213 lines
7.1 KiB
Lua
213 lines
7.1 KiB
Lua
local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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-- Check: v7 apple 27576,14,28368
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-- Check: v7 apple 29570,10,29266
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local chance_per_chunk = 40
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local noise_multiplier = 1
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local random_offset = 133
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local struct_threshold = chance_per_chunk
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local scanning_ratio = 0.00021
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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:dirt_with_grass", "mcl_core:dirt", "mcl_core:stone", "mcl_core:granite", "mcl_core:gravel", "mcl_core:diorite"}
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local schematic_file = modpath .. "/schematics/mcl_structures_nice_jungle_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 size = temple_schematic.size
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local sx = size.x
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local sy = size.y
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local sz = size.z
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local offset = vector.round(vector.divide(size, 2))
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offset.y = 5
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local ox = offset.x
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local oy = offset.y
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local oz = offset.z
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local corner_x = sx - 3
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local corner_z = sz - 3
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local air_offset_x = ox - 6
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local air_offset_z = oz - 6
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local function is_air(pos)
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local node = minetest.get_node(pos)
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return node.name == "air"
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end
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local stair_support_node = {
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{name = "mcl_core:cobble"},
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{name = "mcl_core:mossycobble"},
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{name = "mcl_core:stonebrick"},
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{name = "mcl_core:stonebrickmossy"},
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{name = "mcl_core:stonebrickcracked"},
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}
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local nodes_to_be_supported = {
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"mcl_stairs:stair_cobble",
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"mcl_stairs:stair_stonebrickmossy",
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"mcl_stairs:stair_stonebrickcracked",
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}
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local function on_placed(p1, rotation, pr, size)
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local p2
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if rotation == "90" or rotation == "270" then
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p2 = {x = p1.x + sz - 1, y = p1.y + sy - 1, z = p1.z + sx - 1}
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else
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p2 = {x = p1.x + sx - 1, y = p1.y + sy - 1, z = p1.z + sz - 1}
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end
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-- Support stairs
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local y = p1.y + 5
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local bottom = mcl_mapgen.get_chunk_beginning(y)
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local stair_list = minetest.find_nodes_in_area({x = p1.x, y = y, z = p1.z}, {x = p2.x, y = y, z = p2.z}, nodes_to_be_supported, false)
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for i = 1, #stair_list do
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local pos = stair_list[i]
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pos.y = y - 1
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while is_air(pos) and pos.y > bottom do
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minetest.swap_node(pos, stair_support_node[pr:next(1, #stair_support_node)])
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pos.y = pos.y - 1
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end
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end
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-- Initialize some nodes
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local chest_node = "mcl_chests:trapped_chest_small"
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local lever_node = "mesecons_walllever:wall_lever_off"
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local nodes = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, {chest_node, lever_node}, true)
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local levers = nodes[lever_node]
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for _, pos in pairs(levers) do
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mcl_structures.init_node_construct(pos)
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end
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-- Add loot into chests TODO: fix items
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local chests = nodes[chest_node]
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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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end
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local function place(pos, rotation, pr)
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mcl_structures.place_schematic({pos = pos, schematic = temple_schematic, pr = pr, on_placed = on_placed})
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end
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local mcl_mapgen_clamp_to_chunk = mcl_mapgen.clamp_to_chunk
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local function process_pos(pos)
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return {
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x = mcl_mapgen_clamp_to_chunk(pos.x - ox, sx),
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y = mcl_mapgen_clamp_to_chunk(pos.y - oy, sy),
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z = mcl_mapgen_clamp_to_chunk(pos.z - oz, sz),
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}
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end
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local function get_place_rank(pos)
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local x1 = pos.x + 1
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local x2 = x1 + corner_x
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local z1 = pos.z + 1
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local z2 = z1 + corner_z
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local y2 = pos.y + 1
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local y1 = y2 - 2
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if is_air({x = x1, y = y1, z = z1}) then return -1 end
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if is_air({x = x2, y = y1, z = z1}) then return -1 end
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if is_air({x = x1, y = y1, z = z2}) then return -1 end
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if is_air({x = x2, y = y1, z = z2}) then return -1 end
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local p1 = {x = x1 + air_offset_x, y = y2, z = z1 + air_offset_z}
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local p2 = {x = x2 - air_offset_x, y = y2, z = z2 + air_offset_z}
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local pos_counter_air = #minetest.find_nodes_in_area(p1, p2, {"air", "group:buildable_to", "group:deco_block"}, false)
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local pos_counter_air = pos_counter_air - 2 * (#minetest.find_nodes_in_area(p1, p2, {"group:tree"}, false))
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local p1 = {x = x1 + 1, y = y1, z = z1 + 1}
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local p2 = {x = x2 - 1, y = y1, z = z2 - 1}
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local pos_counter_ground = #minetest.find_nodes_in_area(p1, p2, node_list, false)
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return pos_counter_ground + pos_counter_air
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end
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mcl_structures.register_structure({
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name = "nice_jungle_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 = -20,
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y_max = mcl_mapgen.overworld.max,
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height = 1,
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biomes =
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mcl_mapgen.v6 and {
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"Jungle"
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} or {
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"Jungle",
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"JungleEdge",
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"JungleEdgeM",
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"JungleEdgeM_ocean",
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"JungleEdge_ocean",
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"JungleM",
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"JungleM_ocean",
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"JungleM_shore",
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"Jungle_ocean",
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"Jungle_shore",
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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
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local count = -1
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for i = 1, #pos_list do
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local pos_i = process_pos(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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if count < 0 then return 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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