local S = minetest.get_translator("tsm_pyramids") tsm_pyramids = {} dofile(minetest.get_modpath("tsm_pyramids").."/mummy.lua") dofile(minetest.get_modpath("tsm_pyramids").."/nodes.lua") 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}, } if minetest.get_modpath("farming") then table.insert(chest_stuff, {name="farming:bread", max = 3}) table.insert(chest_stuff, {name="farming:cotton", max = 8}) else table.insert(chest_stuff, {name="farming:apple", max = 8}) table.insert(chest_stuff, {name="farming:apple", max = 3}) end if minetest.get_modpath("tnt") then table.insert(chest_stuff, {name="tnt:gunpowder", max = 6}) else table.insert(chest_stuff, {name="farming:apple", max = 3}) end function tsm_pyramids.fill_chest(pos, stype, flood_sand) minetest.after(2, function() local sand = "default:sand" if stype == "desert_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 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 end end for s=1,#stacks do if not inv:contains_item("main", stacks[s]) then inv:set_stack("main", math.random(1,32), stacks[s]) end end end end) end local function add_spawner(pos, mummy_offset) 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 end local function can_replace(pos) local n = minetest.get_node_or_nil(pos) if n and n.name and minetest.registered_nodes[n.name] and not minetest.registered_nodes[n.name].walkable then return true elseif not n then return true else return false end end local function make_foundation_part(pos, set_to_stone) local p2 = pos local cnt = 0 p2.y = p2.y-1 while can_replace(p2)==true do cnt = cnt+1 if cnt > 25 then break end table.insert(set_to_stone, table.copy(p2)) p2.y = p2.y-1 end end 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=11, y=0, z=0}) elseif rot == 1 then way = vector.add(pos, {x=22, y=0, z=11}) elseif rot == 2 then way = vector.add(pos, {x=11, y=0, z=22}) else way = vector.add(pos, {x=0, y=0, z=11}) end local max_sand_height = math.random(1,3) for ie=0,6,1 do local sand_height = math.random(1,max_sand_height) for iy=2,3,1 do -- 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(way_dir) end -- build decoration above entrance if ie >=3 and iy == 3 then local deco = {x=way_dir.x, y=way_dir.y+1,z=way_dir.z} minetest.set_node(deco, {name=brick}) if rot == 0 or rot == 2 then minetest.set_node(vector.add(deco, {x=-1, y=0, z=0}), {name=brick}) minetest.set_node(vector.add(deco, {x=1, y=0, z=0}), {name=brick}) else minetest.set_node(vector.add(deco, {x=0, y=0, z=-1}), {name=brick}) minetest.set_node(vector.add(deco, {x=0, y=0, z=1}), {name=brick}) end end end end end 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 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) -- Build pyramid make_pyramid(pos, 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, rot) -- Place mummy spawner local r = math.random(1,3) -- 4 possible spawner positions local spawner_posses = { -- front {{x=pos.x+11,y=pos.y+2, z=pos.z+5}, {x=0, y=0, z=2}}, -- left {{x=pos.x+17,y=pos.y+2, z=pos.z+11}, {x=-2, y=0, z=0}}, -- back {{x=pos.x+11,y=pos.y+2, z=pos.z+17}, {x=0, y=0, z=-2}}, -- right {{x=pos.x+5,y=pos.y+2, z=pos.z+11}, {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(pos, rot, brick, sand, flood_sand) -- Done minetest.log("action", "Created pyramid at ("..pos.x..","..pos.y..","..pos.z..")") 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 function hlp_fnct(pos, name) local n = minetest.get_node_or_nil(pos) if n and n.name and n.name == name then return true else return false end end local function ground(pos, old) local p2 = pos while hlp_fnct(p2, "air") do p2.y = p2.y -1 end if p2.y < old.y then return p2 else return old end end minetest.register_on_generated(function(minp, maxp, seed) if maxp.y < 0 then return end 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}) 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 if math.random(0,10) > 7 then return 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) -- 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("[]"), 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, } )