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MineClone2/mods/MAPGEN/mcl_structures/desert_temple.lua

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local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
---@param pos Vector
---@param def table
---@param pr PseudoRandom
local function temple_placement_callback(pos, def, pr)
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local hl = def.sidelen / 2
local p1 = vector.offset(pos, -hl, -hl, -hl)
local p2 = vector.offset(pos, hl, hl, hl)
-- Delete cacti leftovers:
local cactus_nodes = minetest.find_nodes_in_area_under_air(p1, p2, "mcl_core:cactus")
if cactus_nodes and #cactus_nodes > 0 then
for _, cpos in pairs(cactus_nodes) do
local node_below = minetest.get_node(vector.offset(cpos, 0, -1, 0))
if node_below and node_below.name == "mcl_core:sandstone" then
minetest.swap_node(cpos, { name = "air" })
end
end
end
-- Initialize pressure plates and randomly remove up to 5 plates
local pplates = minetest.find_nodes_in_area(p1, p2, "mesecons_pressureplates:pressure_plate_stone_off")
local pplates_remove = 5
for p = 1, #pplates do
if pplates_remove > 0 and pr:next(1, 100) >= 50 then
-- Remove plate
minetest.remove_node(pplates[p])
pplates_remove = pplates_remove - 1
else
-- Initialize plate
minetest.registered_nodes["mesecons_pressureplates:pressure_plate_stone_off"].on_construct(pplates[p])
end
end
end
mcl_structures.register_structure("desert_temple", {
place_on = { "group:sand" },
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fill_ratio = 0.01,
flags = "place_center_x, place_center_z",
solid_ground = true,
make_foundation = true,
sidelen = 18,
y_offset = -12,
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chunk_probability = 300,
y_max = mcl_vars.mg_overworld_max,
y_min = 1,
biomes = { "Desert" },
filenames = { modpath .. "/schematics/mcl_structures_desert_temple.mts" },
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after_place = temple_placement_callback,
loot = {
["mcl_chests:chest"] = {
{
stacks_min = 2,
stacks_max = 4,
items = {
{ itemstring = "mcl_mobitems:bone", weight = 25, amount_min = 4, amount_max = 6 },
{ itemstring = "mcl_mobitems:rotten_flesh", weight = 25, amount_min = 3, amount_max = 7 },
{ itemstring = "mcl_mobitems:spider_eye", weight = 25, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_books:book", weight = 20, func = function(stack, pr)
mcl_enchanting.enchant_uniform_randomly(stack, { "soul_speed" }, pr)
end },
{ itemstring = "mcl_mobitems:saddle", weight = 20, },
{ itemstring = "mcl_core:apple_gold", weight = 20, },
{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
{ itemstring = "mcl_core:emerald", weight = 15, amount_min = 1, amount_max = 3 },
{ itemstring = "", weight = 15, },
{ itemstring = "mcl_mobitems:iron_horse_armor", weight = 15, },
{ itemstring = "mcl_mobitems:gold_horse_armor", weight = 10, },
{ itemstring = "mcl_mobitems:diamond_horse_armor", weight = 5, },
{ itemstring = "mcl_core:diamond", weight = 5, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2, },
}
},
{
stacks_min = 4,
stacks_max = 4,
items = {
{ itemstring = "mcl_mobitems:bone", weight = 10, amount_min = 1, amount_max = 8 },
{ itemstring = "mcl_mobitems:rotten_flesh", weight = 10, amount_min = 1, amount_max = 8 },
{ itemstring = "mcl_mobitems:gunpowder", weight = 10, amount_min = 1, amount_max = 8 },
{ itemstring = "mcl_core:sand", weight = 10, amount_min = 1, amount_max = 8 },
{ itemstring = "mcl_mobitems:string", weight = 10, amount_min = 1, amount_max = 8 },
}
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}
}
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}
})