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