local modname = minetest.get_current_modname() local modpath = minetest.get_modpath(modname) local chance_per_chunk = 11 local noise_multiplier = 1 local random_offset = 999 local scanning_ratio = 0.00003 local struct_threshold = chance_per_chunk local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level local node_list = {"mcl_core:sand", "mcl_core:sandstone", "mcl_core:redsand", "mcl_colorblocks:hardened_clay_orange"} local schematic_file = modpath .. "/schematics/mcl_structures_desert_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 red_temple_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic" red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_colorblocks:hardened_clay_orange", "mcl_colorblocks:hardened_clay_red") red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_core:sand_stone", "mcl_colorblocks:hardened_clay_orange") red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_core:sand", "mcl_core:redsand") red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_stairs:stair_sandstone", "mcl_stairs:stair_redsandstone") red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_stairs:slab_sandstone", "mcl_stairs:slab_redsandstone") red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_colorblocks:hardened_clay_yellow", "mcl_colorblocks:hardened_clay_pink") local red_temple_schematic = loadstring(red_temple_schematic_lua)() local function on_placed(p1, rotation, pr, size) local p2 = {x = p1.x + size.x - 1, y = p1.y + size.y - 1, z = p1.z + size.z - 1} -- Delete cacti leftovers: 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) for _, pos in pairs(cactus_nodes) do local node_below = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}) local nn = node_below.name if nn == "mcl_core:sandstone" then minetest.swap_node(pos, {name="air"}) end end -- Find chests. local chests = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, "mcl_chests:chest") -- Add desert temple loot into chests 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 -- Initialize pressure plates and randomly remove up to 5 plates local pplates = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, "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 local function place(pos, rotation, pr) local pos_below = {x = pos.x, y = pos.y - 1, z = pos.z} local pos_temple = {x = pos.x - 10, y = pos.y - 12, z = pos.z - 10} local node_below = minetest.get_node(pos_below) local nn = node_below.name if string.find(nn, "red") then mcl_structures.place_schematic({pos = pos_temple, schematic = red_temple_schematic, pr = pr, on_placed = on_placed}) else mcl_structures.place_schematic({pos = pos_temple, schematic = temple_schematic, pr = pr, on_placed = on_placed}) end end local function get_place_rank(pos) local x, y, z = pos.x, pos.y - 1, pos.z local p1 = {x = x - 8, y = y, z = z - 8} local p2 = {x = x + 8, y = y, z = z + 8} local best_pos_list_surface = minetest.find_nodes_in_area(p1, p2, node_list, false) local other_pos_list_surface = minetest.find_nodes_in_area(p1, p2, "group:opaque", false) p1 = {x = x - 4, y = y - 7, z = z - 4} p2 = {x = x + 4, y = y - 3, z = z + 4} local best_pos_list_underground = minetest.find_nodes_in_area(p1, p2, node_list, false) local other_pos_list_underground = minetest.find_nodes_in_area(p1, p2, "group:opaque", false) return 10 * (#best_pos_list_surface) + 2 * (#other_pos_list_surface) + 5 * (#best_pos_list_underground) + #other_pos_list_underground end mcl_structures.register_structure({ name = "desert_temple", decoration = { deco_type = "simple", place_on = node_list, flags = "all_floors", fill_ratio = scanning_ratio, y_min = 3, y_max = mcl_mapgen.overworld.max, height = 1, biomes = not mcl_mapgen.v6 and { "ColdTaiga_beach", "ColdTaiga_beach_water", "Desert", "Desert_ocean", "ExtremeHills_beach", "FlowerForest_beach", "Forest_beach", "MesaBryce_sandlevel", "MesaPlateauF_sandlevel", "MesaPlateauFM_sandlevel", "Savanna", "Savanna_beach", "StoneBeach", "StoneBeach_ocean", "Taiga_beach", }, }, 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 = pos_list[1] if #pos_list > 1 then local count = get_place_rank(pos) for i = 2, #pos_list do local pos_i = pos_list[i] local count_i = get_place_rank(pos_i) if count_i > count then count = count_i pos = pos_i end end end place(pos, nil, pr) end, place_function = place, })