forked from mtcontrib/tsm_pyramids
350 lines
11 KiB
Lua
350 lines
11 KiB
Lua
local S = minetest.get_translator("tsm_pyramids")
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tsm_pyramids = {}
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dofile(minetest.get_modpath("tsm_pyramids").."/mummy.lua")
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dofile(minetest.get_modpath("tsm_pyramids").."/nodes.lua")
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dofile(minetest.get_modpath("tsm_pyramids").."/room.lua")
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local mg_name = minetest.get_mapgen_setting("mg_name")
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local chest_stuff = {
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{name="default:apple", max = 3},
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{name="default:steel_ingot", max = 3},
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{name="default:copper_ingot", max = 3},
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{name="default:gold_ingot", max = 2},
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{name="default:diamond", max = 1},
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{name="default:pick_steel", max = 1},
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{name="default:pick_diamond", max = 1},
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{name="default:papyrus", max = 9},
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}
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if minetest.get_modpath("farming") then
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table.insert(chest_stuff, {name="farming:bread", max = 3})
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table.insert(chest_stuff, {name="farming:cotton", max = 8})
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else
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table.insert(chest_stuff, {name="farming:apple", max = 8})
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table.insert(chest_stuff, {name="farming:apple", max = 3})
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end
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if minetest.get_modpath("tnt") then
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table.insert(chest_stuff, {name="tnt:gunpowder", max = 6})
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else
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table.insert(chest_stuff, {name="farming:apple", max = 3})
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end
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function tsm_pyramids.fill_chest(pos, stype, flood_sand)
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minetest.after(2, function()
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local sand = "default:sand"
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if stype == "desert" then
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sand = "default:desert_sand"
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end
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local n = minetest.get_node(pos)
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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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local stacks = {}
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-- Fill with sand in sand-flooded pyramids
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if flood_sand then
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table.insert(stacks, {name=sand, count = math.random(1,32)})
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end
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-- Add treasures
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if math.random(1,10) >= 7 then
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if minetest.get_modpath("treasurer") ~= nil then
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stacks = treasurer.select_random_treasures(3,7,9,{"minetool", "food", "crafting_component"})
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else
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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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table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
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end
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end
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end
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for s=1,#stacks do
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if not inv:contains_item("main", stacks[s]) then
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inv:set_stack("main", math.random(1,32), stacks[s])
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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, mummy_offset)
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minetest.set_node(pos, {name="tsm_pyramids:spawner_mummy"})
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if not minetest.settings:get_bool("only_peaceful_mobs") then tsm_pyramids.spawn_mummy(vector.add(pos, mummy_offset),2) end
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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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local function make_foundation_part(pos, set_to_stone)
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local p2 = pos
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local cnt = 0
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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
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break
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end
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table.insert(set_to_stone, table.copy(p2))
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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, rot, brick, sand, flood_sand)
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local roffset_arr = {
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{ x=0, y=0, z=1 }, -- front
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{ x=-1, y=0, z=0 }, -- left
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{ x=0, y=0, z=-1 }, -- back
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{ x=1, y=0, z=0 }, -- right
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}
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local roffset = roffset_arr[rot + 1]
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local way
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if rot == 0 then
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way = vector.add(pos, {x=11, y=0, z=0})
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elseif rot == 1 then
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way = vector.add(pos, {x=22, y=0, z=11})
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elseif rot == 2 then
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way = vector.add(pos, {x=11, y=0, z=22})
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else
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way = vector.add(pos, {x=0, y=0, z=11})
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end
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local max_sand_height = math.random(1,3)
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for ie=0,6,1 do
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local sand_height = math.random(1,max_sand_height)
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for iy=2,3,1 do
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-- dig hallway
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local way_dir = vector.add(vector.add(way, {x=0,y=iy,z=0}), vector.multiply(roffset, ie))
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if flood_sand and iy <= sand_height and ie >= 3 then
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minetest.set_node(way_dir, {name=sand})
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else
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minetest.remove_node(way_dir)
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end
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-- build decoration above entrance
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if ie >=3 and iy == 3 then
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local deco = {x=way_dir.x, y=way_dir.y+1,z=way_dir.z}
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minetest.set_node(deco, {name=brick})
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if rot == 0 or rot == 2 then
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minetest.set_node(vector.add(deco, {x=-1, y=0, z=0}), {name=brick})
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minetest.set_node(vector.add(deco, {x=1, y=0, z=0}), {name=brick})
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else
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minetest.set_node(vector.add(deco, {x=0, y=0, z=-1}), {name=brick})
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minetest.set_node(vector.add(deco, {x=0, y=0, z=1}), {name=brick})
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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_pyramid(pos, brick, sandstone, stone, sand)
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local set_to_brick = {}
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local set_to_sand = {}
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local set_to_stone = {}
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-- Build pyramid
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for iy=0,math.random(10,11),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
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make_foundation_part({x=pos.x+ix,y=pos.y,z=pos.z+iz}, set_to_stone)
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end
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table.insert(set_to_brick, {x=pos.x+ix,y=pos.y+iy,z=pos.z+iz})
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for yy=1,10-iy,1 do
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local n = minetest.get_node({x=pos.x+ix,y=pos.y+iy+yy,z=pos.z+iz})
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if n and n.name and n.name == stone then
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table.insert(set_to_sand, {x=pos.x+ix,y=pos.y+iy+yy,z=pos.z+iz})
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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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minetest.bulk_set_node(set_to_stone , {name=stone})
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minetest.bulk_set_node(set_to_brick, {name=brick})
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minetest.bulk_set_node(set_to_sand, {name=sand})
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end
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local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
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-- Build pyramid
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make_pyramid(pos, brick, sandstone, stone, sand)
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local rot = math.random(0, 3)
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-- Build room
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local ok, msg, flood_sand = tsm_pyramids.make_room(pos, ptype, room_id, rot)
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-- Place mummy spawner
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local r = math.random(1,3)
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-- 4 possible spawner positions
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local spawner_posses = {
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-- front
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{{x=pos.x+11,y=pos.y+2, z=pos.z+5}, {x=0, y=0, z=2}},
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-- left
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{{x=pos.x+17,y=pos.y+2, z=pos.z+11}, {x=-2, y=0, z=0}},
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-- back
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{{x=pos.x+11,y=pos.y+2, z=pos.z+17}, {x=0, y=0, z=-2}},
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-- right
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{{x=pos.x+5,y=pos.y+2, z=pos.z+11}, {x=2, y=0, z=0}},
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}
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-- Delete the spawner position in which the entrance will be placed
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table.remove(spawner_posses, (rot % 4) + 1)
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add_spawner(spawner_posses[r][1], spawner_posses[r][2])
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-- Build entrance
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make_entrance(pos, rot, brick, sand, flood_sand)
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-- Done
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minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")")
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return ok, msg
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end
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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 perlin1
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local function hlp_fnct(pos, name)
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local n = minetest.get_node_or_nil(pos)
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if n and n.name and n.name == name 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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local function ground(pos, old)
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local p2 = pos
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while hlp_fnct(p2, "air") do
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p2.y = p2.y -1
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end
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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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if not perlin1 then
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perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
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end
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local noise1 = perlin1:get_2d({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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local sands = {"default:sand", "default:desert_sand"}
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local p2
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local psand = {}
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local sand
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local cnt = 0
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local cnt_min = 100
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for s=1, #sands do
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cnt = 0
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sand = sands[s]
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psand[s] = minetest.find_node_near(mpos, 25, sand)
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while psand == 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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psand[s] = minetest.find_node_near(mpos, 25, sand)
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end
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if psand[s] ~= nil then
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if cnt < cnt_min then
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cnt_min = cnt
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p2 = psand[s]
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end
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end
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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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local off = 0
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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_or_nil(opos1)
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local opos2_n = minetest.get_node_or_nil(opos2)
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local opos3_n = minetest.get_node_or_nil(opos3)
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if opos1_n and opos1_n.name and opos1_n.name == "air" then
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p2 = ground(opos1, p2)
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end
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if opos2_n and opos2_n.name and opos2_n.name == "air" then
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p2 = ground(opos2, p2)
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end
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if opos3_n and opos3_n.name and opos3_n.name == "air" then
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p2 = ground(opos3, p2)
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end
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p2.y = p2.y - 3
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if p2.y < 0 then p2.y = 0 end
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if minetest.find_node_near(p2, 25, {"default:water_source"}) ~= nil or
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minetest.find_node_near(p2, 22, {"default:dirt_with_grass"}) ~= nil or
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minetest.find_node_near(p2, 52, {"default:sandstonebrick"}) ~= nil or
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minetest.find_node_near(p2, 52, {"default:desert_sandstone_brick"}) ~= nil then
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return
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end
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if math.random(0,10) > 7 then
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return
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end
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if (mg_name == "v6" and math.random(1, 2) == 1) then
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sand = "default:sand"
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end
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if sand == "default:desert_sand" then
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-- Desert sandstone pyramid
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minetest.after(0.8, make, p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert")
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else
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-- Sandstone pyramid
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minetest.after(0.8, make, p2, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone")
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end
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end
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end)
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-- Add backwards-compability for nodes from the original pyramids mod
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if minetest.get_modpath("pyramids") == nil then
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-- Nodes
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minetest.register_alias("pyramids:trap", "tsm_pyramids:trap")
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minetest.register_alias("pyramids:trap_2", "tsm_pyramids:trap_2")
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minetest.register_alias("pyramids:deco_stone1", "tsm_pyramids:deco_stone1")
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minetest.register_alias("pyramids:deco_stone2", "tsm_pyramids:deco_stone2")
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minetest.register_alias("pyramids:deco_stone3", "tsm_pyramids:deco_stone3")
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minetest.register_alias("pyramids:spawner_mummy", "tsm_pyramids:spawner_mummy")
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-- FIXME: Entities are currently NOT backwards-compatible
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-- TODO: Update README when full backwards-compability is achieved
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end
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minetest.register_chatcommand("spawnpyramid", {
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description = S("Generate a pyramid"),
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params = S("[<room_type>]"),
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privs = { server = true },
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func = function(name, param)
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local player = minetest.get_player_by_name(name)
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if not player then
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return false, S("No player.")
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end
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local pos = player:get_pos()
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pos = vector.round(pos)
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local s = math.random(1,2)
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local r = tonumber(param)
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local room_id
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if r then
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room_id = r
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end
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local ok, msg
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pos = vector.add(pos, {x=-11, y=-1, z=0})
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if s == 1 then
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ok, msg = make(pos, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone", room_id)
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else
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ok, msg = make(pos, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert", room_id)
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end
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if ok then
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return true, S("Pyramid generated at @1.", minetest.pos_to_string(pos))
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else
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return false, msg
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end
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end,
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}
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)
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