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MineClone2/mods/MAPGEN/mcl_structures/nice_jungle_temple.lua

213 lines
7.1 KiB
Lua

local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
-- Check: v7 apple 27576,14,28368
-- Check: v7 apple 29570,10,29266
local chance_per_chunk = 40
local noise_multiplier = 1
local random_offset = 133
local struct_threshold = chance_per_chunk
local scanning_ratio = 0.00021
local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
local node_list = {"mcl_core:dirt_with_grass", "mcl_core:dirt", "mcl_core:stone", "mcl_core:granite", "mcl_core:gravel", "mcl_core:diorite"}
local schematic_file = modpath .. "/schematics/mcl_structures_nice_jungle_temple.mts"
local temple_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
local temple_schematic = loadstring(temple_schematic_lua)()
local size = temple_schematic.size
local sx = size.x
local sy = size.y
local sz = size.z
local offset = vector.round(vector.divide(size, 2))
offset.y = 5
local ox = offset.x
local oy = offset.y
local oz = offset.z
local corner_x = sx - 3
local corner_z = sz - 3
local air_offset_x = ox - 6
local air_offset_z = oz - 6
local function is_air(pos)
local node = minetest.get_node(pos)
return node.name == "air"
end
local stair_support_node = {
{name = "mcl_core:cobble"},
{name = "mcl_core:mossycobble"},
{name = "mcl_core:stonebrick"},
{name = "mcl_core:stonebrickmossy"},
{name = "mcl_core:stonebrickcracked"},
}
local nodes_to_be_supported = {
"mcl_stairs:stair_cobble",
"mcl_stairs:stair_stonebrickmossy",
"mcl_stairs:stair_stonebrickcracked",
}
local function on_placed(p1, rotation, pr, size)
local p2
if rotation == "90" or rotation == "270" then
p2 = {x = p1.x + sz - 1, y = p1.y + sy - 1, z = p1.z + sx - 1}
else
p2 = {x = p1.x + sx - 1, y = p1.y + sy - 1, z = p1.z + sz - 1}
end
-- Support stairs
local y = p1.y + 5
local bottom = mcl_mapgen.get_chunk_beginning(y)
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)
for i = 1, #stair_list do
local pos = stair_list[i]
pos.y = y - 1
while is_air(pos) and pos.y > bottom do
minetest.swap_node(pos, stair_support_node[pr:next(1, #stair_support_node)])
pos.y = pos.y - 1
end
end
-- Initialize some nodes
local chest_node = "mcl_chests:trapped_chest_small"
local lever_node = "mesecons_walllever:wall_lever_off"
local nodes = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, {chest_node, lever_node}, true)
local levers = nodes[lever_node]
for _, pos in pairs(levers) do
mcl_structures.init_node_construct(pos)
end
-- Add loot into chests TODO: fix items
local chests = nodes[chest_node]
for c=1, #chests do
local lootitems = mcl_loot.get_multi_loot({
{
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 = "mobs_mc:iron_horse_armor", weight = 15, },
{ itemstring = "mobs_mc:gold_horse_armor", weight = 10, },
{ itemstring = "mobs_mc: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 },
}
}}, pr)
mcl_structures.init_node_construct(chests[c])
local meta = minetest.get_meta(chests[c])
local inv = meta:get_inventory()
mcl_loot.fill_inventory(inv, "main", lootitems, pr)
end
end
local function place(pos, rotation, pr)
mcl_structures.place_schematic({pos = pos, schematic = temple_schematic, pr = pr, on_placed = on_placed})
end
local mcl_mapgen_clamp_to_chunk = mcl_mapgen.clamp_to_chunk
local function process_pos(pos)
return {
x = mcl_mapgen_clamp_to_chunk(pos.x - ox, sx),
y = mcl_mapgen_clamp_to_chunk(pos.y - oy, sy),
z = mcl_mapgen_clamp_to_chunk(pos.z - oz, sz),
}
end
local function get_place_rank(pos)
local x1 = pos.x + 1
local x2 = x1 + corner_x
local z1 = pos.z + 1
local z2 = z1 + corner_z
local y2 = pos.y + 1
local y1 = y2 - 2
if is_air({x = x1, y = y1, z = z1}) then return -1 end
if is_air({x = x2, y = y1, z = z1}) then return -1 end
if is_air({x = x1, y = y1, z = z2}) then return -1 end
if is_air({x = x2, y = y1, z = z2}) then return -1 end
local p1 = {x = x1 + air_offset_x, y = y2, z = z1 + air_offset_z}
local p2 = {x = x2 - air_offset_x, y = y2, z = z2 + air_offset_z}
local pos_counter_air = #minetest.find_nodes_in_area(p1, p2, {"air", "group:buildable_to", "group:deco_block"}, false)
local pos_counter_air = pos_counter_air - 2 * (#minetest.find_nodes_in_area(p1, p2, {"group:tree"}, false))
local p1 = {x = x1 + 1, y = y1, z = z1 + 1}
local p2 = {x = x2 - 1, y = y1, z = z2 - 1}
local pos_counter_ground = #minetest.find_nodes_in_area(p1, p2, node_list, false)
return pos_counter_ground + pos_counter_air
end
mcl_structures.register_structure({
name = "nice_jungle_temple",
decoration = {
deco_type = "simple",
place_on = node_list,
flags = "all_floors",
fill_ratio = scanning_ratio,
y_min = -20,
y_max = mcl_mapgen.overworld.max,
height = 1,
biomes =
mcl_mapgen.v6 and {
"Jungle"
} or {
"Jungle",
"JungleEdge",
"JungleEdgeM",
"JungleEdgeM_ocean",
"JungleEdge_ocean",
"JungleM",
"JungleM_ocean",
"JungleM_shore",
"Jungle_ocean",
"Jungle_shore",
},
},
on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list)
local pr = PseudoRandom(seed + random_offset)
local random_number = pr:next(1, chance_per_chunk)
local noise = mcl_structures_get_perlin_noise_level(minp) * noise_multiplier
if (random_number + noise) < struct_threshold then return end
local pos
local count = -1
for i = 1, #pos_list do
local pos_i = process_pos(pos_list[i])
local count_i = get_place_rank(pos_i)
if count_i > count then
count = count_i
pos = pos_i
end
end
if count < 0 then return end
place(pos, nil, pr)
end,
place_function = place,
})