1 Commits
0.8 ... master

Author SHA1 Message Date
fa7cad6a7d Version MFF. 2018-09-08 22:46:28 +02:00
30 changed files with 429 additions and 2157 deletions

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# Pyramids (with Treasurer support) [`tsm_pyramids`]
* Version: 0.8
## 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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default
mobs
maptools
farming?
treasurer?
watershed?

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local S = minetest.get_translator("tsm_pyramids") pyramids = {}
pyramids.max_time = 30*60
-- Pyramid width (must be an odd number)
local PYRA_W = 23
-- Pyramid width minus 1
local PYRA_Wm = PYRA_W - 1
-- Half of (Pyramid width minus 1)
local PYRA_Wh = PYRA_Wm / 2
-- Minimum spawn height
local PYRA_MIN_Y = 3
tsm_pyramids = {}
dofile(minetest.get_modpath("tsm_pyramids").."/mummy.lua") dofile(minetest.get_modpath("tsm_pyramids").."/mummy.lua")
dofile(minetest.get_modpath("tsm_pyramids").."/nodes.lua") dofile(minetest.get_modpath("tsm_pyramids").."/nodes.lua")
dofile(minetest.get_modpath("tsm_pyramids").."/room.lua") dofile(minetest.get_modpath("tsm_pyramids").."/room.lua")
local mg_name = minetest.get_mapgen_setting("mg_name")
local chest_stuff = { local chest_stuff = {
normal = { {name="default:apple", max = 3},
{name="default:steel_ingot", max = 3}, {name="farming:bread", max = 3},
{name="default:copper_ingot", max = 3}, {name="default:steel_ingot", max = 2},
{name="default:gold_ingot", max = 2}, {name="default:gold_ingot", max = 2},
{name="default:diamond", max = 1}, {name="default:diamond", max = 1},
{name="default:pick_steel", max = 1}, {name="default:pick_steel", max = 1},
}, {name="default:pick_diamond", max = 1}
desert_stone = {
{name="default:mese_crystal", max = 4},
{name="default:gold_ingot", max = 10},
{name="default:pick_diamond", max = 1},
},
desert_sandstone = {
{name="default:apple", max = 1},
{name="default:stick", max = 64},
{name="default:acacia_bush_sapling", max = 1},
{name="default:paper", max = 9},
{name="default:shovel_bronze", max = 1},
{name="default:pick_mese", max = 1},
},
sandstone = {
{name="default:obsidian_shard", max = 5},
{name="default:apple", max = 3},
{name="default:blueberries", max = 9},
{name="default:glass", max = 64},
{name="default:bush_sapling", max = 1},
{name="default:pick_bronze", max = 1},
},
} }
if minetest.get_modpath("farming") then function pyramids.fill_chest(pos)
table.insert(chest_stuff.desert_sandstone, {name="farming:bread", max = 3}) local n = minetest.get_node_or_nil(pos)
table.insert(chest_stuff.sandstone, {name="farming:bread", max = 4}) if n and n.name and n.name == "tsm_pyramids:chest" then
table.insert(chest_stuff.normal, {name="farming:cotton", max = 32})
table.insert(chest_stuff.desert_sandstone, {name="farming:seed_cotton", max = 3})
table.insert(chest_stuff.desert_sandstone, {name="farming:hoe_stone", max = 1})
else
table.insert(chest_stuff.normal, {name="farming:apple", max = 8})
table.insert(chest_stuff.normal, {name="farming:apple", max = 3})
end
if minetest.get_modpath("tnt") then
table.insert(chest_stuff.normal, {name="tnt:gunpowder", max = 6})
table.insert(chest_stuff.desert_stone, {name="tnt:gunpowder", max = 6})
else
table.insert(chest_stuff.normal, {name="farming:apple", max = 3})
end
function tsm_pyramids.fill_chest(pos, stype, flood_sand, treasure_chance)
local sand = "default:sand"
if not treasure_chance then
treasure_chance = 100
end
if stype == "desert_sandstone" or stype == "desert_stone" then
sand = "default:desert_sand"
end
local n = minetest.get_node(pos)
local treasure_added = false
if n and n.name and n.name == "default:chest" then
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local inv = meta:get_inventory() local inv = meta:get_inventory()
inv:set_size("main", 8*4) inv:set_size("main", 8*4)
inv:set_list("main",
{
[1] = "",
[32] = ""
}
)
if math.random(1,10) < 7 then return end
local stacks = {} 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(1,100) <= treasure_chance then
if minetest.get_modpath("treasurer") ~= nil 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 else
for i=0,2,1 do for i=0,2,1 do
local stuff = chest_stuff.normal[math.random(1,#chest_stuff.normal)] 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)}) table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
end end
if math.random(1,100) <= 75 then
local stuff = chest_stuff[stype][math.random(1,#chest_stuff[stype])]
table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
end
treasure_added = true
end
end end
for s=1,#stacks do for s=1,#stacks do
if not inv:contains_item("main", stacks[s]) then if not inv:contains_item("main", stacks[s]) then
@ -106,16 +45,11 @@ function tsm_pyramids.fill_chest(pos, stype, flood_sand, treasure_chance)
end end
end end
end end
return treasure_added
end end
local function add_spawner(pos, mummy_offset) local function add_spawner(pos)
minetest.set_node(pos, {name="tsm_pyramids:spawner_mummy"}) minetest.set_node(pos, {name="tsm_pyramids:spawner_mummy"})
if not minetest.settings:get_bool("only_peaceful_mobs") then if not minetest.setting_getbool("only_peaceful_mobs") then pyramids.spawn_mummy({x=pos.x,y=pos.y,z=pos.z-2},2) end
for i=1,2 do
tsm_pyramids.attempt_mummy_spawn(pos, false)
end
end
end end
local function can_replace(pos) local function can_replace(pos)
@ -129,116 +63,56 @@ local function can_replace(pos)
end end
end end
local function make_foundation_part(pos, set_to_stone) local function underground(pos)
local p2 = pos local p2 = pos
local cnt = 0 local cnt = 0
local mat = "desert_sand"
p2.y = p2.y-1 p2.y = p2.y-1
while can_replace(p2)==true do while can_replace(p2)==true do
cnt = cnt+1 cnt = cnt+1
if cnt > 25 then if cnt > 25 then break end
break if cnt>math.random(2,4) then mat = "desert_stone" end
end minetest.set_node(p2, {name="default:"..mat})
table.insert(set_to_stone, table.copy(p2))
p2.y = p2.y-1 p2.y = p2.y-1
end end
end end
local function make_entrance(pos, rot, brick, sand, flood_sand) local function make_entrance(pos)
local roffset_arr = { local gang = {x=pos.x+10,y=pos.y, z=pos.z}
{ x=0, y=0, z=1 }, -- front
{ x=-1, y=0, z=0 }, -- left
{ x=0, y=0, z=-1 }, -- back
{ x=1, y=0, z=0 }, -- right
}
local roffset = roffset_arr[rot + 1]
local way
if rot == 0 then
way = vector.add(pos, {x=PYRA_Wh, y=0, z=0})
elseif rot == 1 then
way = vector.add(pos, {x=PYRA_Wm, y=0, z=PYRA_Wh})
elseif rot == 2 then
way = vector.add(pos, {x=PYRA_Wh, y=0, z=PYRA_Wm})
else
way = vector.add(pos, {x=0, y=0, z=PYRA_Wh})
end
local max_sand_height = math.random(1,3)
for ie=0,6,1 do
local sand_height = math.random(1,max_sand_height)
for iy=2,3,1 do for iy=2,3,1 do
-- dig hallway for iz=0,6,1 do
local way_dir = vector.add(vector.add(way, {x=0,y=iy,z=0}), vector.multiply(roffset, ie)) minetest.remove_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz})
if flood_sand and sand ~= "ignore" and iy <= sand_height and ie >= 3 then if iz >=3 and iy == 3 then
minetest.set_node(way_dir, {name=sand}) minetest.set_node({x=gang.x,y=gang.y+iy+1,z=gang.z+iz}, {name="maptools:sandstone_brick"})
else minetest.set_node({x=gang.x+1,y=gang.y+iy+1,z=gang.z+iz}, {name="maptools:sandstone_brick"})
minetest.remove_node(way_dir) minetest.set_node({x=gang.x+2,y=gang.y+iy+1,z=gang.z+iz}, {name="maptools:sandstone_brick"})
end
-- build decoration above entrance
if ie == 3 and iy == 3 then
local deco = {x=way_dir.x, y=way_dir.y+1,z=way_dir.z}
minetest.set_node(deco, {name=brick})
if rot == 0 or rot == 2 then
minetest.set_node(vector.add(deco, {x=-1, y=0, z=0}), {name=brick})
minetest.set_node(vector.add(deco, {x=1, y=0, z=0}), {name=brick})
else
minetest.set_node(vector.add(deco, {x=0, y=0, z=-1}), {name=brick})
minetest.set_node(vector.add(deco, {x=0, y=0, z=1}), {name=brick})
end
end end
end end
end end
end end
local function make_pyramid(pos, brick, sandstone, stone, sand) function pyramids.make(pos)
local set_to_brick = {} minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")")
local set_to_stone = {} for iy=0,10,1 do
-- Build pyramid for ix=iy,22-iy,1 do
for iy=0,math.random(10,PYRA_Wh),1 do for iz=iy,22-iy,1 do
for ix=iy,PYRA_W-1-iy,1 do if iy <1 then underground({x=pos.x+ix,y=pos.y,z=pos.z+iz}) end
for iz=iy,PYRA_W-1-iy,1 do minetest.set_node({x=pos.x+ix,y=pos.y+iy,z=pos.z+iz}, {name="maptools:sandstone_brick"})
if iy < 1 then for yy=1,10-iy,1 do
make_foundation_part({x=pos.x+ix,y=pos.y,z=pos.z+iz}, set_to_stone) local n = minetest.get_node({x=pos.x+ix,y=pos.y+iy+yy,z=pos.z+iz})
end 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
table.insert(set_to_brick, {x=pos.x+ix,y=pos.y+iy,z=pos.z+iz}) end
end end
end end
end end
minetest.bulk_set_node(set_to_stone , {name=stone})
minetest.bulk_set_node(set_to_brick, {name=brick})
end
local function make(pos, brick, sandstone, stone, sand, ptype, room_id) pyramids.make_room(pos)
local bpos = table.copy(pos) minetest.after(2, pyramids.make_traps, pos)
-- Build pyramid add_spawner({x=pos.x+11,y=pos.y+2, z=pos.z+17})
make_pyramid(bpos, brick, sandstone, stone, sand) make_entrance({x=pos.x,y=pos.y, z=pos.z})
local rot = math.random(0, 3)
-- Build room
local ok, msg, flood_sand = tsm_pyramids.make_room(bpos, ptype, room_id, rot)
-- Place mummy spawner
local r = math.random(1,3)
-- 4 possible spawner positions
local spawner_posses = {
-- front
{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+5}, {x=0, y=0, z=2}},
-- left
{{x=bpos.x+PYRA_Wm-5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=-2, y=0, z=0}},
-- back
{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+PYRA_W-5}, {x=0, y=0, z=-2}},
-- right
{{x=bpos.x+5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=2, y=0, z=0}},
}
-- Delete the spawner position in which the entrance will be placed
table.remove(spawner_posses, (rot % 4) + 1)
add_spawner(spawner_posses[r][1], spawner_posses[r][2])
-- Build entrance
make_entrance(bpos, rot, brick, sand, flood_sand)
-- Done
minetest.log("action", "[tsm_pyramids] Created pyramid at "..minetest.pos_to_string(bpos)..".")
return ok, msg
end end
local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise. local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
local perlin1 -- perlin noise buffer
local function hlp_fnct(pos, name) local function hlp_fnct(pos, name)
local n = minetest.get_node_or_nil(pos) local n = minetest.get_node_or_nil(pos)
@ -248,223 +122,66 @@ local function hlp_fnct(pos, name)
return false return false
end end
end end
local function ground(pos, old) local function ground(pos, old)
local p2 = table.copy(pos) local p2 = pos
while hlp_fnct(p2, "air") do while hlp_fnct(p2, "air") do
p2.y = p2.y -1 p2.y = p2.y -1
end end
if p2.y < old.y then if p2.y < old.y then
return {x=old.x, y=p2.y, z=old.z} return p2
else else
return old return old
end end
end end
-- Select the recommended type of pyramid to use, based on the environment.
-- One of sandstone, desert sandstone, desert stone. minetest.register_on_generated(function(minp, maxp, seed)
local select_pyramid_type = function(minp, maxp) minetest.after(3, function(minp, maxp, seed)
if maxp.y < 0 then return end
math.randomseed(seed)
local cnt = 0
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 mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
local sand local p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
local sands = {"default:sand", "default:desert_sand", "default:desert_stone"} while p2 == nil and cnt < 5 do
local p2
local psand = {}
local sand
local cnt = 0
local sand_cnt_max = 0
local sand_cnt_max_id
-- Look for sand or desert stone to place the pyramid on
for s=1, #sands do
cnt = 0
local sand_cnt = 0
sand = sands[s]
psand[s] = minetest.find_node_near(mpos, 25, sand)
while cnt < 5 do
cnt = cnt+1 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)} mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
local spos = minetest.find_node_near(mpos, 25, sand) p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
if spos ~= nil then
sand_cnt = sand_cnt + 1
if psand[s] == nil then
psand[s] = spos
end
end
if sand_cnt > sand_cnt_max then
sand_cnt_max = sand_cnt
sand_cnt_max_id = s
p2 = psand[s]
end
end
end end
if p2 == nil then return end
if p2.y < 0 then return end
-- Select the material type by the most prominent node type local off = 0
-- E.g. if desert sand is most prominent, we place a desert sandstone pyramid local opos1 = {x=p2.x+22,y=p2.y-1,z=p2.z+22}
if sand_cnt_max_id then local opos2 = {x=p2.x+22,y=p2.y-1,z=p2.z}
sand = sands[sand_cnt_max_id] local opos3 = {x=p2.x,y=p2.y-1,z=p2.z+22}
else local opos1_n = minetest.get_node_or_nil(opos1)
sand = nil local opos2_n = minetest.get_node_or_nil(opos2)
p2 = nil local opos3_n = minetest.get_node_or_nil(opos3)
if opos1_n and opos1_n.name and opos1_n.name == "air" then
p2 = ground(opos1, p2)
end end
return sand, p2 if opos2_n and opos2_n.name and opos2_n.name == "air" then
end p2 = ground(opos2, p2)
end
if opos3_n and opos3_n.name and opos3_n.name == "air" then
p2 = ground(opos3, p2)
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, {"maptools:sandstone_brick"}) ~= nil then return end
-- Attempt to generate a pyramid in the generated area. if math.random(0,10) > 7 then return end
-- Up to one pyramid per mapchunk. pyramids.make(p2)
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < PYRA_MIN_Y then return end
-- TODO: Use Minetests pseudo-random tools
math.randomseed(seed)
if not perlin1 then
perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
end
--[[ Make sure the pyramid doesn't bleed outside of maxp,
so it doesn't get placed incompletely by the mapgen.
This creates a bias somewhat, as this means there are some coordinates in
which pyramids cannot spawn. But it's still better to have broken pyramids.
]]
local limit = function(pos, maxp)
pos.x = math.min(pos.x, maxp.x - PYRA_W+1)
pos.y = math.min(pos.y, maxp.y - PYRA_Wh)
pos.z = math.min(pos.z, maxp.z - PYRA_W+1)
return pos
end
local noise1 = perlin1:get_2d({x=minp.x,y=minp.y})
if noise1 > 0.25 or noise1 < -0.26 then
-- Need a bit of luck to place a pyramid
if math.random(0,10) > 7 then
minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, bad dice roll. minp="..minetest.pos_to_string(minp))
return
end
local sand, p2
sand, p2 = select_pyramid_type(minp, maxp)
if p2 == nil then
minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, no suitable surface. minp="..minetest.pos_to_string(minp))
return
end
-- Select the material type by the most prominent node type
-- E.g. if desert sand is most prominent, we place a desert sandstone pyramid
if sand_cnt_max_id then
sand = sands[sand_cnt_max_id]
end
if p2.y < PYRA_MIN_Y then
minetest.log("info", "[tsm_pyramids] Pyramid not placed, too deep. p2="..minetest.pos_to_string(p2))
return
end
-- Now sink the pyramid until each corner of it is no longer floating in mid-air
p2 = limit(p2, maxp)
local oposses = {
{x=p2.x,y=p2.y-1,z=p2.z},
{x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z+PYRA_Wm},
{x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z},
{x=p2.x,y=p2.y-1,z=p2.z+PYRA_Wm},
}
for o=1, #oposses do
local opos = oposses[o]
local n = minetest.get_node_or_nil(opos)
if n and n.name and n.name == "air" then
local old = table.copy(p2)
p2 = ground(opos, p2)
end
end
-- Random bonus sinking
p2.y = math.max(p2.y - math.random(0,3), PYRA_MIN_Y)
-- Bad luck, we have hit the chunk border!
if p2.y < minp.y then
minetest.log("info", "[tsm_pyramids] Pyramid not placed, sunken too much. p2="..minetest.pos_to_string(p2))
return
end
-- Make sure the pyramid is not near a "killer" node, like water
local middle = vector.add(p2, {x=PYRA_Wh, y=0, z=PYRA_Wh})
if minetest.find_node_near(p2, 5, {"default:water_source"}) ~= nil or
minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=0}), 5, {"default:water_source"}) ~= nil or
minetest.find_node_near(vector.add(p2, {x=0, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
minetest.find_node_near(middle, PYRA_W, {"default:dirt_with_grass"}) ~= nil or
minetest.find_node_near(middle, 52, {"default:sandstonebrick", "default:desert_sandstone_brick", "default:desert_stonebrick"}) ~= nil or
minetest.find_node_near(middle, PYRA_Wh + 3, {"default:cactus", "group:leaves", "group:tree"}) ~= nil then
minetest.log("info", "[tsm_pyramids] Pyramid not placed, inappropriate node nearby. p2="..minetest.pos_to_string(p2))
return
end
-- Bonus chance to spawn a sandstone pyramid in v6 desert because otherwise they would be too rare in v6
if (mg_name == "v6" and sand == "default:desert_sand" and math.random(1, 2) == 1) then
sand = "default:sand"
end
-- Desert stone pyramids only generate in areas with almost no sand
if sand == "default:desert_stone" then
local nodes = minetest.find_nodes_in_area(vector.add(p2, {x=-1, y=-2, z=-1}), vector.add(p2, {x=PYRA_W+1, y=PYRA_Wh, z=PYRA_W+1}), {"group:sand"})
if #nodes > 5 then
sand = "default:desert_sand"
end
end
-- Generate the pyramid!
if sand == "default:desert_sand" then
-- Desert sandstone pyramid
make(p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone")
elseif sand == "default:sand" then
-- Sandstone pyramid
make(p2, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone")
else
-- Desert stone pyramid
make(p2, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone")
end
end end
end, minp, maxp, seed)
end) 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")
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(1,3)
local r = tonumber(param)
local room_id
if r then
room_id = r
end
local ok, msg
pos = vector.add(pos, {x=-PYRA_Wh, y=-1, z=0})
if s == 1 then
-- Sandstone
ok, msg = make(pos, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone", room_id)
elseif s == 2 then
-- Desert sandstone
ok, msg = make(pos, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone", room_id)
else
-- Desert stone
ok, msg = make(pos, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone", 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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@ -1,24 +0,0 @@
# 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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@ -1,24 +0,0 @@
# 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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@ -1,4 +0,0 @@
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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mummy.lua Normal file → Executable file
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@ -1,122 +1,182 @@
local S = minetest.get_translator("tsm_pyramids") -- Pyramid mummy
local mummy_walk_limit = 1 mobs:register_mob("tsm_pyramids:mummy", {
local mummy_chillaxin_speed = 1 -- animal, monster, npc, barbarian
local mummy_animation_speed = 10 type = "monster",
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0 -- aggressive, deals 4 damage to player when hit
local mummy_animation_blend = 0 passive = false,
attack_type = "dogfight",
-- Default player appearance damage = 4,
local mummy_mesh = "tsm_pyramids_mummy.x" -- health & armor
local mummy_texture = {"tsm_pyramids_mummy.png"} hp_min = 15, hp_max = 20, armor = 100,
local mummy_hp = 20 -- textures and model
local mummy_drop = "default:papyrus"
local sound_normal = "mummy"
local sound_hit = "mummy_hurt"
local sound_dead = "mummy_death"
local spawner_check_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 ~= nil and 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 = {
hp_max = mummy_hp,
physical = true,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4}, collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
visual = "mesh", visual = "mesh",
mesh = "tsm_pyramids_mummy.x",
drawtype = "front",
textures = {
{"tsm_pyramids_mummy.png"},
},
visual_size = {x=8,y=8}, visual_size = {x=8,y=8},
mesh = mummy_mesh, blood_texture = "default_sand.png",
textures = mummy_texture, -- sounds
makes_footstep_sound = true, makes_footstep_sound = true,
npc_anim = 0, sounds = {
timer = 0, random = "mummy",
turn_timer = 0, },
vec = 0, -- speed and jump, sinks in water
yaw = 0, walk_velocity = 0.4,
yawwer = 0, run_velocity = 0.8,
state = 1, view_range = 16,
jump_timer = 0, jump = false,
punch_timer = 0, floats = 0,
sound_timer = 0, knock_back = 0.1, --this is a test
envdmg_timer = 0, -- drops papyrus when dead
attacker = "", drops = {
attacking_timer = 0, {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,
},
})
local spawner_DEF = { --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
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
minetest.register_node("tsm_pyramids:spawner_mummy", {
description = "Mummy spawner",
paramtype = "light",
tiles = {"tsm_pyramids_spawner.png"},
is_ground_content = true,
drawtype = "allfaces",--_optional",
groups = {unbreakable=1},
drop = "",
on_construct = function(pos)
pos.y = pos.y - 0.28
minetest.add_entity(pos,"tsm_pyramids:mummy_spawner")
end,
on_destruct = function(pos)
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if not obj:is_player() then
if obj ~= nil and obj:get_luaentity().m_name == "dummy" then
obj:remove()
end
end
end
end
})
-- 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,
})
-- Spawner entity
spawner_DEF = {
hp_max = 1, hp_max = 1,
physical = false, physical = true,
pointable = false, collisionbox = {0,0,0,0,0,0},
visual = "mesh", visual = "mesh",
visual_size = {x=3.3,y=3.3}, visual_size = {x=3.3,y=3.3},
mesh = mummy_mesh, mesh = "tsm_pyramids_mummy.x",
textures = mummy_texture, textures = {"tsm_pyramids_mummy.png"},
makes_footstep_sound = false, makes_footstep_sound = false,
timer = 0, timer = 0,
automatic_rotate = math.pi * 2.9, automatic_rotate = math.pi * 2.9,
m_name = "dummy"
} }
spawner_DEF.on_activate = function(self) spawner_DEF.on_activate = function(self)
mummy_update_visuals_def(self) mummy_update_visuals_def(self)
self.object:set_velocity({x=0, y=0, z=0}) self.object:setvelocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0}) self.object:setacceleration({x=0, y=0, z=0})
self.object:set_armor_groups({immortal=1}) self.object:set_armor_groups({immortal=1})
end end
spawner_DEF.on_step = function(self, dtime) spawner_DEF.on_step = function(self, dtime)
self.timer = self.timer + 0.01 self.timer = self.timer + 0.01
local n = minetest.get_node_or_nil(self.object:get_pos()) local n = minetest.get_node_or_nil(self.object:getpos())
if self.timer > 1 then if self.timer > 1 then
if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then
self.object:remove() self.object:remove()
@ -128,357 +188,17 @@ spawner_DEF.on_punch = function(self, hitter)
end 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_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
minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4})
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
end
MUMMY_DEF.on_death = function(self, killer)
minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3})
-- Drop item on death
local count = math.random(0,3)
if count > 0 then
local pos = self.object:get_pos()
pos.y = pos.y + 1.0
minetest.add_item(pos, mummy_drop .. " " .. count)
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
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)
if self.object:get_hp() <= 0 then
if self.on_death then
self.on_death(self)
end
self.object:remove()
else
hit(self)
self.sound_timer = 0
minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4})
end
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) minetest.register_entity("tsm_pyramids:mummy_spawner", spawner_DEF)
function mummy_update_visuals_def(self)
--spawn-egg/spawner --local name = get_player_name()
-- visual = default_model_def
minetest.register_craftitem("tsm_pyramids:spawn_egg", { self.npc_anim = 0 -- Animation will be set further below immediately
description = S("Mummy Spawn Egg"), --npc_sneak[name] = false
_doc_items_longdesc = S("Can be used to create a hostile mummy."), local prop = {
_doc_items_usagehelp = S("Place the egg to create a mummy on this spot. Careful, it will probably attack immediately!"), mesh = self.mesh,
inventory_image = "tsm_pyramids_mummy_egg.png", textures = self.textures,
liquids_pointable = false, --visual_size = {x=1, y=1, z=1},
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,
})
-- Spawn a mummy at position
function tsm_pyramids.spawn_mummy_at(pos, number)
local node = minetest.get_node(pos)
if node.name ~= "air" then
return
end
for _=1, 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."),
paramtype = "light",
tiles = {"tsm_pyramids_spawner.png"},
is_ground_content = false,
drawtype = "allfaces",
groups = {cracky=1,level=1},
drop = "",
on_construct = function(pos)
pos.y = pos.y - 0.28
minetest.add_entity(pos,"tsm_pyramids:mummy_spawner")
end,
on_destruct = function(pos)
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if not obj:is_player() then
if obj ~= nil and obj:get_luaentity().name == "tsm_pyramids:mummy_spawner" then
obj:remove()
end
end
end
end,
sounds = spawnersounds,
})
-- Attempt to spawn a mummy at a random appropriate position around pos.
-- Criteria:
-- * Must be close to pos
-- * Not in sunlight
-- * Must be air on top of a non-air block
-- * No more than 6 mummies in area
-- * Player must be near is player_near_required is true
function tsm_pyramids.attempt_mummy_spawn(pos, player_near_required)
local player_near = false
local mobs = 0
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, spawner_check_range)) do
if obj:is_player() then
player_near = true
else
if obj:get_luaentity() and obj:get_luaentity().name == "tsm_pyramids:mummy" then
mobs = mobs + 1
end
end
end
if player_near or (not player_near_required) then
if mobs < spawner_max_mobs then
local offset = {x=5,y=2,z=5}
local nposses = minetest.find_nodes_in_area(vector.subtract(pos, offset), vector.add(pos,offset), "air")
local tries = math.min(6, #nposses)
for i=1, tries do
local r = math.random(1, #nposses)
local npos = nposses[r]
-- Check if mummy has 2 nodes of free space
local two_space = false
-- Check if mummy has something to walk on
local footing = false
-- Find the lowest node
for y=-1, -5, -1 do
npos.y = npos.y - 1
local below = minetest.get_node(npos)
if minetest.registered_items[below.name].liquidtype ~= "none" then
break
end
if below.name ~= "air" then
if y < -1 then
two_space = true
end
npos.y = npos.y + 1
footing = true
break
end
end
local light = minetest.get_node_light(npos, 0.5)
if not two_space then
local above = minetest.get_node({x=npos.x, y=npos.y+1, z=npos.z})
if above.name == "air" then
two_space = true
end
end
if footing and two_space and light < 15 then
tsm_pyramids.spawn_mummy_at(npos, 1)
break
else
table.remove(nposses, r)
end
end
end
end
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)
tsm_pyramids.attempt_mummy_spawn(pos, true)
end,
})
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
} }
}) self.object:set_properties(prop)
end end

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@ -1,99 +1,71 @@
local S = minetest.get_translator("tsm_pyramids") local img = {"eye", "men", "sun"}
local img = { for i=1,3 do
"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
minetest.register_node("tsm_pyramids:deco_stone"..i, { minetest.register_node("tsm_pyramids:deco_stone"..i, {
description = desc[i], description = "Sandstone with "..img[i],
_doc_items_longdesc = decodesc, tiles = {"default_sandstone.png^tsm_pyramids_"..img[i]..".png"},
is_ground_content = false, is_ground_content = false,
tiles = {sandstone_img, sandstone_img, sandstone_img.."^tsm_pyramids_"..img[i]..".png"}, groups = {unbreakable=1},
groups = minetest.registered_nodes[basenode].groups, sounds = default.node_sound_stone_defaults(),
sounds = minetest.registered_nodes[basenode].sounds,
}) })
end end
local trap_on_timer = function(pos, elapsed) local trap_on_timer = function (pos, elapsed)
local n = minetest.get_node(pos)
if not (n and n.name) then
return true
end
-- Drop trap stone when player is nearby
local objs = minetest.get_objects_inside_radius(pos, 2) local objs = minetest.get_objects_inside_radius(pos, 2)
for i, obj in pairs(objs) do for i, obj in pairs(objs) do
if obj:is_player() then if obj:is_player() then
if minetest.registered_nodes[n.name]._tsm_pyramids_crack and minetest.registered_nodes[n.name]._tsm_pyramids_crack < 2 then local n = minetest.get_node(pos)
-- 70% chance to ignore player to make the time of falling less predictable if n and n.name and minetest.registered_nodes[n.name].crack < 2 then
if math.random(1, 10) >= 3 then
return true
end
if n.name == "tsm_pyramids:trap" then
minetest.set_node(pos, {name="tsm_pyramids:trap_2"}) minetest.set_node(pos, {name="tsm_pyramids:trap_2"})
minetest.check_for_falling(pos) nodeupdate(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 end
end end
end end
return true return true
end end
local register_trap_stone = function(basename, desc_normal, desc_falling, base_tile, drop) minetest.register_node("tsm_pyramids:trap", {
minetest.register_node("tsm_pyramids:"..basename, { description = "Cracked sandstone brick",
description = desc_normal, tiles = {"default_sandstone_brick.png^tsm_pyramids_crack.png"},
_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 = { base_tile .. "^tsm_pyramids_crack.png" },
is_ground_content = false, is_ground_content = false,
groups = {crumbly=3,cracky=3}, groups = {crumbly=2,cracky=3},
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
on_construct = function(pos) on_construct = function(pos)
minetest.get_node_timer(pos):start(0.1) minetest.get_node_timer(pos):start(0.1)
end, end,
_tsm_pyramids_crack = 1, crack = 1,
on_timer = trap_on_timer, on_timer = trap_on_timer,
drop = drop, drop = "",
}) })
minetest.register_node("tsm_pyramids:"..basename.."_2", { minetest.register_node("tsm_pyramids:trap_2", {
description = desc_falling, description = "trapstone",
_doc_items_longdesc = S("This old porous brick falls under its own weight."), tiles = {"default_sandstone_brick.png^tsm_pyramids_crack.png^[transformR90"},
tiles = { base_tile .. "^tsm_pyramids_crack2.png" },
is_ground_content = false, 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(), sounds = default.node_sound_stone_defaults(),
drop = drop, drop = "",
}) })
end
register_trap_stone("trap", local chestdef = minetest.registered_nodes["default:chest"]
S("Cracked Sandstone Brick"), S("Falling Cracked Sandstone Brick"), minetest.register_node("tsm_pyramids:chest",{
"default_sandstone_brick.png", description = "tsm_pyramids Chest auto refilled",
{ items = { { items = { "default:sand" }, rarity = 1 }, { items = { "default:sand" }, rarity = 2 }, } }) tiles = chestdef.tiles,
register_trap_stone("desert_trap", stack_max = 1000,
S("Cracked Desert Sandstone Brick"), S("Falling Cracked Desert Sandstone Brick"), paramtype2 = "facedir",
"default_desert_sandstone_brick.png", is_ground_content = false,
{ items = { { items = { "default:desert_sand" }, rarity = 1 }, { items = { "default:desert_sand" }, rarity = 2 }, } }) on_construct = function(pos)
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,
})

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