175 lines
7.4 KiB
Lua
175 lines
7.4 KiB
Lua
local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local chance_per_chunk = 11
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local noise_multiplier = 1
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local random_offset = 999
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local scanning_ratio = 0.00003
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local struct_threshold = chance_per_chunk - 1
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local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
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local node_list = {"mcl_core:sand", "mcl_core:sandstone", "mcl_core:redsand", "mcl_colorblocks:hardened_clay_orange"}
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local schematic_file = modpath .. "/schematics/mcl_structures_desert_temple.mts"
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local temple_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
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local temple_schematic = loadstring(temple_schematic_lua)()
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local red_temple_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
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red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_colorblocks:hardened_clay_orange", "mcl_colorblocks:hardened_clay_red")
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red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_core:sand_stone", "mcl_colorblocks:hardened_clay_orange")
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red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_core:sand", "mcl_core:redsand")
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red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_stairs:stair_sandstone", "mcl_stairs:stair_redsandstone")
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red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_stairs:slab_sandstone", "mcl_stairs:slab_redsandstone")
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red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_colorblocks:hardened_clay_yellow", "mcl_colorblocks:hardened_clay_pink")
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local red_temple_schematic = loadstring(red_temple_schematic_lua)()
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local function on_placed(p1, rotation, pr, size)
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local p2 = {x = p1.x + size.x - 1, y = p1.y + size.y - 1, z = p1.z + size.z - 1}
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-- Delete cacti leftovers:
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local cactus_nodes = minetest.find_nodes_in_area_under_air({x = p1.x, y = p1.y + 11, z = p1.z}, {x = p2.x, y = p2.y - 2, z = p2.z}, "mcl_core:cactus", false)
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for _, pos in pairs(cactus_nodes) do
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local node_below = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
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local nn = node_below.name
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if nn == "mcl_core:sandstone" then
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minetest.swap_node(pos, {name="air"})
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end
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end
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-- Find chests.
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local chests = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, "mcl_chests:chest")
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-- Add desert temple loot into chests
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for c=1, #chests do
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local lootitems = mcl_loot.get_multi_loot({
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{
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stacks_min = 2,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 25, amount_min = 4, amount_max=6 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 25, amount_min = 3, amount_max=7 },
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{ itemstring = "mcl_mobitems:spider_eye", weight = 25, amount_min = 1, amount_max=3 },
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{ itemstring = "mcl_books:book", weight = 20, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_mobitems:saddle", weight = 20, },
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{ itemstring = "mcl_core:apple_gold", weight = 20, },
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{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:emerald", weight = 15, amount_min = 1, amount_max = 3 },
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{ itemstring = "", weight = 15, },
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{ itemstring = "mobs_mc:iron_horse_armor", weight = 15, },
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{ itemstring = "mobs_mc:gold_horse_armor", weight = 10, },
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{ itemstring = "mobs_mc:diamond_horse_armor", weight = 5, },
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{ itemstring = "mcl_core:diamond", weight = 5, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2, },
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}
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},
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{
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stacks_min = 4,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:gunpowder", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_core:sand", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:string", weight = 10, amount_min = 1, amount_max = 8 },
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}
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}}, pr)
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mcl_structures.init_node_construct(chests[c])
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local meta = minetest.get_meta(chests[c])
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local inv = meta:get_inventory()
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mcl_loot.fill_inventory(inv, "main", lootitems, pr)
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end
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-- Initialize pressure plates and randomly remove up to 5 plates
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local pplates = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, "mesecons_pressureplates:pressure_plate_stone_off")
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local pplates_remove = 5
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for p=1, #pplates do
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if pplates_remove > 0 and pr:next(1, 100) >= 50 then
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-- Remove plate
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minetest.remove_node(pplates[p])
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pplates_remove = pplates_remove - 1
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else
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-- Initialize plate
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minetest.registered_nodes["mesecons_pressureplates:pressure_plate_stone_off"].on_construct(pplates[p])
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end
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end
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end
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local function place(pos, rotation, pr)
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local pos_below = {x = pos.x, y = pos.y - 1, z = pos.z}
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local pos_temple = {x = pos.x - 10, y = pos.y - 12, z = pos.z - 10}
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local node_below = minetest.get_node(pos_below)
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local nn = node_below.name
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if string.find(nn, "red") then
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mcl_structures.place_schematic({pos = pos_temple, schematic = red_temple_schematic, pr = pr, on_placed = on_placed})
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else
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mcl_structures.place_schematic({pos = pos_temple, schematic = temple_schematic, pr = pr, on_placed = on_placed})
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end
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end
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local function get_place_rank(pos)
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local x, y, z = pos.x, pos.y - 1, pos.z
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local p1 = {x = x - 8, y = y, z = z - 8}
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local p2 = {x = x + 8, y = y, z = z + 8}
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local best_pos_list_surface = minetest.find_nodes_in_area(p1, p2, node_list, false)
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local other_pos_list_surface = minetest.find_nodes_in_area(p1, p2, "group:opaque", false)
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p1 = {x = x - 4, y = y - 7, z = z - 4}
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p2 = {x = x + 4, y = y - 3, z = z + 4}
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local best_pos_list_underground = minetest.find_nodes_in_area(p1, p2, node_list, false)
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local other_pos_list_underground = minetest.find_nodes_in_area(p1, p2, "group:opaque", false)
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return 10 * (#best_pos_list_surface) + 2 * (#other_pos_list_surface) + 5 * (#best_pos_list_underground) + #other_pos_list_underground
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end
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mcl_structures.register_structure({
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name = "desert_temple",
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decoration = {
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deco_type = "simple",
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place_on = node_list,
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flags = "all_floors",
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fill_ratio = scanning_ratio,
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y_min = 3,
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y_max = mcl_mapgen.overworld.max,
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height = 1,
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biomes = not mcl_mapgen.v6 and {
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"ColdTaiga_beach",
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"ColdTaiga_beach_water",
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"Desert",
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"Desert_ocean",
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"ExtremeHills_beach",
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"FlowerForest_beach",
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"Forest_beach",
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"MesaBryce_sandlevel",
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"MesaPlateauF_sandlevel",
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"MesaPlateauFM_sandlevel",
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"Savanna",
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"Savanna_beach",
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"StoneBeach",
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"StoneBeach_ocean",
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"Taiga_beach",
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},
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},
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on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list)
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local pr = PseudoRandom(seed + random_offset)
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local random_number = pr:next(1, chance_per_chunk)
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local noise = mcl_structures_get_perlin_noise_level(minp) * noise_multiplier
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if (random_number + noise) < struct_threshold then return end
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local pos = pos_list[1]
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if #pos_list > 1 then
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local count = get_place_rank(pos)
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for i = 2, #pos_list do
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local pos_i = pos_list[i]
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local count_i = get_place_rank(pos_i)
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if count_i > count then
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count = count_i
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pos = pos_i
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end
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end
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end
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place(pos, nil, pr)
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end,
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place_function = place,
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})
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