55 Commits

Author SHA1 Message Date
85da5073b9 Version 1.0.0 2019-09-02 20:45:11 +02:00
d995fd381a Spawn egg: Make node on_rightclick take precedence 2019-08-25 18:47:10 +02:00
355aa1d40d Add mummy description field (CMI) 2019-08-25 18:21:12 +02:00
44482f6268 Add basic CMI support (experimental) 2019-08-25 18:04:16 +02:00
ae4fc9135c Add _cmi_is_mob 2019-08-25 17:35:56 +02:00
22b0823de4 Version 0.8 2019-08-25 17:30:10 +02:00
e0f929d8dd Refactor pyramid type selection 2019-08-25 16:41:22 +02:00
5abc9c1e47 Fix some bugs with traps generating 2019-08-25 16:33:14 +02:00
47b32ecae1 Simplify trap stone definition 2019-08-25 16:02:25 +02:00
c2167e305a Add new trap type: Deep drop 2019-08-25 15:17:04 +02:00
f71ca591c9 More treasure variety 2019-08-25 14:00:03 +02:00
9d5dace4fb Guarantee 1 chest with treasures 2019-08-25 12:37:36 +02:00
0efa3dd75e Remove unneccessary set_hp 2019-08-25 12:30:32 +02:00
34750f407a Call on_death when mummy dies in node 2019-08-25 12:29:39 +02:00
049e575da1 Don't spawn mummies above liquids 2019-08-25 12:09:13 +02:00
5104b2a117 Fix bad hp_max of mummy 2019-08-25 05:22:04 +02:00
d9c4b78998 Remove papyrus from treasures 2019-08-25 05:18:35 +02:00
fe4ff2025c Mummies drop papyrus again 2019-08-25 05:18:08 +02:00
19c81a9b4f Improve initial mummy spawn 2019-08-25 01:52:12 +02:00
4fde7b9091 Improve mummy spawner behaviour 2019-08-25 01:37:59 +02:00
56277166d3 More reliable method to delete dummy 2019-08-25 01:02:49 +02:00
e6a76549f6 Enable traps for more rooms 2019-08-25 00:50:22 +02:00
b278da5bcf Remove useless node sets in make_entrance 2019-08-25 00:19:45 +02:00
4bce10ff7d Implement custom room walls 2019-08-25 00:19:35 +02:00
a7b45cbba7 Implement stype restriction 2019-08-24 23:19:41 +02:00
7f5e97357e Remove useless call 2019-08-24 22:53:11 +02:00
694d279ff0 Add reverse sandstone room style 2019-08-24 22:30:38 +02:00
a6e3a50266 Keep pyramids away from cactus and trees 2019-08-24 22:00:08 +02:00
269987771d Remove sand spam 2019-08-24 21:45:41 +02:00
4aa41e096f Fix some logging errors 2019-08-24 21:28:35 +02:00
4d25bdadf2 Reduce spawning of floating pyramids 2019-08-24 21:19:25 +02:00
1d9fee5ab1 Improve node restriction handling 2019-08-24 20:12:03 +02:00
4ec1b6b5bc Present desert stone pyramids in sandy areas 2019-08-24 20:05:51 +02:00
4300f641dc Keep pyramids away from the beach 2019-08-24 19:37:11 +02:00
01acc67011 Desert stone pyramids: Disable sand 2019-08-24 19:26:37 +02:00
9af486611c Reacivate desert stone pyramids ... for now 2019-08-24 19:25:40 +02:00
76bd636df2 Drop a minetest.after 2019-08-24 18:58:20 +02:00
e3a6dac028 Distiction between column and sandstone 2019-08-24 17:43:18 +02:00
71393b0368 Improve hieroglpyhs room 2019-08-24 17:14:08 +02:00
479d625484 Fix crash when spawning traps 2019-08-24 16:24:23 +02:00
6f24883fa3 Add 4 new rooms 2019-08-24 16:08:11 +02:00
39e5289b74 Reduce the water distance restriction 2019-08-23 21:01:35 +02:00
212636b66d Never spawn pyramids beyond maxp 2019-08-23 18:53:35 +02:00
10cf7524b5 Add pyramid size variable 2019-08-23 17:26:01 +02:00
fe41da8bd0 More tiles to place traps on 2019-08-23 14:37:38 +02:00
1e6f18253e Prevent traps generating below pillars 2019-08-23 14:34:42 +02:00
1fdb855347 Build walls around trap section 2019-08-23 13:53:43 +02:00
f1a7d039e7 Generate 2 solid layers at bottom of pit
To prevent lava escaping
2019-08-23 13:30:33 +02:00
20f0c8a845 Update mummy doll properties for MT 5.0.0 2019-08-23 13:04:45 +02:00
2f82b3665c Remove outdated TODOs/FIXMEs 2019-08-23 13:02:18 +02:00
92d36f9e79 Disable desert stone pyramids for now 2019-08-23 13:00:35 +02:00
e40a41e473 Merge branch 'desert_stone' 2019-08-23 12:58:27 +02:00
bd3f84ed4c Make falling of trap stones more unpredictable 2019-08-22 16:18:08 +02:00
e824fa467e Randomly rotate pyramids 2019-08-22 14:50:26 +02:00
c87a2afafa Make sounds mono 2019-08-20 21:01:42 +02:00
12 changed files with 1098 additions and 428 deletions

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@ -1,6 +1,6 @@
# Pyramids (with Treasurer support) [`tsm_pyramids`]
* Version: 0.7
* Version: 1.0.0
## Description
This is a mod for Minetest Game which adds randomly spawned pyramids in deserts and

17
TODO Normal file
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@ -0,0 +1,17 @@
Minibugs:
- Mummy doesn't avoid lava
Features:
- More random rooms!
- Man statue
- Falling traps from above
- More variety in pyramid exterior styles
- Different entrances
- Stairs leading to entrance
- Open roof? For sun room
- Multiple entries (temple-like pyramids)
- Different pyramid sizes
- Damaged pyramids
- Missing blocks
- Trap stones
- No mummies, traps or treasures

432
init.lua
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@ -1,5 +1,14 @@
local S = minetest.get_translator("tsm_pyramids")
-- 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")
@ -9,69 +18,104 @@ dofile(minetest.get_modpath("tsm_pyramids").."/room.lua")
local mg_name = minetest.get_mapgen_setting("mg_name")
local chest_stuff = {
{name="default:apple", max = 3},
{name="default:steel_ingot", max = 3},
{name="default:copper_ingot", max = 3},
{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},
normal = {
{name="default:steel_ingot", max = 3},
{name="default:copper_ingot", max = 3},
{name="default:gold_ingot", max = 2},
{name="default:diamond", max = 1},
{name="default:pick_steel", 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
table.insert(chest_stuff, {name="farming:bread", max = 3})
table.insert(chest_stuff, {name="farming:cotton", max = 8})
table.insert(chest_stuff.desert_sandstone, {name="farming:bread", max = 3})
table.insert(chest_stuff.sandstone, {name="farming:bread", max = 4})
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, {name="farming:apple", max = 8})
table.insert(chest_stuff, {name="farming:apple", max = 3})
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, {name="tnt:gunpowder", max = 6})
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, {name="farming:apple", max = 3})
table.insert(chest_stuff.normal, {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_sandstone" or stype == "desert_stone" then
sand = "default:desert_sand"
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 inv = meta:get_inventory()
inv:set_size("main", 8*4)
local stacks = {}
-- Fill with sand in sand-flooded pyramids
if flood_sand then
table.insert(stacks, {name=sand, count = math.random(1,32)})
end
local n = minetest.get_node(pos)
if n and n.name and n.name == "default:chest" then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
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"})
else
for i=0,2,1 do
local stuff = chest_stuff[math.random(1,#chest_stuff)]
table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
end
-- Add treasures
if math.random(1,100) <= treasure_chance then
if minetest.get_modpath("treasurer") ~= nil then
stacks = treasurer.select_random_treasures(3,7,9,{"minetool", "food", "crafting_component"})
else
for i=0,2,1 do
local stuff = chest_stuff.normal[math.random(1,#chest_stuff.normal)]
table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
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])
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
if not inv:contains_item("main", stacks[s]) then
inv:set_stack("main", math.random(1,32), stacks[s])
end
end
end
return treasure_added
end
local function add_spawner(pos, mummy_offset)
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.settings:get_bool("only_peaceful_mobs") then
for i=1,2 do
tsm_pyramids.attempt_mummy_spawn(pos, false)
end
end
end
local function can_replace(pos)
@ -99,21 +143,46 @@ local function make_foundation_part(pos, set_to_stone)
end
end
local function make_entrance(pos, brick, sand, flood_sand)
local gang = {x=pos.x+10,y=pos.y, z=pos.z}
local function make_entrance(pos, rot, brick, sand, flood_sand)
local roffset_arr = {
{ 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 iz=0,6,1 do
for ie=0,6,1 do
local sand_height = math.random(1,max_sand_height)
for iy=2,3,1 do
if flood_sand and sand ~= "ignore" 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})
-- dig hallway
local way_dir = vector.add(vector.add(way, {x=0,y=iy,z=0}), vector.multiply(roffset, ie))
if flood_sand and sand ~= "ignore" and iy <= sand_height and ie >= 3 then
minetest.set_node(way_dir, {name=sand})
else
minetest.remove_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz})
minetest.remove_node(way_dir)
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})
-- 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
@ -121,60 +190,55 @@ end
local function make_pyramid(pos, brick, sandstone, stone, sand)
local set_to_brick = {}
local set_to_sand = {}
local set_to_stone = {}
-- Build pyramid
for iy=0,math.random(10,11),1 do
for ix=iy,22-iy,1 do
for iz=iy,22-iy,1 do
for iy=0,math.random(10,PYRA_Wh),1 do
for ix=iy,PYRA_W-1-iy,1 do
for iz=iy,PYRA_W-1-iy,1 do
if iy < 1 then
make_foundation_part({x=pos.x+ix,y=pos.y,z=pos.z+iz}, set_to_stone)
end
table.insert(set_to_brick, {x=pos.x+ix,y=pos.y+iy,z=pos.z+iz})
if sand ~= "ignore" then
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
table.insert(set_to_sand, {x=pos.x+ix,y=pos.y+iy+yy,z=pos.z+iz})
end
end
end
end
end
end
minetest.bulk_set_node(set_to_stone , {name=stone})
minetest.bulk_set_node(set_to_brick, {name=brick})
if sand ~= "ignore" then
minetest.bulk_set_node(set_to_sand, {name=sand})
end
end
local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
local bpos = table.copy(pos)
-- Build pyramid
make_pyramid(pos, brick, sandstone, stone, sand)
make_pyramid(bpos, brick, sandstone, stone, sand)
local rot = math.random(0, 3)
-- Build room
local ok, msg, flood_sand = tsm_pyramids.make_room(pos, ptype, room_id)
local ok, msg, flood_sand = tsm_pyramids.make_room(bpos, ptype, room_id, rot)
-- Place mummy spawner
local r = math.random(1,3)
if r == 1 then
-- 4 possible spawner positions
local spawner_posses = {
-- 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
{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+5}, {x=0, y=0, z=2}},
-- left
add_spawner({x=pos.x+5,y=pos.y+2, z=pos.z+11}, {x=2, y=0, z=0})
end
{{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({x=pos.x,y=pos.y, z=pos.z}, brick, sand, flood_sand)
make_entrance(bpos, rot, brick, sand, flood_sand)
-- Done
minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")")
minetest.log("action", "[tsm_pyramids] Created pyramid at "..minetest.pos_to_string(bpos)..".")
return ok, msg
end
local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
local perlin1
local perlin1 -- perlin noise buffer
local function hlp_fnct(pos, name)
local n = minetest.get_node_or_nil(pos)
@ -185,94 +249,173 @@ local function hlp_fnct(pos, name)
end
end
local function ground(pos, old)
local p2 = pos
local p2 = table.copy(pos)
while hlp_fnct(p2, "air") do
p2.y = p2.y -1
end
if p2.y < old.y then
return p2
return {x=old.x, y=p2.y, z=old.z}
else
return old
end
end
-- Select the recommended type of pyramid to use, based on the environment.
-- One of sandstone, desert sandstone, desert stone.
local select_pyramid_type = function(minp, maxp)
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 sands = {"default:sand", "default:desert_sand", "default:desert_stone"}
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
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)
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
-- 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]
else
sand = nil
p2 = nil
end
return sand, p2
end
-- Attempt to generate a pyramid in the generated area.
-- Up to one pyramid per mapchunk.
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y < 0 then return end
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
local noise1 = perlin1:get_2d({x=minp.x,y=minp.y})--,z=minp.z})
--[[ 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
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:sand", "default:desert_sand", "default:desert_stone"}
local p2
local psand = {}
local sand
local cnt = 0
local cnt_min = 100
for s=1, #sands do
cnt = 0
sand = sands[s]
psand[s] = minetest.find_node_near(mpos, 25, sand)
while psand == 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)}
psand[s] = minetest.find_node_near(mpos, 25, sand)
end
if psand[s] ~= nil then
if cnt < cnt_min then
cnt_min = cnt
p2 = psand[s]
end
end
end
if p2 == nil then return end
if p2.y < 0 then return end
local off = 0
local opos1 = {x=p2.x+22,y=p2.y-1,z=p2.z+22}
local opos2 = {x=p2.x+22,y=p2.y-1,z=p2.z}
local opos3 = {x=p2.x,y=p2.y-1,z=p2.z+22}
local opos1_n = minetest.get_node_or_nil(opos1)
local opos2_n = minetest.get_node_or_nil(opos2)
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
if opos2_n and opos2_n.name and opos2_n.name == "air" then
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, {"default:sandstonebrick"}) ~= nil or
minetest.find_node_near(p2, 52, {"default:desert_sandstone_brick"}) ~= nil then
return
end
-- 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
minetest.after(0.8, make, p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone")
make(p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone")
elseif sand == "default:sand" then
-- Sandstone pyramid
minetest.after(0.8, make, p2, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone")
make(p2, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone")
else
-- Desert stone pyramid
minetest.after(0.8, make, p2, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "default:desert_sand", "desert_stone")
make(p2, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone")
end
end
end)
@ -286,9 +429,6 @@ if minetest.get_modpath("pyramids") == nil then
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", {
@ -309,7 +449,7 @@ minetest.register_chatcommand("spawnpyramid", {
room_id = r
end
local ok, msg
pos = vector.add(pos, {x=-11, y=-1, z=0})
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)

View File

@ -6,6 +6,7 @@ Desert Sandstone with Cactus Engraving=
Desert Sandstone with Scarab Engraving=
Falling Cracked Sandstone Brick=
Falling Cracked Desert Sandstone Brick=
Mummy=
Mummy Spawn Egg=
Mummy Spawner=
Sandstone with Eye Engraving=

View File

@ -6,6 +6,7 @@ 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=Mumie
Mummy Spawn Egg=Mumien-Spawn-Ei
Mummy Spawner=Mumien-Spawner
Sandstone with Eye Engraving=Sandstein mit Augengravur

View File

@ -1,4 +1,4 @@
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
optional_depends = farming, tnt, treasurer, doc_items, awards, cmi

199
mummy.lua
View File

@ -1,5 +1,7 @@
local S = minetest.get_translator("tsm_pyramids")
local mod_cmi = minetest.get_modpath("cmi") ~= nil
local mummy_walk_limit = 1
local mummy_chillaxin_speed = 1
local mummy_animation_speed = 10
@ -16,7 +18,7 @@ local sound_normal = "mummy"
local sound_hit = "mummy_hurt"
local sound_dead = "mummy_death"
local spawner_range = 17
local spawner_check_range = 17
local spawner_max_mobs = 6
local function get_animations()
@ -54,7 +56,7 @@ local function hit(self)
self.object:set_properties(prop)
minetest.after(0.4, function(self)
local prop = {textures = mummy_texture,}
if self.object ~= nil then
if self ~= nil and self.object ~= nil then
self.object:set_properties(prop)
end
end, self)
@ -70,6 +72,7 @@ local function mummy_update_visuals_def(self)
end
local MUMMY_DEF = {
hp_max = mummy_hp,
physical = true,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
visual = "mesh",
@ -90,13 +93,18 @@ local MUMMY_DEF = {
envdmg_timer = 0,
attacker = "",
attacking_timer = 0,
mob_name = "mummy"
-- CMI stuff
-- Track last cause of damage for cmi.notify_die
last_damage_cause = { type = "unknown" },
_cmi_is_mob = true,
description = S("Mummy"),
}
local spawner_DEF = {
hp_max = 1,
physical = true,
collisionbox = {0,0,0,0,0,0},
physical = false,
pointable = false,
visual = "mesh",
visual_size = {x=3.3,y=3.3},
mesh = mummy_mesh,
@ -104,7 +112,6 @@ local spawner_DEF = {
makes_footstep_sound = false,
timer = 0,
automatic_rotate = math.pi * 2.9,
m_name = "dummy"
}
spawner_DEF.on_activate = function(self)
@ -129,25 +136,33 @@ spawner_DEF.on_punch = function(self, hitter)
end
MUMMY_DEF.on_activate = function(self)
MUMMY_DEF.on_activate = function(self, staticdata, dtime_s)
if mod_cmi then
cmi.notify_activate(self, dtime_s)
end
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)
MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
if mod_cmi then
cmi.notify_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
end
self.attacker = puncher
if damage > 0 then
self.last_damage = {
type = "punch",
puncher = puncher,
}
end
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})
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}
@ -160,16 +175,26 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
end
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))
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
if mod_cmi then
cmi.notify_die(self, self.last_damage)
end
end
local cnt1 = 0
local cnt2 = 0
MUMMY_DEF.on_step = function(self, dtime)
if mod_cmi then
cmi.notify_step(self, dtime)
end
self.timer = self.timer + 0.01
self.turn_timer = self.turn_timer + 0.01
self.jump_timer = self.jump_timer + 0.01
@ -183,13 +208,11 @@ MUMMY_DEF.on_step = function(self, dtime)
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
-- Environment damage
local def = minetest.registered_nodes[current_node.name]
local dps = def.damage_per_second
local dmg = 0
local dmg_node, dmg_pos
if dps ~= nil and dps > 0 then
dmg = dps
end
@ -211,9 +234,21 @@ MUMMY_DEF.on_step = function(self, dtime)
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})
self.last_damage = {
type = "environment",
pos = current_pos,
node = current_node,
}
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
@ -335,16 +370,29 @@ minetest.register_craftitem("tsm_pyramids:spawn_egg", {
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
if pointed_thing.type ~= "node" then
return itemstack
end
-- am I clicking on something with existing on_rightclick function?
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
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,
})
function tsm_pyramids.spawn_mummy (pos, number)
-- 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
@ -377,7 +425,7 @@ minetest.register_node("tsm_pyramids:spawner_mummy", {
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
if obj ~= nil and obj:get_luaentity().name == "tsm_pyramids:mummy_spawner" then
obj:remove()
end
end
@ -385,35 +433,80 @@ minetest.register_node("tsm_pyramids:spawner_mummy", {
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)
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
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
tsm_pyramids.attempt_mummy_spawn(pos, true)
end,
})
end

125
nodes.lua
View File

@ -34,93 +34,66 @@ for i=1, #img do
end
local trap_on_timer = function(pos, elapsed)
local objs = minetest.get_objects_inside_radius(pos, 2)
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)
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
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
if minetest.registered_nodes[n.name]._tsm_pyramids_crack and minetest.registered_nodes[n.name]._tsm_pyramids_crack < 2 then
-- 70% chance to ignore player to make the time of falling less predictable
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.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
end
end
return true
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."),
tiles = {"default_sandstone_brick.png^tsm_pyramids_crack.png"},
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)
end,
_tsm_pyramids_crack = 1,
on_timer = trap_on_timer,
drop = {
items = {
{ items = { "default:sand" }, rarity = 1 },
{ items = { "default:sand" }, rarity = 2 },
},
}
})
local register_trap_stone = function(basename, desc_normal, desc_falling, base_tile, drop)
minetest.register_node("tsm_pyramids:"..basename, {
description = desc_normal,
_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,
groups = {crumbly=3,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,
on_timer = trap_on_timer,
drop = 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"},
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:sand" }, rarity = 1 },
{ items = { "default:sand" }, rarity = 2 },
},
}
})
minetest.register_node("tsm_pyramids:"..basename.."_2", {
description = desc_falling,
_doc_items_longdesc = S("This old porous brick falls under its own weight."),
tiles = { base_tile .. "^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 = drop,
})
end
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"},
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)
end,
_tsm_pyramids_crack = 1,
on_timer = trap_on_timer,
drop = {
items = {
{ items = { "default:desert_sand" }, rarity = 1 },
{ items = { "default:desert_sand" }, rarity = 2 },
},
}
})
register_trap_stone("trap",
S("Cracked Sandstone Brick"), S("Falling Cracked Sandstone Brick"),
"default_sandstone_brick.png",
{ items = { { items = { "default:sand" }, rarity = 1 }, { items = { "default:sand" }, rarity = 2 }, } })
register_trap_stone("desert_trap",
S("Cracked Desert Sandstone Brick"), S("Falling Cracked Desert Sandstone Brick"),
"default_desert_sandstone_brick.png",
{ 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 },
},
}
})

747
room.lua

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