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Refactor pyramid type selection
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parent
5abc9c1e47
commit
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82
init.lua
82
init.lua
@ -260,6 +260,54 @@ local function ground(pos, old)
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end
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end
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end
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end
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-- Select the recommended type of pyramid to use, based on the environment.
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-- One of sandstone, desert sandstone, desert stone.
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local select_pyramid_type = function(minp, maxp)
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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 sand
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local sands = {"default:sand", "default:desert_sand", "default:desert_stone"}
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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 sand_cnt_max = 0
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local sand_cnt_max_id
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-- Look for sand or desert stone to place the pyramid on
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for s=1, #sands do
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cnt = 0
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local sand_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 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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local spos = minetest.find_node_near(mpos, 25, sand)
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if spos ~= nil then
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sand_cnt = sand_cnt + 1
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if psand[s] == nil then
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psand[s] = spos
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end
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end
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if sand_cnt > sand_cnt_max then
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sand_cnt_max = sand_cnt
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sand_cnt_max_id = s
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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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-- Select the material type by the most prominent node type
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-- E.g. if desert sand is most prominent, we place a desert sandstone pyramid
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if sand_cnt_max_id then
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sand = sands[sand_cnt_max_id]
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else
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sand = nil
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p2 = nil
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end
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return sand, p2
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end
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-- Attempt to generate a pyramid in the generated area.
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-- Attempt to generate a pyramid in the generated area.
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-- Up to one pyramid per mapchunk.
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-- Up to one pyramid per mapchunk.
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minetest.register_on_generated(function(minp, maxp, seed)
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minetest.register_on_generated(function(minp, maxp, seed)
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@ -290,39 +338,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
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minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, bad dice roll. minp="..minetest.pos_to_string(minp))
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minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, bad dice roll. minp="..minetest.pos_to_string(minp))
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return
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return
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end
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end
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local sand, p2
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sand, p2 = select_pyramid_type(minp, maxp)
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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", "default:desert_stone"}
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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 sand_cnt_max = 0
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local sand_cnt_max_id
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-- Look for sand or desert stone to place the pyramid on
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for s=1, #sands do
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cnt = 0
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local sand_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 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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local spos = minetest.find_node_near(mpos, 25, sand)
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if spos ~= nil then
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sand_cnt = sand_cnt + 1
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if psand[s] == nil then
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psand[s] = spos
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end
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end
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if sand_cnt > sand_cnt_max then
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sand_cnt_max = sand_cnt
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sand_cnt_max_id = s
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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
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if p2 == nil then
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minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, no suitable surface. minp="..minetest.pos_to_string(minp))
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minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, no suitable surface. minp="..minetest.pos_to_string(minp))
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return
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return
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