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0.7
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desert_sto
Author | SHA1 | Date | |
---|---|---|---|
08a750820b | |||
7b0c42954f | |||
461326ad32 | |||
783a5d8666 | |||
9b9e4c1f50 | |||
9c6dc7908a | |||
d834170a7b | |||
b00f540567 |
91
init.lua
91
init.lua
@ -6,6 +6,8 @@ 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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@ -33,7 +35,7 @@ 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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if stype == "desert_sandstone" or stype == "desert_stone" 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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@ -83,16 +85,16 @@ local function can_replace(pos)
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end
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end
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local function underground(pos, stone, sand)
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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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local mat = stone
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p2.y = p2.y-1
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while can_replace(p2)==true do
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cnt = cnt+1
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if cnt > 25 then break end
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if cnt>math.random(2,4) then mat = stone end
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minetest.set_node(p2, {name=mat})
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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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@ -103,7 +105,7 @@ local function make_entrance(pos, brick, sand, flood_sand)
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for iz=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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if flood_sand and iy <= sand_height and iz >= 3 then
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if flood_sand and sand ~= "ignore" and iy <= sand_height and iz >= 3 then
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minetest.set_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz}, {name=sand})
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else
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minetest.remove_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz})
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@ -117,22 +119,39 @@ local function make_entrance(pos, brick, sand, flood_sand)
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end
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end
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local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
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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 underground({x=pos.x+ix,y=pos.y,z=pos.z+iz}, stone, sand) end
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minetest.set_node({x=pos.x+ix,y=pos.y+iy,z=pos.z+iz}, {name=brick})
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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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minetest.set_node({x=pos.x+ix,y=pos.y+iy+yy,z=pos.z+iz},{name=sand})
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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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if sand ~= "ignore" then
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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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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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if sand ~= "ignore" then
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minetest.bulk_set_node(set_to_sand, {name=sand})
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end
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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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-- Build room
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local ok, msg, flood_sand = tsm_pyramids.make_room(pos, ptype, room_id)
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-- Place mummy spawner
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@ -181,7 +200,6 @@ end
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y < 0 then return end
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math.randomseed(seed)
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local cnt = 0
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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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@ -190,19 +208,26 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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:desert_sand", "default: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 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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p2 = minetest.find_node_near(mpos, 25, sand)
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while p2 == nil and cnt < 5 do
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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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p2 = minetest.find_node_near(mpos, 25, sand)
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psand[s] = minetest.find_node_near(mpos, 25, sand)
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end
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if p2 ~= nil then
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break
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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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@ -232,14 +257,22 @@ minetest.register_on_generated(function(minp, maxp, seed)
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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 sand == "default:desert_sand" 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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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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-- 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_sandstone")
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elseif sand == "default:sand" then
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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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else
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-- Desert stone pyramid
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minetest.after(0.8, make, p2, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "default:desert_sand", "desert_stone")
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end
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end
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end)
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@ -269,17 +302,23 @@ minetest.register_chatcommand("spawnpyramid", {
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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 s = math.random(1,3)
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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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-- Sandstone
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ok, msg = make(pos, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone", room_id)
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elseif s == 2 then
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-- Desert sandstone
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ok, msg = make(pos, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_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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-- Desert stone
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ok, msg = make(pos, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone", 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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88
room.lua
88
room.lua
@ -542,55 +542,62 @@ local layout_traps_template = {
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local code_sandstone = {
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[" "] = "air",
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["s"] = "sandstone",
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["S"] = "sandstonebrick",
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["1"] = "deco_stone1",
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["2"] = "deco_stone2",
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["3"] = "deco_stone3",
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["^"] = "chest",
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["<"] = "chest",
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[">"] = "chest",
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["v"] = "chest",
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["~"] = "lava_source",
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["t"] = "trap",
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["s"] = "default:sandstone",
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["S"] = "default:sandstonebrick",
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["1"] = "tsm_pyramids:deco_stone1",
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["2"] = "tsm_pyramids:deco_stone2",
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["3"] = "tsm_pyramids:deco_stone3",
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["^"] = "default:chest",
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["<"] = "default:chest",
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[">"] = "default:chest",
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["v"] = "default:chest",
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["~"] = "default:lava_source",
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["t"] = "tsm_pyramids:trap",
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}
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local code_desert = table.copy(code_sandstone)
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code_desert["s"] = "desert_sandstone"
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code_desert["1"] = "deco_stone4"
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code_desert["2"] = "deco_stone5"
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code_desert["3"] = "deco_stone6"
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code_desert["S"] = "desert_sandstone_brick"
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code_desert["t"] = "desert_trap"
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local code_desert_sandstone = table.copy(code_sandstone)
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code_desert_sandstone["s"] = "default:desert_sandstone"
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code_desert_sandstone["1"] = "tsm_pyramids:deco_stone4"
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code_desert_sandstone["2"] = "tsm_pyramids:deco_stone5"
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code_desert_sandstone["3"] = "tsm_pyramids:deco_stone6"
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code_desert_sandstone["S"] = "default:desert_sandstone_brick"
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code_desert_sandstone["t"] = "tsm_pyramids:desert_trap"
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local code_desert_stone = table.copy(code_sandstone)
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code_desert_stone["s"] = "default:desert_stone_block"
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code_desert_stone["1"] = "default:desert_stone_block"
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code_desert_stone["2"] = "default:desert_stone_block"
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code_desert_stone["3"] = "default:desert_stone_block"
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code_desert_stone["S"] = "default:desert_stonebrick"
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-- TODO: Add desert stone trap?
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code_desert_stone["t"] = "air"
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local function replace(str, iy, code_table, deco, column_style)
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local out = "default:"
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if iy < 4 and (str == "<" or str == ">" or str == "^" or str == "v") then str = " " end
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if column_style == 1 or column_style == 2 then
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if iy == 0 and str == "s" then out = "tsm_pyramids:" str = deco[1] end
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if iy == 3 and str == "s" then out = "tsm_pyramids:" str = deco[2] end
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if iy == 0 and str == "s" then str = deco[1] end
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if iy == 3 and str == "s" then str = deco[2] end
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elseif column_style == 3 then
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if iy == 0 and str == "s" then out = "tsm_pyramids:" str = deco[1] end
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if iy == 2 and str == "s" then out = "tsm_pyramids:" str = deco[2] end
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if iy == 0 and str == "s" then str = deco[1] end
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if iy == 2 and str == "s" then str = deco[2] end
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elseif column_style == 4 then
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if iy == 2 and str == "s" then out = "tsm_pyramids:" str = deco[1] end
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if iy == 2 and str == "s" then str = deco[1] end
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end
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if str == " " then out = "" end
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return out..code_table[str]
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return code_table[str]
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end
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local function replace2(str, iy, code_table)
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local out = "default:"
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if iy == 0 and str == "~" then out = "tsm_pyramids:" str = "t"
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if iy == 0 and str == "~" then str = "t"
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elseif iy < 3 and str == "~" then str = " " end
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if str == " " then out = "" end
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return out..code_table[str]
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return code_table[str]
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end
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function tsm_pyramids.make_room(pos, stype, room_id)
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local code_table = code_sandstone
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if stype == "desert" then
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code_table = code_desert
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if stype == "desert_sandstone" then
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code_table = code_desert_sandstone
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elseif stype == "desert_stone" then
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code_table = code_desert_stone
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end
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-- Select random deco block
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local deco_ids = {"1", "2", "3"}
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@ -611,6 +618,9 @@ function tsm_pyramids.make_room(pos, stype, room_id)
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local room = room_types[room_id]
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local chests = {}
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local column_style = math.random(0,4)
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if stype == "desert_stone" then
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column_style = 0
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end
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if room.style == "yrepeat" then
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for iy=0,4,1 do
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for ix=0,8,1 do
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@ -638,7 +648,7 @@ function tsm_pyramids.make_room(pos, stype, room_id)
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else
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minetest.log("error", "Invalid pyramid room style! room type ID="..r)
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end
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local sanded = room.flood_sand ~= false and math.random(1,8) == 1
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local sanded = room.flood_sand ~= false and stype ~= "desert_stone" and math.random(1,8) == 1
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if #chests > 0 then
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-- Make at least 8 attempts to fill chests
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local filled = 0
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@ -673,8 +683,10 @@ end
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function tsm_pyramids.make_traps(pos, stype)
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local code_table = code_sandstone
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if stype == "desert" then
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code_table = code_desert
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if stype == "desert_sandstone" then
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code_table = code_desert_sandstone
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elseif stype == "desert_stone" then
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code_table = code_desert_stone
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end
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shuffle_traps(math.random(10,100))
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local hole = {x=pos.x+7,y=pos.y, z=pos.z+7}
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@ -690,8 +702,9 @@ function tsm_pyramids.make_traps(pos, stype)
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end
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function tsm_pyramids.flood_sand(pos, stype)
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local set_to_sand = {}
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local nn = "default:sand"
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if stype == "desert" then
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if stype == "desert_sandstone" or stype == "desert_stone" then
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nn = "default:desert_sand"
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end
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local hole = {x=pos.x+7,y=pos.y+1, z=pos.z+7}
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@ -704,11 +717,12 @@ function tsm_pyramids.flood_sand(pos, stype)
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for iy=0,h,1 do
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local p = {x=hole.x+ix,y=hole.y+iy,z=hole.z+iz}
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if minetest.get_node(p).name == "air" then
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minetest.set_node(p, {name=nn})
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table.insert(set_to_sand, p)
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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_sand, {name=nn})
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end
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