1
0
Fork 0
TheDarkProject/mods/MAPGEN/mcl_structures/init.lua

390 lines
15 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

local init = os.clock()
mcl_structures ={}
mcl_structures.get_struct = function(file)
local localfile = minetest.get_modpath("mcl_structures").."/schematics/"..file
local file, errorload = io.open(localfile, "rb")
if errorload ~= nil then
minetest.log("error", '[mcl_structures] Could not open this struct: ' .. localfile)
return nil
end
local allnode = file:read("*a")
file:close()
return allnode
end
-- The call of Struct
mcl_structures.call_struct = function(pos, struct_style, rotation)
if not rotation then
rotation = "random"
end
if struct_style == "village" then
return mcl_structures.generate_village(pos, rotation)
elseif struct_style == "desert_temple" then
return mcl_structures.generate_desert_temple(pos, rotation)
elseif struct_style == "desert_well" then
return mcl_structures.generate_desert_well(pos, rotation)
elseif struct_style == "igloo" then
return mcl_structures.generate_igloo_top(pos, rotation)
elseif struct_style == "witch_hut" then
return mcl_structures.generate_witch_hut(pos, rotation)
elseif struct_style == "ice_spike_small" then
return mcl_structures.generate_ice_spike_small(pos, rotation)
elseif struct_style == "ice_spike_large" then
return mcl_structures.generate_ice_spike_large(pos, rotation)
elseif struct_style == "boulder" then
return mcl_structures.generate_boulder(pos, rotation)
elseif struct_style == "fossil" then
return mcl_structures.generate_fossil(pos, rotation)
elseif struct_style == "end_exit_portal" then
return mcl_structures.generate_end_exit_portal(pos, rotation)
elseif struct_style == "end_portal_shrine" then
return mcl_structures.generate_end_portal_shrine(pos, rotation)
end
end
mcl_structures.generate_village = function(pos)
-- No generating for the moment, only place it :D
-- TODO: Do complete overhaul of the algorithm
local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_village.mts"
return minetest.place_schematic(newpos, path, "random", nil, true)
end
mcl_structures.generate_desert_well = function(pos)
local newpos = {x=pos.x,y=pos.y-2,z=pos.z}
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_well.mts"
return minetest.place_schematic(newpos, path, "0", nil, true)
end
mcl_structures.generate_igloo_top = function(pos)
-- FIXME: This spawns bookshelf instead of furnace. Fix this!
-- Furnace does ot work atm because apparently meta is not set. :-(
local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_top.mts"
return minetest.place_schematic(newpos, path, "random", nil, true)
end
mcl_structures.generate_igloo_basement = function(pos, orientation)
-- TODO: Add brewing stand
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_basement.mts"
return minetest.place_schematic(pos, path, orientation, nil, true)
end
mcl_structures.generate_boulder = function(pos)
-- Choose between 2 boulder sizes (2×2×2 or 3×3×3)
local r = math.random(1, 10)
local path
if r <= 3 then
path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder_small.mts"
else
path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder.mts"
end
local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
return minetest.place_schematic(newpos, path)
end
mcl_structures.generate_witch_hut = function(pos, rotation)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts"
return minetest.place_schematic(pos, path, rotation, nil, true)
end
mcl_structures.generate_ice_spike_small = function(pos)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_small.mts"
return minetest.place_schematic(pos, path, "random", nil, false)
end
mcl_structures.generate_ice_spike_large = function(pos)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large.mts"
return minetest.place_schematic(pos, path, "random", nil, false)
end
mcl_structures.generate_fossil = function(pos)
-- Generates one out of 8 possible fossil pieces
local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
local fossils = {
"mcl_structures_fossil_skull_1.mts", -- 4×5×5
"mcl_structures_fossil_skull_2.mts", -- 5×5×5
"mcl_structures_fossil_skull_3.mts", -- 5×5×7
"mcl_structures_fossil_skull_4.mts", -- 7×5×5
"mcl_structures_fossil_spine_1.mts", -- 3×3×13
"mcl_structures_fossil_spine_2.mts", -- 5×4×13
"mcl_structures_fossil_spine_3.mts", -- 7×4×13
"mcl_structures_fossil_spine_4.mts", -- 8×5×13
}
local r = math.random(1, #fossils)
local path = minetest.get_modpath("mcl_structures").."/schematics/"..fossils[r]
return minetest.place_schematic(newpos, path, "random", nil, true)
end
mcl_structures.generate_end_exit_portal = function(pos)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_exit_portal.mts"
return minetest.place_schematic(pos, path, "0", nil, true)
end
mcl_structures.generate_end_portal_shrine = function(pos)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_portal_room_simple.mts"
local offset = {x=6, y=8, z=6}
local size = {x=13, y=8, z=13}
local newpos = { x = pos.x - offset.x, y = pos.y, z = pos.z - offset.z }
local ret = minetest.place_schematic(newpos, path, "0", nil, true)
if ret == nil then
return ret
end
local area_start, area_end = newpos, vector.add(newpos, size)
-- Find and setup spawner with silverfish
local spawners = minetest.find_nodes_in_area(area_start, area_end, "mcl_mobspawners:spawner")
for s=1, #spawners do
local meta = minetest.get_meta(spawners[s])
mcl_mobspawners.setup_spawner(spawners[s], "mobs_mc:silverfish")
end
-- Shuffle stone brick types
local bricks = minetest.find_nodes_in_area(area_start, area_end, "mcl_core:stonebrick")
-- FIXME: Use better seeding
local pr = PseudoRandom(math.random(0, 4294967295))
for b=1, #bricks do
local r_bricktype = pr:next(1, 100)
local r_infested = pr:next(1, 100)
local bricktype
if r_infested <= 5 then
if r_bricktype <= 30 then -- 30%
bricktype = "mcl_monster_eggs:monster_egg_stonebrickmossy"
elseif r_bricktype <= 50 then -- 20%
bricktype = "mcl_monster_eggs:monster_egg_stonebrickcracked"
else -- 50%
bricktype = "mcl_monster_eggs:monster_egg_stonebrick"
end
else
if r_bricktype <= 30 then -- 30%
bricktype = "mcl_core:stonebrickmossy"
elseif r_bricktype <= 50 then -- 20%
bricktype = "mcl_core:stonebrickcracked"
end
-- 50% stonebrick (no change necessary)
end
if bricktype ~= nil then
minetest.set_node(bricks[b], { name = bricktype })
end
end
-- Also replace stairs
local stairs = minetest.find_nodes_in_area(area_start, area_end, {"mcl_stairs:stair_stonebrick", "mcl_stairs:stair_stonebrick_outer", "mcl_stairs:stair_stonebrick_inner"})
for s=1, #stairs do
local stair = minetest.get_node(stairs[s])
local r_type = pr:next(1, 100)
if r_type <= 30 then -- 30% mossy
if stair.name == "mcl_stairs:stair_stonebrick" then
stair.name = "mcl_stairs:stair_stonebrickmossy"
elseif stair.name == "mcl_stairs:stair_stonebrick_outer" then
stair.name = "mcl_stairs:stair_stonebrickmossy_outer"
elseif stair.name == "mcl_stairs:stair_stonebrick_inner" then
stair.name = "mcl_stairs:stair_stonebrickmossy_inner"
end
minetest.set_node(stairs[s], stair)
elseif r_type <= 50 then -- 20% cracky
if stair.name == "mcl_stairs:stair_stonebrick" then
stair.name = "mcl_stairs:stair_stonebrickcracked"
elseif stair.name == "mcl_stairs:stair_stonebrick_outer" then
stair.name = "mcl_stairs:stair_stonebrickcracked_outer"
elseif stair.name == "mcl_stairs:stair_stonebrick_inner" then
stair.name = "mcl_stairs:stair_stonebrickcracked_inner"
end
minetest.set_node(stairs[s], stair)
end
-- 50% no change
end
-- Randomly add ender eyes into end portal frames, but never fill the entire frame
local frames = minetest.find_nodes_in_area(area_start, area_end, "mcl_portals:end_portal_frame")
local eyes = 0
for f=1, #frames do
local r_eye = pr:next(1, 10)
if r_eye == 1 then
eyes = eyes + 1
if eyes < #frames then
local frame_node = minetest.get_node(frames[f])
frame_node.name = "mcl_portals:end_portal_frame_eye"
minetest.set_node(frames[f], frame_node)
end
end
end
return ret
end
mcl_structures.generate_desert_temple = function(pos)
-- No Generating for the temple ... Why using it ? No Change
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_temple.mts"
local newpos = {x=pos.x,y=pos.y-12,z=pos.z}
local size = {x=22, y=24, z=22}
if newpos == nil then
return
end
local ret = minetest.place_schematic(newpos, path, "random", nil, true)
if ret == nil then
return ret
end
-- Find chests.
-- FIXME: Searching this large area just for the chets is not efficient. Need a better way to find the chests;
-- probably let's just infer it from newpos because the schematic always the same.
local chests = minetest.find_nodes_in_area({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "mcl_chests:chest")
-- Add desert temple loot into chests
-- FIXME: Use better seeding
local pr = PseudoRandom(math.random(0, 4294967295))
for c=1, #chests do
-- FIXME: Use better seeding
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 },
-- TODO: Enchanted Book
{ itemstring = "mcl_books:book", weight = 20, },
{ 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 },
-- TODO: Enchanted Golden Apple
{ itemstring = "mcl_core:apple_gold", 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)
local meta = minetest.get_meta(chests[c])
local inv = meta:get_inventory()
inv:set_size("main", 9*3)
for i=1, #lootitems do
inv:add_item("main", lootitems[i])
end
end
-- Initialize pressure plates and randomly remove up to 5 plates
local pplates = minetest.find_nodes_in_area({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "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
return ret
end
local registered_structures = {}
--[[ Returns a table of structure of the specified type.
Currently the only valid parameter is "stronghold".
Format of return value:
{
{ pos = <position>, generated=<true/false> }, -- first structure
{ pos = <position>, generated=<true/false> }, -- second structure
-- and so on
}
TODO: Implement this function for all other structure types as well.
]]
mcl_structures.get_registered_structures = function(structure_type)
if registered_structures[structure_type] then
return table.copy(registered_structures[structure_type])
else
return {}
end
end
-- Register a structures table for the given type. The table format is the same as for
-- mcl_structures.get_registered_structures.
mcl_structures.register_structures = function(structure_type, structures)
registered_structures[structure_type] = structures
end
-- Debug command
minetest.register_chatcommand("spawnstruct", {
params = "desert_temple | desert_well | igloo | village | witch_hut | boulder | ice_spike_small | ice_spike_large | fossil | end_exit_portal | end_portal_shrine",
description = "Generate a pre-defined structure near your position.",
privs = {debug = true},
func = function(name, param)
local pos= minetest.get_player_by_name(name):getpos()
if not pos then
return
end
local errord = false
if param == "village" then
mcl_structures.generate_village(pos)
minetest.chat_send_player(name, "Village built. WARNING: Villages are experimental and might have bugs.")
elseif param == "desert_temple" then
mcl_structures.generate_desert_temple(pos)
minetest.chat_send_player(name, "Desert temple built.")
elseif param == "desert_well" then
mcl_structures.generate_desert_well(pos)
minetest.chat_send_player(name, "Desert well built.")
elseif param == "igloo" then
mcl_structures.generate_igloo_top(pos)
minetest.chat_send_player(name, "Igloo built.")
elseif param == "witch_hut" then
mcl_structures.generate_witch_hut(pos)
minetest.chat_send_player(name, "Witch hut built.")
elseif param == "boulder" then
mcl_structures.generate_boulder(pos)
minetest.chat_send_player(name, "Moss stone boulder placed.")
elseif param == "fossil" then
mcl_structures.generate_fossil(pos)
minetest.chat_send_player(name, "Fossil placed.")
elseif param == "ice_spike_small" then
mcl_structures.generate_ice_spike_small(pos)
minetest.chat_send_player(name, "Small ice spike placed.")
elseif param == "ice_spike_large" then
mcl_structures.generate_ice_spike_large(pos)
minetest.chat_send_player(name, "Large ice spike placed.")
elseif param == "end_exit_portal" then
mcl_structures.generate_end_exit_portal(pos)
minetest.chat_send_player(name, "End exit portal placed.")
elseif param == "end_portal_shrine" then
mcl_structures.generate_end_portal_shrine(pos)
minetest.chat_send_player(name, "End portal shrine placed.")
elseif param == "" then
minetest.chat_send_player(name, "Error: No structure type given. Please use “/spawnstruct <type>”.")
errord = true
else
minetest.chat_send_player(name, "Error: Unknown structure type. Please use “/spawnstruct <type>”.")
errord = true
end
if errord then
minetest.chat_send_player(name, "Use /help spawnstruct to see a list of avaiable types.")
end
end
})
local time_to_load= os.clock() - init
minetest.log("action", (string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load)))