1 Commits
0.7 ... master

Author SHA1 Message Date
fa7cad6a7d Version MFF. 2018-09-08 22:46:28 +02:00
30 changed files with 405 additions and 1470 deletions

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# Pyramids (with Treasurer support) [`tsm_pyramids`]
* Version: 0.7
## 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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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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depends.txt Executable file
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default
mobs
maptools
farming?
treasurer?
watershed?

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@ -1,6 +1,5 @@
local S = minetest.get_translator("tsm_pyramids")
tsm_pyramids = {}
pyramids = {}
pyramids.max_time = 30*60
dofile(minetest.get_modpath("tsm_pyramids").."/mummy.lua")
dofile(minetest.get_modpath("tsm_pyramids").."/nodes.lua")
@ -8,68 +7,49 @@ dofile(minetest.get_modpath("tsm_pyramids").."/room.lua")
local chest_stuff = {
{name="default:apple", max = 3},
{name="default:steel_ingot", max = 3},
{name="default:copper_ingot", 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},
{name="default:papyrus", max = 9},
{name="default:pick_diamond", max = 1}
}
if minetest.get_modpath("farming") then
table.insert(chest_stuff, {name="farming:bread", max = 3})
table.insert(chest_stuff, {name="farming:cotton", max = 8})
else
table.insert(chest_stuff, {name="farming:apple", max = 8})
table.insert(chest_stuff, {name="farming:apple", max = 3})
end
if minetest.get_modpath("tnt") then
table.insert(chest_stuff, {name="tnt:gunpowder", max = 6})
else
table.insert(chest_stuff, {name="farming:apple", max = 3})
end
function tsm_pyramids.fill_chest(pos, stype, flood_sand)
minetest.after(2, function()
local sand = "default:sand"
if stype == "desert" then
sand = "default:desert_sand"
end
local n = minetest.get_node(pos)
if n and n.name and n.name == "default:chest" then
function pyramids.fill_chest(pos)
local n = minetest.get_node_or_nil(pos)
if n and n.name and n.name == "tsm_pyramids:chest" then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
inv:set_list("main",
{
[1] = "",
[32] = ""
}
)
if math.random(1,10) < 7 then return end
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(1,10) >= 7 then
if minetest.get_modpath("treasurer") ~= nil then
stacks = treasurer.select_random_treasures(3,7,9,{"minetool", "food", "crafting_component"})
stacks = treasurer.select_random_treasures()
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
table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
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
end)
end
local function add_spawner(pos, mummy_offset)
local function add_spawner(pos)
minetest.set_node(pos, {name="tsm_pyramids:spawner_mummy"})
if not minetest.settings:get_bool("only_peaceful_mobs") then tsm_pyramids.spawn_mummy(vector.add(pos, mummy_offset),2) end
if not minetest.setting_getbool("only_peaceful_mobs") then pyramids.spawn_mummy({x=pos.x,y=pos.y,z=pos.z-2},2) end
end
local function can_replace(pos)
@ -83,79 +63,56 @@ local function can_replace(pos)
end
end
local function underground(pos, stone, sand)
local function underground(pos)
local p2 = pos
local cnt = 0
local mat = stone
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 = stone end
minetest.set_node(p2, {name=mat})
if cnt>math.random(2,4) then mat = "desert_stone" end
minetest.set_node(p2, {name="default:"..mat})
p2.y = p2.y-1
end
end
local function make_entrance(pos, brick, sand, flood_sand)
local function make_entrance(pos)
local gang = {x=pos.x+10,y=pos.y, z=pos.z}
local max_sand_height = math.random(1,3)
for iz=0,6,1 do
local sand_height = math.random(1,max_sand_height)
for iy=2,3,1 do
if flood_sand and iy <= sand_height and iz >= 3 then
minetest.set_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz}, {name=sand})
else
for iz=0,6,1 do
minetest.remove_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz})
end
if iz >=3 and iy == 3 then
minetest.set_node({x=gang.x,y=gang.y+iy+1,z=gang.z+iz}, {name=brick})
minetest.set_node({x=gang.x+1,y=gang.y+iy+1,z=gang.z+iz}, {name=brick})
minetest.set_node({x=gang.x+2,y=gang.y+iy+1,z=gang.z+iz}, {name=brick})
minetest.set_node({x=gang.x,y=gang.y+iy+1,z=gang.z+iz}, {name="maptools:sandstone_brick"})
minetest.set_node({x=gang.x+1,y=gang.y+iy+1,z=gang.z+iz}, {name="maptools:sandstone_brick"})
minetest.set_node({x=gang.x+2,y=gang.y+iy+1,z=gang.z+iz}, {name="maptools:sandstone_brick"})
end
end
end
end
local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
-- Build pyramid
for iy=0,math.random(10,11),1 do
function pyramids.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}, stone, sand) end
minetest.set_node({x=pos.x+ix,y=pos.y+iy,z=pos.z+iz}, {name=brick})
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="maptools:sandstone_brick"})
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 == stone then
minetest.set_node({x=pos.x+ix,y=pos.y+iy+yy,z=pos.z+iz},{name=sand})
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
end
end
end
end
end
-- Build room
local ok, msg, flood_sand = tsm_pyramids.make_room(pos, ptype, room_id)
-- Place mummy spawner
local r = math.random(1,3)
if r == 1 then
-- front
add_spawner({x=pos.x+11,y=pos.y+2, z=pos.z+17}, {x=0, y=0, z=-2})
elseif r == 2 then
-- right
add_spawner({x=pos.x+17,y=pos.y+2, z=pos.z+11}, {x=-2, y=0, z=0})
else
-- left
add_spawner({x=pos.x+5,y=pos.y+2, z=pos.z+11}, {x=2, y=0, z=0})
end
-- Build entrance
make_entrance({x=pos.x,y=pos.y, z=pos.z}, brick, sand, flood_sand)
-- Done
minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")")
return ok, msg
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})
end
local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
local perlin1
local function hlp_fnct(pos, name)
local n = minetest.get_node_or_nil(pos)
@ -165,6 +122,7 @@ local function hlp_fnct(pos, name)
return false
end
end
local function ground(pos, old)
local p2 = pos
while hlp_fnct(p2, "air") do
@ -179,31 +137,23 @@ end
minetest.register_on_generated(function(minp, maxp, seed)
minetest.after(3, function(minp, maxp, seed)
if maxp.y < 0 then return end
math.randomseed(seed)
local cnt = 0
if not perlin1 then
perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
end
local noise1 = perlin1:get_2d({x=minp.x,y=minp.y})--,z=minp.z})
if noise1 > 0.25 or noise1 < -0.26 then
local perlin1 = minetest.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 and math.random(1,100) % 2 == 0 then -- Coward attempt to divide per 2 the spawn rate
local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
local sands = {"default:desert_sand", "default:sand"}
local p2
local sand
for s=1, #sands do
sand = sands[s]
p2 = minetest.find_node_near(mpos, 25, sand)
local p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
while p2 == nil and 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, sand)
end
if p2 ~= nil then
break
end
p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
end
if p2 == nil then return end
if p2.y < 0 then return end
@ -226,66 +176,12 @@ minetest.register_on_generated(function(minp, maxp, seed)
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 or
minetest.find_node_near(p2, 52, {"default:desert_sandstone_brick"}) ~= nil then
return
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, {"maptools:sandstone_brick"}) ~= nil then return end
if math.random(0,10) > 7 then
return
end
if sand == "default:desert_sand" then
minetest.after(0.8, make, p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert")
else
minetest.after(0.8, make, p2, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone")
end
if math.random(0,10) > 7 then return end
pyramids.make(p2)
end
end, minp, maxp, seed)
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")
-- FIXME: Entities are currently NOT backwards-compatible
-- TODO: Update README when full backwards-compability is achieved
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(1,2)
local r = tonumber(param)
local room_id
if r then
room_id = r
end
local ok, msg
if s == 1 then
ok, msg = make(pos, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone", room_id)
else
ok, msg = make(pos, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert", room_id)
end
if ok then
return true, S("Pyramid generated at @1.", minetest.pos_to_string(pos))
else
return false, msg
end
end,
}
)

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# 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 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

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# 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 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

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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

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local S = minetest.get_translator("tsm_pyramids")
-- Pyramid mummy
local mummy_walk_limit = 1
local mummy_chillaxin_speed = 1
local mummy_animation_speed = 10
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local mummy_animation_blend = 0
-- Default player appearance
local mummy_mesh = "tsm_pyramids_mummy.x"
local mummy_texture = {"tsm_pyramids_mummy.png"}
local mummy_hp = 20
local mummy_drop = "default:papyrus"
local sound_normal = "mummy"
local sound_hit = "mummy_hurt"
local sound_dead = "mummy_death"
local spawner_range = 17
local spawner_max_mobs = 6
local function get_animations()
return {
stand_START = 74,
stand_END = 74,
sit_START = 81,
sit_END = 160,
lay_START = 162,
lay_END = 166,
walk_START = 74,
walk_END = 105,
mine_START = 74,
mine_END = 105,
walk_mine_START = 74,
walk_mine_END = 105
}
end
local npc_model = {}
local npc_anim = {}
local npc_sneak = {}
local ANIM_STAND = 1
local ANIM_SIT = 2
local ANIM_LAY = 3
local ANIM_WALK = 4
local ANIM_WALK_MINE = 5
local ANIM_MINE = 6
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(self)
local prop = {textures = mummy_texture,}
if self.object ~= nil then
self.object:set_properties(prop)
end
end, self)
end
local function mummy_update_visuals_def(self)
npc_anim = 0 -- Animation will be set further below immediately
local prop = {
mesh = mummy_mesh,
textures = mummy_texture,
}
self.object:set_properties(prop)
end
local MUMMY_DEF = {
physical = true,
mobs:register_mob("tsm_pyramids:mummy", {
-- animal, monster, npc, barbarian
type = "monster",
-- aggressive, deals 4 damage to player when hit
passive = false,
attack_type = "dogfight",
damage = 4,
-- health & armor
hp_min = 15, hp_max = 20, armor = 100,
-- textures and model
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
visual = "mesh",
mesh = "tsm_pyramids_mummy.x",
drawtype = "front",
textures = {
{"tsm_pyramids_mummy.png"},
},
visual_size = {x=8,y=8},
mesh = mummy_mesh,
textures = mummy_texture,
blood_texture = "default_sand.png",
-- sounds
makes_footstep_sound = true,
npc_anim = 0,
timer = 0,
turn_timer = 0,
vec = 0,
yaw = 0,
yawwer = 0,
state = 1,
jump_timer = 0,
punch_timer = 0,
sound_timer = 0,
envdmg_timer = 0,
attacker = "",
attacking_timer = 0,
mob_name = "mummy"
}
local spawner_DEF = {
hp_max = 1,
physical = true,
collisionbox = {0,0,0,0,0,0},
visual = "mesh",
visual_size = {x=3.3,y=3.3},
mesh = mummy_mesh,
textures = mummy_texture,
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: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:get_pos())
if self.timer > 1 then
if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then
self.object:remove()
end
end
end
spawner_DEF.on_punch = function(self, hitter)
end
MUMMY_DEF.on_activate = function(self)
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: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)
self.attacker = puncher
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})
if time_from_last_punch >= 0.45 then
hit(self)
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: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
self.state = 9
end
end
end
if self.object:get_hp() == 0 then
local obj = minetest.add_item(self.object:get_pos(), mummy_drop.." "..math.random(0,3))
end
end
local cnt1 = 0
local cnt2 = 0
MUMMY_DEF.on_step = function(self, dtime)
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 + dtime + 0.01
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
if self.object:get_hp() == 0 then
minetest.sound_play(sound_dead, {pos = current_pos, max_hear_distance = 10 , gain = 0.3})
self.object:remove()
end
local def = minetest.registered_nodes[current_node.name]
local dps = def.damage_per_second
local dmg = 0
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)
hit(self)
self.sound_timer = 0
minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.3})
end
else
self.time_passed = 0
end
--update moving state every 1 or 2 seconds
if self.state < 3 then
if self.timer > math.random(1,2) then
if self.attacker == "" then
self.state = math.random(1,2)
else self.state = 1 end
self.timer = 0
end
end
--play sound
if self.sound_timer > math.random(5,35) then
minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2})
self.sound_timer = 0
end
--after punched
if self.state >= 8 then
if self.punch_timer > 0.15 then
if self.state == 9 then
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:set_velocity({x=0,y=-20,z=0})
self.state = 1
end
end
end
--STANDING
if self.state == 1 then
self.yawwer = true
self.attacker = ""
for _,object in ipairs(minetest.get_objects_inside_radius(self.object:get_pos(), 4)) do
if object:is_player() then
self.yawwer = false
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:set_yaw(self.yaw)
self.attacker = object
end
end
if self.attacker == "" and self.turn_timer > math.random(1,4) then
self.yaw = 360 * math.random()
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: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)
self.npc_anim = ANIM_STAND
end
if self.attacker ~= "" then
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
self.state = 2
end
end
--WALKING
if self.state == 2 then
if self.direction ~= nil then
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:set_yaw(self.yaw)
self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
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
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
if dist < 2 and self.attacking_timer > 0.6 then
self.attacker:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups = {fleshy=1}
})
self.attacking_timer = 0
end
end
end
end
end
minetest.register_entity("tsm_pyramids:mummy", MUMMY_DEF)
minetest.register_entity("tsm_pyramids:mummy_spawner", spawner_DEF)
--spawn-egg/spawner
minetest.register_craftitem("tsm_pyramids: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.add_entity(pointed_thing.above,"tsm_pyramids:mummy")
if not minetest.settings:get_bool("creative_mode") then itemstack:take_item() end
return itemstack
end
end,
sounds = {
random = "mummy",
},
-- speed and jump, sinks in water
walk_velocity = 0.4,
run_velocity = 0.8,
view_range = 16,
jump = false,
floats = 0,
knock_back = 0.1, --this is a test
-- drops papyrus when dead
drops = {
{name = "default:papyrus",
chance = 2, min = 4, max = 6,},
{name = "maptools:silver_coin",
chance = 10, min = 1, max = 1,},
},
-- damaged by
water_damage = 0,
lava_damage = 15,
light_damage = 15,
-- model animation
animation = {
speed_normal = 15, speed_run = 15,
stand_start = 74, stand_end = 74,
walk_start = 74, walk_end = 105,
run_start = 74, run_end = 105,
punch_start = 74, punch_end = 105,
sit_start = 81, sit_end = 160,
lay_start = 162, lay_end = 166,
mine_start = 74, mine_end = 105,
walk_mine_start = 74, walk_mine_end = 105,
},
})
function tsm_pyramids.spawn_mummy (pos, number)
local node = minetest.get_node(pos)
if node.name ~= "air" then
return
--MFF ABM to replace old maptools:chest
minetest.register_abm({
nodenames = {"tsm_pyramids:spawner_mummy"},
interval = 10.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local chests = minetest.find_nodes_in_area(
{x=pos.x-4, y=pos.y-3, z=pos.z-10},
{x=pos.x+4, y=pos.y, z=pos.z},
"maptools:chest"
)
for _, cpos in ipairs(chests) do
local p2 = 0
local n = minetest.get_node_or_nil(cpos)
if n and n.param2 then
p2 = n.param2
end
for _=1, number do
minetest.set_node(cpos, {name="tsm_pyramids:chest", param2=p2})
end
end
})
-- spawner (spawn in pyramids, near the spawner)
if not minetest.setting_getbool("only_peaceful_mobs") then
minetest.register_abm({
nodenames = {"tsm_pyramids:spawner_mummy"},
interval = 10.0,
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.get_objects_inside_radius(pos, 17)) do
if obj then
if obj:is_player() then
player_near = true
else
if obj:get_luaentity() and obj:get_luaentity().mob_name == "mummy" then mobs = mobs + 1 end
end
end
end
if player_near then
if mobs < 6 then
pos.x = pos.x+1
local p = minetest.find_node_near(pos, 5, {"air"})
minetest.add_entity(p,"tsm_pyramids:mummy")
end
end
end
})
end
function pyramids.spawn_mummy (pos, number)
for i=0,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 = S("Mummy Spawner"),
_doc_items_longdesc = S("A mummy spawner causes hostile mummies to appear in its vicinity as long it exists."),
description = "Mummy spawner",
paramtype = "light",
tiles = {"tsm_pyramids_spawner.png"},
is_ground_content = false,
drawtype = "allfaces",
groups = {cracky=1,level=1},
is_ground_content = true,
drawtype = "allfaces",--_optional",
groups = {unbreakable=1},
drop = "",
on_construct = function(pos)
pos.y = pos.y - 0.28
@ -382,51 +132,73 @@ minetest.register_node("tsm_pyramids:spawner_mummy", {
end
end
end
end,
sounds = spawnersounds,
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)
local player_near = false
local mobs = 0
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, spawner_range)) do
if obj:is_player() then
player_near = true
else
if obj:get_luaentity() and obj:get_luaentity().mob_name == "mummy" then
mobs = mobs + 1
-- register spawn egg
minetest.register_craftitem("tsm_pyramids:spawn_egg", {
description = "Mummy spawn-egg",
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.add_entity(pointed_thing.above,"tsm_pyramids:mummy")
if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
return itemstack
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"})
local p2 = {x=pos.x, y=pos.y+1, z=pos.z}
local n2 = minetest.get_node(p2)
if n2.name == "air" then
tsm_pyramids.spawn_mummy(p, 1)
end
end
end
end
})
end,
})
-- Spawner entity
spawner_DEF = {
hp_max = 1,
physical = true,
collisionbox = {0,0,0,0,0,0},
visual = "mesh",
visual_size = {x=3.3,y=3.3},
mesh = "tsm_pyramids_mummy.x",
textures = {"tsm_pyramids_mummy.png"},
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_armor_groups({immortal=1})
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
}
})
spawner_DEF.on_step = function(self, dtime)
self.timer = self.timer + 0.01
local n = minetest.get_node_or_nil(self.object:getpos())
if self.timer > 1 then
if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then
self.object:remove()
end
end
end
spawner_DEF.on_punch = function(self, hitter)
end
minetest.register_entity("tsm_pyramids:mummy_spawner", spawner_DEF)
function mummy_update_visuals_def(self)
--local name = get_player_name()
-- visual = default_model_def
self.npc_anim = 0 -- Animation will be set further below immediately
--npc_sneak[name] = false
local prop = {
mesh = self.mesh,
textures = self.textures,
--visual_size = {x=1, y=1, z=1},
}
self.object:set_properties(prop)
end

125
nodes.lua Normal file → Executable file
View File

@ -1,54 +1,23 @@
local S = minetest.get_translator("tsm_pyramids")
local img = {"eye", "men", "sun"}
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
for i=1,3 do
minetest.register_node("tsm_pyramids:deco_stone"..i, {
description = desc[i],
_doc_items_longdesc = decodesc,
description = "Sandstone with "..img[i],
tiles = {"default_sandstone.png^tsm_pyramids_"..img[i]..".png"},
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,
groups = {unbreakable=1},
sounds = default.node_sound_stone_defaults(),
})
end
local trap_on_timer = function(pos, elapsed)
local trap_on_timer = function (pos, elapsed)
local objs = minetest.get_objects_inside_radius(pos, 2)
local n = minetest.get_node(pos)
for i, obj in pairs(objs) do
if obj:is_player() then
if n and n.name then
if minetest.registered_nodes[n.name]._tsm_pyramids_crack and minetest.registered_nodes[n.name]._tsm_pyramids_crack < 2 then
if n.name == "tsm_pyramids:trap" 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"})
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
nodeupdate(pos)
end
end
end
@ -56,71 +25,47 @@ local trap_on_timer = function(pos, elapsed)
end
minetest.register_node("tsm_pyramids:trap", {
description = S("Cracked Sandstone Brick"),
_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."),
description = "Cracked sandstone brick",
tiles = {"default_sandstone_brick.png^tsm_pyramids_crack.png"},
is_ground_content = false,
groups = {crumbly=3,cracky=3},
groups = {crumbly=2,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,
crack = 1,
on_timer = trap_on_timer,
drop = {
items = {
{ items = { "default:sand" }, rarity = 1 },
{ items = { "default:sand" }, rarity = 2 },
},
}
drop = "",
})
minetest.register_node("tsm_pyramids:trap_2", {
description = S("Falling Cracked Sandstone Brick"),
_doc_items_longdesc = S("This old porous brick falls under its own weight."),
tiles = {"default_sandstone_brick.png^tsm_pyramids_crack2.png"},
description = "trapstone",
tiles = {"default_sandstone_brick.png^tsm_pyramids_crack.png^[transformR90"},
is_ground_content = false,
groups = {crumbly=3,cracky=3,falling_node=1,not_in_creative_inventory=1},
groups = {crumbly=2,cracky=3,falling_node=1,not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
drop = {
items = {
{ items = { "default:sand" }, rarity = 1 },
{ items = { "default:sand" }, rarity = 2 },
},
}
drop = "",
})
minetest.register_node("tsm_pyramids:desert_trap", {
description = S("Cracked Desert Sandstone Brick"),
_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 = {"default_desert_sandstone_brick.png^tsm_pyramids_crack.png"},
local chestdef = minetest.registered_nodes["default:chest"]
minetest.register_node("tsm_pyramids:chest",{
description = "tsm_pyramids Chest auto refilled",
tiles = chestdef.tiles,
stack_max = 1000,
paramtype2 = "facedir",
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)
chestdef.on_construct(pos)
minetest.get_node_timer(pos):start(pyramids.max_time)
pyramids.fill_chest(pos)
end,
on_metadata_inventory_move = chestdef.on_metadata_inventory_move,
on_metadata_inventory_put = chestdef.on_metadata_inventory_put,
on_metadata_inventory_take = chestdef.on_metadata_inventory_take,
groups = {unbreakable = 1, not_in_creative_inventory = 1},
on_timer = function (pos, elapsed)
pyramids.fill_chest(pos)
return true
end,
_tsm_pyramids_crack = 1,
on_timer = trap_on_timer,
drop = {
items = {
{ items = { "default:desert_sand" }, rarity = 1 },
{ items = { "default:desert_sand" }, rarity = 2 },
},
}
})
minetest.register_node("tsm_pyramids:desert_trap_2", {
description = S("Falling Cracked Desert Sandstone Brick"),
_doc_items_longdesc = S("This old porous brick falls under its own weight."),
tiles = {"default_desert_sandstone_brick.png^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 = {
items = {
{ items = { "default:desert_sand" }, rarity = 1 },
{ items = { "default:desert_sand" }, rarity = 2 },
},
}
})

736
room.lua Normal file → Executable file
View File

@ -1,714 +1,80 @@
local S = minetest.get_translator("tsm_pyramids")
-- ROOM LAYOUTS
local room = {"a","a","a","a","a","a","a","a","a",
"a","c","a","c","a","c","a","c","a",
"a","s","a","s","a","s","a","s","a",
"a","a","a","a","a","a","a","a","a",
"a","a","a","a","a","a","a","a","a",
"a","a","a","a","a","a","a","a","a",
"a","s","a","s","a","s","a","s","a",
"a","c","a","c","a","c","a","c","a",
"a","a","a","a","a","a","a","a","a"}
local room_types = {
-- Pillar room
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","^"," ","^"," ","^"," ","^"," ",
" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
" ","v"," ","v"," ","v"," ","v"," ",
" "," "," "," "," "," "," "," "," "
},
traps = true,
},
-- Hieroglyph walls
{
style = "yrepeat",
layout = {
"s","s","s","s","s","s","s","s","s",
"s"," "," "," "," "," "," "," ","s",
"s"," "," "," "," "," "," "," ","s",
"s"," "," "," "," "," "," "," ","s",
" "," "," "," ","<"," "," "," ","s",
"s"," "," "," "," "," "," "," ","s",
"s"," "," "," "," "," "," "," ","s",
"s"," "," "," "," "," "," "," ","s",
"s","s","s","s","s","s","s","s","s"
},
},
-- 4 large pillars
{
style = "yrepeat",
layout = {
" "," "," "," ","v"," "," "," "," ",
" ","s","s"," "," "," ","s","s"," ",
" ","s","s"," "," "," ","s","s"," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," ","<",
" "," "," "," "," "," "," "," "," ",
" ","s","s"," "," "," ","s","s"," ",
" ","s","s"," "," "," ","s","s"," ",
" "," "," "," ","^"," "," "," "," "
},
},
-- hidden room
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s","S","s","S","s"," "," ",
" "," ","S"," "," "," ","S"," "," ",
" "," ","s"," ",">"," ","s"," ","<",
" "," ","S"," "," "," ","S"," "," ",
" "," ","s","S","s","S","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," "
},
},
-- spiral 1
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","S","S","S","S","S","S","S"," ",
" ","S"," "," "," "," "," ","S"," ",
" ","S"," ","s","s","s"," ","S"," ",
" ","S"," ","s","v","s"," ","S"," ",
"S","S"," ","s"," ","s"," ","S"," ",
"S","S"," ","s"," "," "," ","S"," ",
"v","S"," ","S","S","S","S","S"," ",
" ","S"," "," "," "," "," "," "," "
},
},
-- spiral 2
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","S","S","S","S","S","S","S"," ",
" "," "," ","s"," "," "," ","S"," ",
"S","S"," ","s"," ","s"," ","S"," ",
" ","S"," ","s","^","s"," ","S"," ",
" ","S"," ","s","s","s"," ","S"," ",
" ","S"," "," "," "," "," ","S"," ",
" ","S","S","S","S","S","S","S"," ",
" "," "," "," "," "," "," "," "," "
},
},
-- pillar mania
{
style = "yrepeat",
layout = {
" "," ","v"," ","v"," ","v"," ","v",
" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
" "," ","^"," ","^"," ","^"," ","^",
},
--traps = true,
},
-- plusses
{
style = "yrepeat",
layout = {
"s"," "," "," "," "," "," "," ","s",
" "," ","s",">"," ","<","s"," "," ",
" ","s","s","s"," ","s","s","s"," ",
" "," ","s"," "," "," ","s"," "," ",
" "," "," "," ","<"," "," "," "," ",
" "," ","s"," "," "," ","s"," "," ",
" ","s","s","s"," ","s","s","s"," ",
" "," ","s",">"," ","<","s"," "," ",
"s"," "," "," "," "," "," "," ","s",
},
--traps = true,
},
-- diamond
{
style = "yrepeat",
layout = {
">","s","s","s","s","s","s","s","s",
"s","s","s"," "," "," ","s","s","s",
"s","s"," "," "," "," "," ","s","s",
"s"," "," "," "," "," "," "," ","s",
" "," "," "," "," "," "," ","<","s",
"s"," "," "," "," "," "," "," ","s",
"s","s"," "," "," "," "," ","s","s",
"s","s","s"," "," "," ","s","s","s",
">","s","s","s","s","s","s","s","s",
},
--traps = true,
},
-- square
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","S","S","S","^","S","S","S"," ",
" ","S","S","S","S","S","S","S"," ",
" ","S","S","S","S","S","S","S"," ",
" ","S","S","S","S","S","S",">"," ",
" ","S","S","S","S","S","S","S"," ",
" ","S","S","S","S","S","S","S"," ",
" ","S","S","S","v","S","S","S"," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- hallway 2
{
style = "yrepeat",
layout = {
"S","S","S","S",">"," "," "," "," ",
"S","S","S","S","S","^","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
" "," "," "," "," "," "," "," "," ",
"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","v","S","S"," ",
"S","S","S","S",">"," "," "," "," ",
},
},
-- hallway 3
{
style = "yrepeat",
layout = {
"S","S","S","S","S"," "," "," "," ",
"S","S","S","S","s",">"," "," "," ",
"S","s","S","s","S","s","S"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
"S","s","S","s","S","s","S"," "," ",
"S","S","S","S","s",">"," "," "," ",
"S","S","S","S","S"," "," "," "," ",
},
},
-- hallway 4
{
style = "yrepeat",
layout = {
"S","S","S","S","S","v","S","S","S",
"S","S","S","S","S","S","S","S","S",
"s","S","s","S","s","S","s","S","s",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," ","<",
" "," "," "," "," "," "," "," "," ",
"s","S","s","S","s","S","s","S","s",
"S","S","S","S","S","S","S","S","S",
"S","S","S","S","S","^","S","S","S",
},
},
-- tiny
{
style = "yrepeat",
layout = {
"S","S","S","S","S","S","S","S","v",
"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
"S","S","S"," "," "," ","S","S"," ",
" "," "," "," ","<"," ","S","S"," ",
"S","S","S"," "," "," ","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","S","S","S"," ",
"S","S","S","S","S","S","S","S","^",
},
},
-- small
{
style = "yrepeat",
layout = {
"S","S","S","S","S","S","S","S","S",
"S","S","S","S","S","S","S","S","S",
"S","S"," ","v"," ","v"," ","S","S",
"S","S",">"," "," "," ","<","S"," ",
" "," "," "," ","s"," "," ","S"," ",
"S","S",">"," "," "," ","<","S"," ",
"S","S"," ","^"," ","^"," ","S","S",
"S","S","S","S","S","S","S","S","S",
"S","S","S","S","S","S","S","S","S",
},
},
-- small 2
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","S","S","S","S","S","S","S"," ",
" ","S"," "," ","v"," "," ","S"," ",
"S","S"," "," "," "," "," ","S"," ",
" "," "," "," "," "," ","<","S"," ",
"S","S"," "," "," "," "," ","S"," ",
" ","S"," "," ","^"," "," ","S"," ",
" ","S","S","S","S","S","S","S"," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- big pillar
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," ","^"," "," "," "," ",
" "," "," ","s","s","s"," "," "," ",
" "," ","<","s","S","s",">"," "," ",
" "," "," ","s","s","s"," "," "," ",
" "," "," "," ","v"," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
--traps = true,
},
-- pacman
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," ","s","s","s"," "," "," ",
" "," ","s","s","v","s","s"," "," ",
" "," ","s",">"," "," "," "," "," ",
" "," ","s","s","^","s","s"," "," ",
" "," "," ","s","s","s"," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- the wall
{
style = "yrepeat",
layout = {
"S","S","S","S","S","S","S"," ","<",
"s","s","s","s","s","S","S"," ","s",
"s"," "," "," "," ","s","S"," ","<",
"s"," "," "," "," ","s","S"," ","s",
" "," "," "," ","<","s","S"," ","<",
"s"," "," "," "," ","s","S"," ","s",
"s"," "," "," "," ","s","S"," ","<",
"s","s","s","s","s","s","S"," ","s",
"S","S","S","S","S","S","S"," ","<",
},
},
-- split
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," ","^"," ","^"," "," "," ",
" "," "," ","s"," ","s"," "," "," ",
" "," "," ","v"," ","v"," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- 4 small pillars
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," ","^"," "," "," "," ",
" "," "," "," ","s"," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" ","<","s"," "," "," ","s",">"," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," ","s"," "," "," "," ",
" "," "," "," ","v"," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- 6 pillars
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," ","^"," ","^"," ","^"," "," ",
" "," ","s"," ","s"," ","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s"," ","s"," ","s"," "," ",
" "," ","v"," ","v"," ","v"," "," ",
" "," "," "," "," "," "," "," "," ",
},
traps = true,
},
-- stripes
{
style = "yrepeat",
layout = {
" ","S","v","S","v","S","v","S","v",
" ","S"," ","S"," ","S"," ","S"," ",
" ","s"," ","s"," ","s"," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," ","s"," ","s"," ","s"," ",
" ","S"," ","S"," ","S"," ","S"," ",
" ","S","^","S","^","S","^","S","^",
},
},
-- inside
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","s"," "," "," "," "," ","s"," ",
" "," "," "," "," "," "," "," "," ",
" "," "," ","s","S","s"," "," "," ",
" "," "," ","S",">"," "," "," "," ",
" "," "," ","s","S","s"," "," "," ",
" "," "," "," "," "," "," "," "," ",
" ","s"," "," "," "," "," ","s"," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- 1 chest
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," ","<"," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- 2 chests
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," ","<",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," ","<",
" "," "," "," "," "," "," "," "," ",
},
traps = true,
},
-- X
{
style = "yrepeat",
layout = {
"s"," "," "," "," "," "," "," ","s",
"s","s",">"," "," "," ","<","s","s",
" ","s","s"," "," "," ","s","s"," ",
" "," ","s","s"," ","s","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s","s"," ","s","s"," "," ",
" ","s","s"," "," "," ","s","s"," ",
"s","s",">"," "," "," ","<","s","s",
"s"," "," "," "," "," "," "," ","s",
},
},
-- split 2
{
style = "yrepeat",
layout = {
"S","S","S","S","S","S","S","S","S",
"S","S","S"," "," "," "," "," "," ",
"S","S","S"," "," "," "," "," "," ",
"S","S","S"," "," ","^","^","^","^",
" "," "," "," "," ","s","s","s","s",
"S","S","S"," "," ","v","v","v","v",
"S","S","S"," "," "," "," "," "," ",
"S","S","S"," "," "," "," "," "," ",
"S","S","S","S","S","S","S","S","S",
},
},
-- split 3
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" ","^"," ","^"," ","^"," ","^"," ",
" ","s"," ","s"," ","s"," ","s"," ",
" ","v"," ","v"," ","v"," ","v"," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- diamond 2
{
style = "yrepeat",
layout = {
"S","S"," "," "," "," "," ","S","S",
"S"," "," "," ","s"," "," "," ","S",
" "," ","<","S","S","S",">"," "," ",
" "," ","S","S","S","S","S"," "," ",
" ","s","S","S","S","S","S","s"," ",
" "," ","S","S","S","S","S"," "," ",
" "," ","<","S","S","S",">"," "," ",
"S"," "," "," ","s"," "," "," ","S",
"S","S"," "," "," "," "," ","S","S",
},
},
-- ultra pillars
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" ","s","^","s"," ","s","^","s"," ",
" ","s","s","s"," ","s","s","s"," ",
" ","s","s","s"," ","s","s","s"," ",
" "," "," "," "," "," "," "," "," ",
" ","s","s","s"," ","s","s","s"," ",
" ","s","s","s"," ","s","s","s"," ",
" ","s","v","s"," ","s","v","s"," ",
" "," "," "," "," "," "," "," "," ",
},
},
-- vstripes
{
style = "yrepeat",
layout = {
"S"," "," "," "," "," "," "," "," ",
"S"," "," ","^"," "," ","^"," "," ",
"S"," "," ","s"," "," ","s"," "," ",
"S"," "," "," "," "," "," "," "," ",
" "," "," ","s"," "," ","s"," "," ",
"S"," "," "," "," "," "," "," "," ",
"S"," "," ","s"," "," ","s"," "," ",
"S"," "," ","v"," "," ","v"," "," ",
"S"," "," "," "," "," "," "," "," ",
},
},
-- sides
{
style = "yrepeat",
layout = {
"s"," ","s"," ","s"," ","s"," ","s",
" "," ","v"," ","v"," ","v"," "," ",
"s"," "," "," "," "," "," "," ","s",
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," ","s",
" "," "," "," "," "," "," "," "," ",
"s"," "," "," "," "," "," "," ","s",
" "," ","^"," ","^"," ","^"," "," ",
"s"," ","s"," ","s"," ","s"," ","s",
},
traps = true,
},
-- 9 pillars
{
style = "yrepeat",
layout = {
" "," "," "," "," "," "," "," "," ",
" "," ","^"," ","^"," ","^"," "," ",
" "," ","s"," ","s"," ","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s"," ","s"," ","s"," "," ",
" "," "," "," "," "," "," "," "," ",
" "," ","s"," ","s"," ","s"," "," ",
" "," ","v"," ","v"," ","v"," "," ",
" "," "," "," "," "," "," "," "," ",
},
--traps = true,
},
local trap = {"b","b","b","b","b","b","b","b","b",
"l","b","l","b","l","b","l","b","b",
"l","b","l","b","l","b","l","b","b",
"l","b","l","l","l","b","l","l","b",
"l","l","b","l","b","l","l","b","b",
"l","b","l","l","l","l","l","l","b",
"l","b","l","b","l","b","l","b","b",
"l","b","l","b","l","b","l","b","b",
"b","b","b","b","b","b","b","b","b"}
local code = {}
code["s"] = "sandstone"
code["eye"] = "deco_stone1"
code["men"] = "deco_stone2"
code["sun"] = "deco_stone3"
code["c"] = "chest"
code["b"] = "sandstonebrick"
code["a"] = "air"
code["l"] = "lava_source"
code["t"] = "trap"
}
local layout_traps
local layout_traps_template = {
"S","S","S","S","S","S","S","S","S",
"?","S","?","S","?","S","?","S","S",
"?","S","?","S","?","S","?","S","S",
"?","?","?","?","?","?","?","?","S",
"?","?","?","?","?","?","?","?","S", -- << entrance on left side
"?","?","?","?","?","?","?","?","S",
"?","S","?","S","?","S","?","S","S",
"?","S","?","S","?","S","?","S","S",
"S","S","S","S","S","S","S","S","S"
}
local code_sandstone = {
[" "] = "air",
["s"] = "sandstone",
["S"] = "sandstonebrick",
["1"] = "deco_stone1",
["2"] = "deco_stone2",
["3"] = "deco_stone3",
["^"] = "chest",
["<"] = "chest",
[">"] = "chest",
["v"] = "chest",
["~"] = "lava_source",
["t"] = "trap",
}
local code_desert = table.copy(code_sandstone)
code_desert["s"] = "desert_sandstone"
code_desert["1"] = "deco_stone4"
code_desert["2"] = "deco_stone5"
code_desert["3"] = "deco_stone6"
code_desert["S"] = "desert_sandstone_brick"
code_desert["t"] = "desert_trap"
local function replace(str, iy, code_table, deco, column_style)
local function replace(str,iy)
local out = "default:"
if iy < 4 and (str == "<" or str == ">" or str == "^" or str == "v") then str = " " end
if column_style == 1 or column_style == 2 then
if iy == 0 and str == "s" then out = "tsm_pyramids:" str = deco[1] end
if iy == 3 and str == "s" then out = "tsm_pyramids:" str = deco[2] end
elseif column_style == 3 then
if iy == 0 and str == "s" then out = "tsm_pyramids:" str = deco[1] end
if iy == 2 and str == "s" then out = "tsm_pyramids:" str = deco[2] end
elseif column_style == 4 then
if iy == 2 and str == "s" then out = "tsm_pyramids:" str = deco[1] end
end
if str == " " then out = "" end
return out..code_table[str]
if iy < 4 and str == "c" then str = "a" end
if iy == 0 and str == "s" then out = "tsm_pyramids:" str = "sun" end
if iy == 3 and str == "s" then out = "tsm_pyramids:" str = "men" end
if str == "a" then out = "" end
if str == "c" then out = "tsm_pyramids:" end --MFF newchest
if str == "s" or str == "b" then out = "maptools:" end
return out..code[str]
end
local function replace2(str, iy, code_table)
local function replace2(str,iy)
local out = "default:"
if iy == 0 and str == "~" then out = "tsm_pyramids:" str = "t"
elseif iy < 3 and str == "~" then str = " " end
if iy == 0 and str == "l" then out = "tsm_pyramids:" str = "t"
elseif iy < 3 and str == "l" then str = "a" end
if str == " " then out = "" end
return out..code_table[str]
if str == "a" then out = "" end
return out..code[str]
end
function tsm_pyramids.make_room(pos, stype, room_id)
local code_table = code_sandstone
if stype == "desert" then
code_table = code_desert
end
-- Select random deco block
local deco_ids = {"1", "2", "3"}
local deco = {}
for i=1, 2 do
local r = math.random(1, #deco_ids)
table.insert(deco, deco_ids[r])
table.remove(deco_ids, r)
end
local hole = {x=pos.x+7,y=pos.y+5, z=pos.z+7}
if room_id == nil then
room_id = math.random(1, #room_types)
end
local room
if room_id < 1 or room_id > #room_types then
return false, S("Incorrect room type ID: @1", room_id)
end
local room = room_types[room_id]
local chests = {}
local column_style = math.random(0,4)
if room.style == "yrepeat" then
function pyramids.make_room(pos)
local loch = {x=pos.x+7,y=pos.y+5, z=pos.z+7}
for iy=0,4,1 do
for ix=0,8,1 do
for iz=0,8,1 do
local n_str = room.layout[tonumber(ix*9+iz+1)]
local n_str = room[tonumber(ix*9+iz+1)]
local p2 = 0
if n_str == "<" then
p2 = 0
elseif n_str == ">" then
p2 = 2
elseif n_str == "^" then
p2 = 1
elseif n_str == "v" then
p2 = 3
if n_str == "c" then
if ix < 3 then p2 = 1 else p2 = 3 end
end
local cpos = {x=hole.x+ix,y=hole.y-iy,z=hole.z+iz}
local nn = replace(n_str, iy, code_table, deco, column_style)
minetest.set_node(cpos, {name=nn, param2=p2})
if nn == "default:chest" then
table.insert(chests, cpos)
end
end
end
end
else
minetest.log("error", "Invalid pyramid room style! room type ID="..r)
end
local sanded = room.flood_sand ~= false and math.random(1,8) == 1
if #chests > 0 then
-- Make at least 8 attempts to fill chests
local filled = 0
while filled < 8 do
for c=1, #chests do
tsm_pyramids.fill_chest(chests[c], stype, sanded)
filled = filled + 1
end
end
end
if room.traps then
tsm_pyramids.make_traps(pos, stype)
end
if sanded then
tsm_pyramids.flood_sand(pos, stype)
end
return true, nil, sanded
end
local shuffle_traps = function(chance)
layout_traps = table.copy(layout_traps_template)
for a=1, #layout_traps do
if layout_traps[a] == "?" then
if math.random(1,100) <= chance then
layout_traps[a] = "~"
else
layout_traps[a] = "S"
minetest.set_node({x=loch.x+ix,y=loch.y-iy,z=loch.z+iz}, {name=replace(n_str,iy), param2=p2})
end
end
end
end
function tsm_pyramids.make_traps(pos, stype)
local code_table = code_sandstone
if stype == "desert" then
code_table = code_desert
end
shuffle_traps(math.random(10,100))
local hole = {x=pos.x+7,y=pos.y, z=pos.z+7}
function pyramids.make_traps(pos)
local loch = {x=pos.x+7,y=pos.y, z=pos.z+7}
for iy=0,4,1 do
for ix=0,8,1 do
for iz=0,8,1 do
local n_str = layout_traps[tonumber(ix*9+iz+1)]
local n_str = trap[tonumber(ix*9+iz+1)]
local p2 = 0
minetest.set_node({x=hole.x+ix,y=hole.y-iy,z=hole.z+iz}, {name=replace2(n_str, iy, code_table), param2=p2})
minetest.set_node({x=loch.x+ix,y=loch.y-iy,z=loch.z+iz}, {name=replace2(n_str,iy), param2=p2})
end
end
end
end
function tsm_pyramids.flood_sand(pos, stype)
local nn = "default:sand"
if stype == "desert" then
nn = "default:desert_sand"
end
local hole = {x=pos.x+7,y=pos.y+1, z=pos.z+7}
local maxh = math.random(1,4)
local chance = math.random(1,7)
for ix=0,8,1 do
for iz=0,8,1 do
if math.random(1,chance) == 1 then
local h = math.random(1,maxh)
for iy=0,h,1 do
local p = {x=hole.x+ix,y=hole.y+iy,z=hole.z+iz}
if minetest.get_node(p).name == "air" then
minetest.set_node(p, {name=nn})
end
end
end
end
end
end

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