
if below.name ~= "air" then
if y < -1 then
two_space = true
end
npos.y = npos.y + 1
footing = true
break
end
end
local light = minetest.get_node_light(npos, 0.5)
if not two_space then
local above = minetest.get_node({x=npos.x, y=npos.y+1, z=npos.z})
if above.name == "air" then
two_space = true
end
end
if footing and two_space and light < 15 then
tsm_pyramids.spawn_mummy_at(npos, 1)
break
else
table.remove(nposses, r)
end
end
end
end
})
end
if not minetest.settings:get_bool("only_peaceful_mobs") then
minetest.register_abm({
nodenames = {"tsm_pyramids:spawner_mummy"},
interval = 2.0,
chance = 20,
action = function(pos, node, active_object_count, active_object_count_wider)
tsm_pyramids.attempt_mummy_spawn(pos, true)
end,
})
end
if minetest.get_modpath("awards") then
awards.register_achievement("tsm_pyramids_no_mummy_spawner", {
title = S("No more mummies!"),
description = S("Destroy a mummy spawner by digging."),
secret = true,
icon = "tsm_pyramids_spawner.png",
trigger = {
type = "dig",
node = "tsm_pyramids:spawner_mummy",
target = 1
}
})
end

119
nodes.lua
View File

@ -1,48 +1,99 @@
local img = {"eye", "men", "sun"}
local S = minetest.get_translator("tsm_pyramids")
for i=1,3 do
local img = {
"eye", "men", "sun",
"ankh", "scarab", "cactus"
}
local desc = {
S("Sandstone with Eye Engraving"), S("Sandstone with Man Engraving"), S("Sandstone with Sun Engraving"),
S("Desert Sandstone with Ankh Engraving"), S("Desert Sandstone with Scarab Engraving"), S("Desert Sandstone with Cactus Engraving")
}
local decodesc = ""
if minetest.get_modpath("doc_items") then
decodesc = doc.sub.items.temp.deco
end
for i=1, #img do
local sandstone_img, basenode
if i > 3 then
sandstone_img = "default_desert_sandstone.png"
basenode = "default:desert_sandstone"
else
sandstone_img = "default_sandstone.png"
basenode = "default:sandstone"
end
minetest.register_node("tsm_pyramids:deco_stone"..i, {
description = "Sandstone with "..img[i],
tiles = {"default_sandstone.png^tsm_pyramids_"..img[i]..".png"},
is_ground_content = true,
groups = {crumbly=2,cracky=3},
sounds = default.node_sound_stone_defaults(),
description = desc[i],
_doc_items_longdesc = decodesc,
is_ground_content = false,
tiles = {sandstone_img, sandstone_img, sandstone_img.."^tsm_pyramids_"..img[i]..".png"},
groups = minetest.registered_nodes[basenode].groups,
sounds = minetest.registered_nodes[basenode].sounds,
})
end
trap_on_timer = function (pos, elapsed)
local objs = minetest.env:get_objects_inside_radius(pos, 2)
local trap_on_timer = function(pos, elapsed)
local n = minetest.get_node(pos)
if not (n and n.name) then
return true
end
-- Drop trap stone when player is nearby
local objs = minetest.get_objects_inside_radius(pos, 2)
for i, obj in pairs(objs) do
if obj:is_player() then
local n = minetest.get_node(pos)
if n and n.name and minetest.registered_nodes[n.name].crack < 2 then
minetest.set_node(pos, {name="tsm_pyramids:trap_2"})
nodeupdate(pos)
if minetest.registered_nodes[n.name]._tsm_pyramids_crack and minetest.registered_nodes[n.name]._tsm_pyramids_crack < 2 then
-- 70% chance to ignore player to make the time of falling less predictable
if math.random(1, 10) >= 3 then
return true
end
if n.name == "tsm_pyramids:trap" then
minetest.set_node(pos, {name="tsm_pyramids:trap_2"})
minetest.check_for_falling(pos)
elseif n.name == "tsm_pyramids:desert_trap" then
minetest.set_node(pos, {name="tsm_pyramids:desert_trap_2"})
minetest.check_for_falling(pos)
end
return true
end
end
end
return true
end
minetest.register_node("tsm_pyramids:trap", {
description = "Cracked sandstone brick",
tiles = {"default_sandstone_brick.png^tsm_pyramids_crack.png"},
is_ground_content = true,
groups = {crumbly=2,cracky=3},
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
minetest.env:get_node_timer(pos):start(0.1)
end,
crack = 1,
on_timer = trap_on_timer,
drop = "",
})
local register_trap_stone = function(basename, desc_normal, desc_falling, base_tile, drop)
minetest.register_node("tsm_pyramids:"..basename, {
description = desc_normal,
_doc_items_longdesc = S("This brick is old, porous and unstable and is barely able to hold itself. One should be careful not to disturb it."),
tiles = { base_tile .. "^tsm_pyramids_crack.png" },
is_ground_content = false,
groups = {crumbly=3,cracky=3},
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(0.1)
end,
_tsm_pyramids_crack = 1,
on_timer = trap_on_timer,
drop = drop,
})
minetest.register_node("tsm_pyramids:"..basename.."_2", {
description = desc_falling,
_doc_items_longdesc = S("This old porous brick falls under its own weight."),
tiles = { base_tile .. "^tsm_pyramids_crack2.png" },
is_ground_content = false,
groups = {crumbly=3,cracky=3,falling_node=1,not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
drop = drop,
})
end
register_trap_stone("trap",
S("Cracked Sandstone Brick"), S("Falling Cracked Sandstone Brick"),
"default_sandstone_brick.png",
{ items = { { items = { "default:sand" }, rarity = 1 }, { items = { "default:sand" }, rarity = 2 }, } })
register_trap_stone("desert_trap",
S("Cracked Desert Sandstone Brick"), S("Falling Cracked Desert Sandstone Brick"),
"default_desert_sandstone_brick.png",
{ items = { { items = { "default:desert_sand" }, rarity = 1 }, { items = { "default:desert_sand" }, rarity = 2 }, } })
minetest.register_node("tsm_pyramids:trap_2", {
description = "trapstone",
tiles = {"default_sandstone_brick.png^tsm_pyramids_crack.png^[transformR90"},
is_ground_content = true,
groups = {crumbly=2,cracky=3,falling_node=1,not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
drop = "",
})

1219
room.lua

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