dofile(minetest.get_modpath("pyramids").."/mummy.lua") --dofile(minetest.get_modpath("pyramids").."/traps.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 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 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 end end end 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 end end fill_chest({x=pos.x+10+math.random(0,2),y=pos.y+1,z=pos.z+10+math.random(0,2)}) 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}) 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"}) 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 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 local perl1 = { SEED1 = 9130, -- Values should match minetest mapgen V6 desert noise. OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250, } local function ground(pos) local p2 = pos while minetest.get_node(p2).name == "air" do p2.y = p2.y -1 end return p2 end minetest.register_on_generated(function(minp, maxp, seed) 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}) 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"}) 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) end p2.y = p2.y - 4 if p2.y < 0 then p2.y = 0 end minetest.after(0.3,make,p2) end end)