1 Commits

Author SHA1 Message Date
fa7cad6a7d Version MFF. 2018-09-08 22:46:28 +02:00
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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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local S = minetest.get_translator("tsm_pyramids") pyramids = {}
pyramids.max_time = 30*60
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 = {
{name="default:apple", max = 3}, {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}, {name="default:pick_diamond", max = 1}
{name="default:papyrus", max = 9},
} }
if minetest.get_modpath("farming") then function pyramids.fill_chest(pos)
table.insert(chest_stuff, {name="farming:bread", max = 3}) local n = minetest.get_node_or_nil(pos)
table.insert(chest_stuff, {name="farming:cotton", max = 8}) if n and n.name and n.name == "tsm_pyramids:chest" then
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_sandstone" or stype == "desert_stone" then
sand = "default:desert_sand"
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 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(1,10) >= 7 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[math.random(1,#chest_stuff)] 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
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
inv:set_stack("main", math.random(1,32), stacks[s]) inv:set_stack("main", math.random(1,32), stacks[s])
end end
end end
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"}) 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 end
local function can_replace(pos) local function can_replace(pos)
@ -85,96 +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, brick, sand, flood_sand) local function make_entrance(pos)
local gang = {x=pos.x+10,y=pos.y, z=pos.z} 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 for iy=2,3,1 do
if flood_sand and sand ~= "ignore" and iy <= sand_height and iz >= 3 then for iz=0,6,1 do
minetest.set_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz}, {name=sand})
else
minetest.remove_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz}) minetest.remove_node({x=gang.x+1,y=gang.y+iy,z=gang.z+iz})
end
if iz >=3 and iy == 3 then 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,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=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=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
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_sand = {} for iy=0,10,1 do
local set_to_stone = {}
-- Build pyramid
for iy=0,math.random(10,11),1 do
for ix=iy,22-iy,1 do for ix=iy,22-iy,1 do
for iz=iy,22-iy,1 do for iz=iy,22-iy,1 do
if iy < 1 then if iy <1 then underground({x=pos.x+ix,y=pos.y,z=pos.z+iz}) end
make_foundation_part({x=pos.x+ix,y=pos.y,z=pos.z+iz}, set_to_stone) minetest.set_node({x=pos.x+ix,y=pos.y+iy,z=pos.z+iz}, {name="maptools:sandstone_brick"})
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 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}) 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 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_sand, {x=pos.x+ix,y=pos.y+iy+yy,z=pos.z+iz})
end end
end 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})
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) pyramids.make_room(pos)
-- Build pyramid minetest.after(2, pyramids.make_traps, pos)
make_pyramid(pos, brick, sandstone, stone, sand) add_spawner({x=pos.x+11,y=pos.y+2, z=pos.z+17})
-- Build room make_entrance({x=pos.x,y=pos.y, z=pos.z})
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
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
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)
@ -184,6 +122,7 @@ 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 = pos local p2 = pos
while hlp_fnct(p2, "air") do while hlp_fnct(p2, "air") do
@ -198,37 +137,23 @@ end
minetest.register_on_generated(function(minp, maxp, seed) minetest.register_on_generated(function(minp, maxp, seed)
minetest.after(3, function(minp, maxp, seed)
if maxp.y < 0 then return end if maxp.y < 0 then return end
math.randomseed(seed) math.randomseed(seed)
if not perlin1 then local cnt = 0
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 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 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
local p2 while p2 == nil and cnt < 5 do
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 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)}
psand[s] = minetest.find_node_near(mpos, 25, sand) p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
end
if psand[s] ~= nil then
if cnt < cnt_min then
cnt_min = cnt
p2 = psand[s]
end
end
end end
if p2 == nil then return end if p2 == nil then return end
if p2.y < 0 then return end if p2.y < 0 then return end
@ -251,80 +176,12 @@ minetest.register_on_generated(function(minp, maxp, seed)
end end
p2.y = p2.y - 3 p2.y = p2.y - 3
if p2.y < 0 then p2.y = 0 end if p2.y < 0 then p2.y = 0 end
if minetest.find_node_near(p2, 25, {"default:water_source"}) ~= nil or if minetest.find_node_near(p2, 25, {"default:water_source"}) ~= nil
minetest.find_node_near(p2, 22, {"default:dirt_with_grass"}) ~= nil or or minetest.find_node_near(p2, 22, {"default:dirt_with_grass"}) ~= nil
minetest.find_node_near(p2, 52, {"default:sandstonebrick"}) ~= nil or or minetest.find_node_near(p2, 52, {"maptools:sandstone_brick"}) ~= nil then return end
minetest.find_node_near(p2, 52, {"default:desert_sandstone_brick"}) ~= nil then
return
end
if math.random(0,10) > 7 then if math.random(0,10) > 7 then return end
return pyramids.make(p2)
end
if (mg_name == "v6" and sand == "default:desert_sand" and math.random(1, 2) == 1) then
sand = "default:sand"
end
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")
elseif sand == "default:sand" then
-- Sandstone pyramid
minetest.after(0.8, 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")
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")
-- 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(1,3)
local r = tonumber(param)
local room_id
if r then
room_id = r
end
local ok, msg
pos = vector.add(pos, {x=-11, 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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# 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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models/tsm_pyramids_mummy.x Normal file → Executable file
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mummy.lua Normal file → Executable file
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@ -1,374 +1,124 @@
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_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,
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",
mob_name = "mummy" chance = 2, min = 4, max = 6,},
} {name = "maptools:silver_coin",
chance = 10, min = 1, max = 1,},
local spawner_DEF = { },
hp_max = 1, -- damaged by
physical = true, water_damage = 0,
collisionbox = {0,0,0,0,0,0}, lava_damage = 15,
visual = "mesh", light_damage = 15,
visual_size = {x=3.3,y=3.3}, -- model animation
mesh = mummy_mesh, animation = {
textures = mummy_texture, speed_normal = 15, speed_run = 15,
makes_footstep_sound = false, stand_start = 74, stand_end = 74,
timer = 0, walk_start = 74, walk_end = 105,
automatic_rotate = math.pi * 2.9, run_start = 74, run_end = 105,
m_name = "dummy" punch_start = 74, punch_end = 105,
} sit_start = 81, sit_end = 160,
lay_start = 162, lay_end = 166,
spawner_DEF.on_activate = function(self) mine_start = 74, mine_end = 105,
mummy_update_visuals_def(self) walk_mine_start = 74, walk_mine_end = 105,
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,
}) })
function tsm_pyramids.spawn_mummy (pos, number) --MFF ABM to replace old maptools:chest
local node = minetest.get_node(pos) minetest.register_abm({
if node.name ~= "air" then nodenames = {"tsm_pyramids:spawner_mummy"},
return 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 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") minetest.add_entity(pos,"tsm_pyramids:mummy")
end end
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", { minetest.register_node("tsm_pyramids:spawner_mummy", {
description = S("Mummy Spawner"), description = "Mummy spawner",
_doc_items_longdesc = S("A mummy spawner causes hostile mummies to appear in its vicinity as long it exists."),
paramtype = "light", paramtype = "light",
tiles = {"tsm_pyramids_spawner.png"}, tiles = {"tsm_pyramids_spawner.png"},
is_ground_content = false, is_ground_content = true,
drawtype = "allfaces", drawtype = "allfaces",--_optional",
groups = {cracky=1,level=1}, groups = {unbreakable=1},
drop = "", drop = "",
on_construct = function(pos) on_construct = function(pos)
pos.y = pos.y - 0.28 pos.y = pos.y - 0.28
@ -382,51 +132,73 @@ minetest.register_node("tsm_pyramids:spawner_mummy", {
end end
end end
end end
end, end
sounds = spawnersounds,
}) })
if not minetest.settings:get_bool("only_peaceful_mobs") then
minetest.register_abm({ -- register spawn egg
nodenames = {"tsm_pyramids:spawner_mummy"}, minetest.register_craftitem("tsm_pyramids:spawn_egg", {
interval = 2.0, description = "Mummy spawn-egg",
chance = 20, inventory_image = "tsm_pyramids_mummy_egg.png",
action = function(pos, node, active_object_count, active_object_count_wider) liquids_pointable = false,
local player_near = false stack_max = 99,
local mobs = 0 on_place = function(itemstack, placer, pointed_thing)
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, spawner_range)) do if pointed_thing.type == "node" then
if obj:is_player() then minetest.add_entity(pointed_thing.above,"tsm_pyramids:mummy")
player_near = true if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
else return itemstack
if obj:get_luaentity() and obj:get_luaentity().mob_name == "mummy" then
mobs = mobs + 1
end end
end end,
end })
if player_near then
if mobs < spawner_max_mobs then -- Spawner entity
pos.x = pos.x+1
local p = minetest.find_node_near(pos, 5, {"air"}) spawner_DEF = {
local p2 = {x=pos.x, y=pos.y+1, z=pos.z} hp_max = 1,
local n2 = minetest.get_node(p2) physical = true,
if n2.name == "air" then collisionbox = {0,0,0,0,0,0},
tsm_pyramids.spawn_mummy(p, 1) visual = "mesh",
end visual_size = {x=3.3,y=3.3},
end mesh = "tsm_pyramids_mummy.x",
end textures = {"tsm_pyramids_mummy.png"},
end 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 end
if minetest.get_modpath("awards") then spawner_DEF.on_step = function(self, dtime)
awards.register_achievement("tsm_pyramids_no_mummy_spawner", { self.timer = self.timer + 0.01
title = S("No more mummies!"), local n = minetest.get_node_or_nil(self.object:getpos())
description = S("Destroy a mummy spawner by digging."), if self.timer > 1 then
secret = true, if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then
icon = "tsm_pyramids_spawner.png", self.object:remove()
trigger = { end
type = "dig", end
node = "tsm_pyramids:spawner_mummy", end
target = 1
} 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 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 = { 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 objs = minetest.get_objects_inside_radius(pos, 2) local objs = minetest.get_objects_inside_radius(pos, 2)
local n = minetest.get_node(pos)
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 n and n.name then local n = minetest.get_node(pos)
if minetest.registered_nodes[n.name]._tsm_pyramids_crack and minetest.registered_nodes[n.name]._tsm_pyramids_crack < 2 then if n and n.name and minetest.registered_nodes[n.name].crack < 2 then
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 end
@ -56,71 +25,47 @@ local trap_on_timer = function(pos, elapsed)
end end
minetest.register_node("tsm_pyramids:trap", { minetest.register_node("tsm_pyramids:trap", {
description = S("Cracked Sandstone Brick"), description = "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"}, tiles = {"default_sandstone_brick.png^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 = "",
items = {
{ items = { "default:sand" }, rarity = 1 },
{ items = { "default:sand" }, rarity = 2 },
},
}
}) })
minetest.register_node("tsm_pyramids:trap_2", { minetest.register_node("tsm_pyramids:trap_2", {
description = S("Falling Cracked Sandstone Brick"), 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 = {"default_sandstone_brick.png^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 = "",
items = {
{ items = { "default:sand" }, rarity = 1 },
{ items = { "default:sand" }, rarity = 2 },
},
}
}) })
minetest.register_node("tsm_pyramids:desert_trap", { local chestdef = minetest.registered_nodes["default:chest"]
description = S("Cracked Desert Sandstone Brick"), minetest.register_node("tsm_pyramids:chest",{
_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 = "tsm_pyramids Chest auto refilled",
tiles = {"default_desert_sandstone_brick.png^tsm_pyramids_crack.png"}, tiles = chestdef.tiles,
stack_max = 1000,
paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
groups = {crumbly=3,cracky=3},
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos) 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, 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 },
},
}
})

754
room.lua Normal file → Executable file
View File

@ -1,728 +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 = { local trap = {"b","b","b","b","b","b","b","b","b",
-- Pillar room "l","b","l","b","l","b","l","b","b",
{ "l","b","l","b","l","b","l","b","b",
style = "yrepeat", "l","b","l","l","l","b","l","l","b",
layout = { "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",
" ","s"," ","s"," ","s"," ","s"," ", "l","b","l","b","l","b","l","b","b",
" "," "," "," "," "," "," "," "," ", "b","b","b","b","b","b","b","b","b"}
" "," "," "," "," "," "," "," "," ",
" "," "," "," "," "," "," "," "," ",
" ","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 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 function replace(str,iy)
} local out = "default:"
if iy < 4 and str == "c" then str = "a" end
local layout_traps if iy == 0 and str == "s" then out = "tsm_pyramids:" str = "sun" end
local layout_traps_template = { if iy == 3 and str == "s" then out = "tsm_pyramids:" str = "men" end
"S","S","S","S","S","S","S","S","S", if str == "a" then out = "" end
"?","S","?","S","?","S","?","S","S", if str == "c" then out = "tsm_pyramids:" end --MFF newchest
"?","S","?","S","?","S","?","S","S", if str == "s" or str == "b" then out = "maptools:" end
"?","?","?","?","?","?","?","?","S", return out..code[str]
"?","?","?","?","?","?","?","?","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"] = "default:sandstone",
["S"] = "default:sandstonebrick",
["1"] = "tsm_pyramids:deco_stone1",
["2"] = "tsm_pyramids:deco_stone2",
["3"] = "tsm_pyramids:deco_stone3",
["^"] = "default:chest",
["<"] = "default:chest",
[">"] = "default:chest",
["v"] = "default:chest",
["~"] = "default:lava_source",
["t"] = "tsm_pyramids:trap",
}
local code_desert_sandstone = table.copy(code_sandstone)
code_desert_sandstone["s"] = "default:desert_sandstone"
code_desert_sandstone["1"] = "tsm_pyramids:deco_stone4"
code_desert_sandstone["2"] = "tsm_pyramids:deco_stone5"
code_desert_sandstone["3"] = "tsm_pyramids:deco_stone6"
code_desert_sandstone["S"] = "default:desert_sandstone_brick"
code_desert_sandstone["t"] = "tsm_pyramids:desert_trap"
local code_desert_stone = table.copy(code_sandstone)
code_desert_stone["s"] = "default:desert_stone_block"
code_desert_stone["1"] = "default:desert_stone_block"
code_desert_stone["2"] = "default:desert_stone_block"
code_desert_stone["3"] = "default:desert_stone_block"
code_desert_stone["S"] = "default:desert_stonebrick"
-- TODO: Add desert stone trap?
code_desert_stone["t"] = "air"
local function replace(str, iy, code_table, deco, column_style)
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 str = deco[1] end
if iy == 3 and str == "s" then str = deco[2] end
elseif column_style == 3 then
if iy == 0 and str == "s" then str = deco[1] end
if iy == 2 and str == "s" then str = deco[2] end
elseif column_style == 4 then
if iy == 2 and str == "s" then str = deco[1] end
end
return code_table[str]
end end
local function replace2(str, iy, code_table) local function replace2(str,iy)
if iy == 0 and str == "~" then str = "t" local out = "default:"
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
return code_table[str] if str == "a" then out = "" end
return out..code[str]
end end
function tsm_pyramids.make_room(pos, stype, room_id) function pyramids.make_room(pos)
local code_table = code_sandstone local loch = {x=pos.x+7,y=pos.y+5, z=pos.z+7}
if stype == "desert_sandstone" then
code_table = code_desert_sandstone
elseif stype == "desert_stone" then
code_table = code_desert_stone
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 stype == "desert_stone" then
column_style = 0
end
if room.style == "yrepeat" then
for iy=0,4,1 do for iy=0,4,1 do
for ix=0,8,1 do for ix=0,8,1 do
for iz=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 local p2 = 0
if n_str == "<" then if n_str == "c" then
p2 = 0 if ix < 3 then p2 = 1 else p2 = 3 end
elseif n_str == ">" then
p2 = 2
elseif n_str == "^" then
p2 = 1
elseif n_str == "v" then
p2 = 3
end end
local cpos = {x=hole.x+ix,y=hole.y-iy,z=hole.z+iz} minetest.set_node({x=loch.x+ix,y=loch.y-iy,z=loch.z+iz}, {name=replace(n_str,iy), param2=p2})
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 stype ~= "desert_stone" 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"
end end
end end
end end
end end
function tsm_pyramids.make_traps(pos, stype) function pyramids.make_traps(pos)
local code_table = code_sandstone local loch = {x=pos.x+7,y=pos.y, z=pos.z+7}
if stype == "desert_sandstone" then
code_table = code_desert_sandstone
elseif stype == "desert_stone" then
code_table = code_desert_stone
end
shuffle_traps(math.random(10,100))
local hole = {x=pos.x+7,y=pos.y, z=pos.z+7}
for iy=0,4,1 do for iy=0,4,1 do
for ix=0,8,1 do for ix=0,8,1 do
for iz=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 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
end end
end end
function tsm_pyramids.flood_sand(pos, stype)
local set_to_sand = {}
local nn = "default:sand"
if stype == "desert_sandstone" or stype == "desert_stone" 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
table.insert(set_to_sand, p)
end
end
end
end
end
minetest.bulk_set_node(set_to_sand, {name=nn})
end

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