mirror of
http://repo.or.cz/minetest_pyramids/tsm_pyramids.git
synced 2024-11-19 08:00:19 +01:00
418 lines
14 KiB
Lua
418 lines
14 KiB
Lua
local S = minetest.get_translator("tsm_pyramids")
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-- Pyramid width (must be an odd number)
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local PYRA_W = 23
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-- Pyramid width minus 1
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local PYRA_Wm = PYRA_W - 1
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-- Half of (Pyramid width minus 1)
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local PYRA_Wh = PYRA_Wm / 2
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-- Minimum spawn height
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local PYRA_MIN_Y = 3
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tsm_pyramids = {}
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dofile(minetest.get_modpath("tsm_pyramids").."/mummy.lua")
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dofile(minetest.get_modpath("tsm_pyramids").."/nodes.lua")
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dofile(minetest.get_modpath("tsm_pyramids").."/room.lua")
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local mg_name = minetest.get_mapgen_setting("mg_name")
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local chest_stuff = {
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{name="default:apple", max = 3},
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{name="default:steel_ingot", max = 3},
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{name="default:copper_ingot", max = 3},
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{name="default:gold_ingot", max = 2},
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{name="default:diamond", max = 1},
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{name="default:pick_steel", max = 1},
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{name="default:pick_diamond", max = 1},
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}
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if minetest.get_modpath("farming") then
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table.insert(chest_stuff, {name="farming:bread", max = 3})
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table.insert(chest_stuff, {name="farming:cotton", max = 8})
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else
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table.insert(chest_stuff, {name="farming:apple", max = 8})
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table.insert(chest_stuff, {name="farming:apple", max = 3})
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end
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if minetest.get_modpath("tnt") then
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table.insert(chest_stuff, {name="tnt:gunpowder", max = 6})
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else
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table.insert(chest_stuff, {name="farming:apple", max = 3})
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end
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function tsm_pyramids.fill_chest(pos, stype, flood_sand)
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local sand = "default:sand"
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if stype == "desert_sandstone" or stype == "desert_stone" then
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sand = "default:desert_sand"
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end
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local n = minetest.get_node(pos)
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if n and n.name and n.name == "default:chest" then
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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local stacks = {}
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-- Fill with sand in sand-flooded pyramids
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if flood_sand then
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table.insert(stacks, {name=sand, count = math.random(1,32)})
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end
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-- Add treasures
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if math.random(1,10) >= 7 then
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if minetest.get_modpath("treasurer") ~= nil then
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stacks = treasurer.select_random_treasures(3,7,9,{"minetool", "food", "crafting_component"})
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else
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for i=0,2,1 do
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local stuff = chest_stuff[math.random(1,#chest_stuff)]
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table.insert(stacks, {name=stuff.name, count = math.random(1,stuff.max)})
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end
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end
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end
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for s=1,#stacks do
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if not inv:contains_item("main", stacks[s]) then
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inv:set_stack("main", math.random(1,32), stacks[s])
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end
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end
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end
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end
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local function add_spawner(pos, mummy_offset)
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minetest.set_node(pos, {name="tsm_pyramids:spawner_mummy"})
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if not minetest.settings:get_bool("only_peaceful_mobs") then
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for i=1,2 do
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tsm_pyramids.attempt_mummy_spawn(pos, false)
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end
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end
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end
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local function can_replace(pos)
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local n = minetest.get_node_or_nil(pos)
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if n and n.name and minetest.registered_nodes[n.name] and not minetest.registered_nodes[n.name].walkable then
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return true
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elseif not n then
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return true
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else
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return false
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end
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end
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local function make_foundation_part(pos, set_to_stone)
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local p2 = pos
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local cnt = 0
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p2.y = p2.y-1
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while can_replace(p2)==true do
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cnt = cnt+1
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if cnt > 25 then
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break
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end
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table.insert(set_to_stone, table.copy(p2))
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p2.y = p2.y-1
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end
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end
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local function make_entrance(pos, rot, brick, sand, flood_sand)
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local roffset_arr = {
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{ x=0, y=0, z=1 }, -- front
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{ x=-1, y=0, z=0 }, -- left
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{ x=0, y=0, z=-1 }, -- back
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{ x=1, y=0, z=0 }, -- right
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}
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local roffset = roffset_arr[rot + 1]
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local way
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if rot == 0 then
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way = vector.add(pos, {x=PYRA_Wh, y=0, z=0})
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elseif rot == 1 then
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way = vector.add(pos, {x=PYRA_Wm, y=0, z=PYRA_Wh})
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elseif rot == 2 then
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way = vector.add(pos, {x=PYRA_Wh, y=0, z=PYRA_Wm})
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else
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way = vector.add(pos, {x=0, y=0, z=PYRA_Wh})
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end
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local max_sand_height = math.random(1,3)
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for ie=0,6,1 do
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local sand_height = math.random(1,max_sand_height)
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for iy=2,3,1 do
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-- dig hallway
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local way_dir = vector.add(vector.add(way, {x=0,y=iy,z=0}), vector.multiply(roffset, ie))
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if flood_sand and sand ~= "ignore" and iy <= sand_height and ie >= 3 then
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minetest.set_node(way_dir, {name=sand})
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else
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minetest.remove_node(way_dir)
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end
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-- build decoration above entrance
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if ie == 3 and iy == 3 then
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local deco = {x=way_dir.x, y=way_dir.y+1,z=way_dir.z}
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minetest.set_node(deco, {name=brick})
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if rot == 0 or rot == 2 then
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minetest.set_node(vector.add(deco, {x=-1, y=0, z=0}), {name=brick})
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minetest.set_node(vector.add(deco, {x=1, y=0, z=0}), {name=brick})
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else
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minetest.set_node(vector.add(deco, {x=0, y=0, z=-1}), {name=brick})
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minetest.set_node(vector.add(deco, {x=0, y=0, z=1}), {name=brick})
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end
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end
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end
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end
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end
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local function make_pyramid(pos, brick, sandstone, stone, sand)
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local set_to_brick = {}
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local set_to_stone = {}
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-- Build pyramid
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for iy=0,math.random(10,PYRA_Wh),1 do
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for ix=iy,PYRA_W-1-iy,1 do
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for iz=iy,PYRA_W-1-iy,1 do
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if iy < 1 then
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make_foundation_part({x=pos.x+ix,y=pos.y,z=pos.z+iz}, set_to_stone)
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end
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table.insert(set_to_brick, {x=pos.x+ix,y=pos.y+iy,z=pos.z+iz})
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end
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end
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end
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minetest.bulk_set_node(set_to_stone , {name=stone})
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minetest.bulk_set_node(set_to_brick, {name=brick})
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end
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local function make(pos, brick, sandstone, stone, sand, ptype, room_id)
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local bpos = table.copy(pos)
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-- Build pyramid
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make_pyramid(bpos, brick, sandstone, stone, sand)
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local rot = math.random(0, 3)
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-- Build room
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local ok, msg, flood_sand = tsm_pyramids.make_room(bpos, ptype, room_id, rot)
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-- Place mummy spawner
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local r = math.random(1,3)
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-- 4 possible spawner positions
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local spawner_posses = {
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-- front
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{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+5}, {x=0, y=0, z=2}},
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-- left
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{{x=bpos.x+PYRA_Wm-5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=-2, y=0, z=0}},
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-- back
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{{x=bpos.x+PYRA_Wh,y=bpos.y+2, z=bpos.z+PYRA_W-5}, {x=0, y=0, z=-2}},
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-- right
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{{x=bpos.x+5,y=bpos.y+2, z=bpos.z+PYRA_Wh}, {x=2, y=0, z=0}},
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}
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-- Delete the spawner position in which the entrance will be placed
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table.remove(spawner_posses, (rot % 4) + 1)
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add_spawner(spawner_posses[r][1], spawner_posses[r][2])
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-- Build entrance
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make_entrance(bpos, rot, brick, sand, flood_sand)
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-- Done
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minetest.log("action", "[tsm_pyramids] Created pyramid at "..minetest.pos_to_string(bpos)..".")
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return ok, msg
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end
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local perl1 = {SEED1 = 9130, OCTA1 = 3, PERS1 = 0.5, SCAL1 = 250} -- Values should match minetest mapgen V6 desert noise.
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local perlin1 -- perlin noise buffer
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local function hlp_fnct(pos, name)
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local n = minetest.get_node_or_nil(pos)
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if n and n.name and n.name == name then
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return true
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else
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return false
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end
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end
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local function ground(pos, old)
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local p2 = table.copy(pos)
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while hlp_fnct(p2, "air") do
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p2.y = p2.y -1
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end
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if p2.y < old.y then
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return {x=old.x, y=p2.y, z=old.z}
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else
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return old
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end
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end
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-- Attempt to generate a pyramid in the generated area.
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-- Up to one pyramid per mapchunk.
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y < PYRA_MIN_Y then return end
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-- TODO: Use Minetests pseudo-random tools
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math.randomseed(seed)
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if not perlin1 then
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perlin1 = minetest.get_perlin(perl1.SEED1, perl1.OCTA1, perl1.PERS1, perl1.SCAL1)
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end
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--[[ Make sure the pyramid doesn't bleed outside of maxp,
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so it doesn't get placed incompletely by the mapgen.
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This creates a bias somewhat, as this means there are some coordinates in
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which pyramids cannot spawn. But it's still better to have broken pyramids.
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]]
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local limit = function(pos, maxp)
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pos.x = math.min(pos.x, maxp.x - PYRA_W+1)
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pos.y = math.min(pos.y, maxp.y - PYRA_Wh)
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pos.z = math.min(pos.z, maxp.z - PYRA_W+1)
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return pos
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end
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local noise1 = perlin1:get_2d({x=minp.x,y=minp.y})
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if noise1 > 0.25 or noise1 < -0.26 then
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-- Need a bit of luck to place a pyramid
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if math.random(0,10) > 7 then
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minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, bad dice roll. minp="..minetest.pos_to_string(minp))
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return
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end
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local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
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local sands = {"default:sand", "default:desert_sand", "default:desert_stone"}
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local p2
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local psand = {}
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local sand
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local cnt = 0
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local sand_cnt_max = 0
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local sand_cnt_max_id
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-- Look for sand or desert stone to place the pyramid on
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for s=1, #sands do
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cnt = 0
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local sand_cnt = 0
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sand = sands[s]
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psand[s] = minetest.find_node_near(mpos, 25, sand)
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while cnt < 5 do
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cnt = cnt+1
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mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
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local spos = minetest.find_node_near(mpos, 25, sand)
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if spos ~= nil then
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sand_cnt = sand_cnt + 1
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if psand[s] == nil then
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psand[s] = spos
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end
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end
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if sand_cnt > sand_cnt_max then
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sand_cnt_max = sand_cnt
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sand_cnt_max_id = s
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p2 = psand[s]
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end
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end
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end
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if p2 == nil then
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minetest.log("verbose", "[tsm_pyramids] Pyramid not placed, no suitable surface. minp="..minetest.pos_to_string(minp))
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return
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end
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-- Select the material type by the most prominent node type
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-- E.g. if desert sand is most prominent, we place a desert sandstone pyramid
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if sand_cnt_max_id then
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sand = sands[sand_cnt_max_id]
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end
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if p2.y < PYRA_MIN_Y then
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minetest.log("info", "[tsm_pyramids] Pyramid not placed, too deep. p2="..minetest.pos_to_string(p2))
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return
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end
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-- Now sink the pyramid until each corner of it is no longer floating in mid-air
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p2 = limit(p2, maxp)
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local oposses = {
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{x=p2.x,y=p2.y-1,z=p2.z},
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{x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z+PYRA_Wm},
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{x=p2.x+PYRA_Wm,y=p2.y-1,z=p2.z},
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{x=p2.x,y=p2.y-1,z=p2.z+PYRA_Wm},
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}
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for o=1, #oposses do
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local opos = oposses[o]
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local n = minetest.get_node_or_nil(opos)
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if n and n.name and n.name == "air" then
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local old = table.copy(p2)
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p2 = ground(opos, p2)
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end
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end
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-- Random bonus sinking
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p2.y = math.max(p2.y - math.random(0,3), PYRA_MIN_Y)
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-- Bad luck, we have hit the chunk border!
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if p2.y < minp.y then
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minetest.log("info", "[tsm_pyramids] Pyramid not placed, sunken too much. p2="..minetest.pos_to_string(p2))
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return
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end
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-- Make sure the pyramid is not near a "killer" node, like water
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local middle = vector.add(p2, {x=PYRA_Wh, y=0, z=PYRA_Wh})
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if minetest.find_node_near(p2, 5, {"default:water_source"}) ~= nil or
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minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=0}), 5, {"default:water_source"}) ~= nil or
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minetest.find_node_near(vector.add(p2, {x=0, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
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minetest.find_node_near(vector.add(p2, {x=PYRA_W, y=0, z=PYRA_W}), 5, {"default:water_source"}) ~= nil or
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minetest.find_node_near(middle, PYRA_W, {"default:dirt_with_grass"}) ~= nil or
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minetest.find_node_near(middle, 52, {"default:sandstonebrick", "default:desert_sandstone_brick", "default:desert_stonebrick"}) ~= nil or
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minetest.find_node_near(middle, PYRA_Wh + 3, {"default:cactus", "group:leaves", "group:tree"}) ~= nil then
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minetest.log("info", "[tsm_pyramids] Pyramid not placed, inappropriate node nearby. p2="..minetest.pos_to_string(p2))
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return
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end
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-- Bonus chance to spawn a sandstone pyramid in v6 desert because otherwise they would be too rare in v6
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if (mg_name == "v6" and sand == "default:desert_sand" and math.random(1, 2) == 1) then
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sand = "default:sand"
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end
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-- Desert stone pyramids only generate in areas with almost no sand
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if sand == "default:desert_stone" then
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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"})
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if #nodes > 5 then
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sand = "default:desert_sand"
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end
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end
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-- Generate the pyramid!
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if sand == "default:desert_sand" then
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-- Desert sandstone pyramid
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make(p2, "default:desert_sandstone_brick", "default:desert_sandstone", "default:desert_stone", "default:desert_sand", "desert_sandstone")
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elseif sand == "default:sand" then
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-- Sandstone pyramid
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make(p2, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone")
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else
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-- Desert stone pyramid
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make(p2, "default:desert_stonebrick", "default:desert_stone_block", "default:desert_stone", "ignore", "desert_stone")
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end
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end
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end)
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-- Add backwards-compability for nodes from the original pyramids mod
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if minetest.get_modpath("pyramids") == nil then
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-- Nodes
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minetest.register_alias("pyramids:trap", "tsm_pyramids:trap")
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minetest.register_alias("pyramids:trap_2", "tsm_pyramids:trap_2")
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minetest.register_alias("pyramids:deco_stone1", "tsm_pyramids:deco_stone1")
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minetest.register_alias("pyramids:deco_stone2", "tsm_pyramids:deco_stone2")
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minetest.register_alias("pyramids:deco_stone3", "tsm_pyramids:deco_stone3")
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minetest.register_alias("pyramids:spawner_mummy", "tsm_pyramids:spawner_mummy")
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end
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minetest.register_chatcommand("spawnpyramid", {
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description = S("Generate a pyramid"),
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params = S("[<room_type>]"),
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privs = { server = true },
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func = function(name, param)
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local player = minetest.get_player_by_name(name)
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if not player then
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return false, S("No player.")
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end
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local pos = player:get_pos()
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pos = vector.round(pos)
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local s = math.random(1,3)
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local r = tonumber(param)
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local room_id
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if r then
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room_id = r
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end
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local ok, msg
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pos = vector.add(pos, {x=-PYRA_Wh, y=-1, z=0})
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if s == 1 then
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-- Sandstone
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ok, msg = make(pos, "default:sandstonebrick", "default:sandstone", "default:sandstone", "default:sand", "sandstone", room_id)
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elseif s == 2 then
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-- Desert sandstone
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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,
|
|
}
|
|
)
|