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MineClone2_For_PRs/mods/MAPGEN/mcl_structures/init.lua

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local S = minetest.get_translator("mcl_structures")
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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
local file, errorload = io.open(localfile, "rb")
if errorload ~= nil then
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minetest.log("error", '[mcl_structures] Could not open this struct: ' .. localfile)
return nil
end
local allnode = file:read("*a")
file:close()
return allnode
end
local mapseed = tonumber(minetest.get_mapgen_setting("seed"))
-- Random number generator for all generated structures
local pr = PseudoRandom(mapseed)
-- Call on_construct on pos.
-- Useful to init chests from formspec.
local init_node_construct = function(pos)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if def and def.on_construct then
def.on_construct(pos)
return true
end
return false
end
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-- The call of Struct
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mcl_structures.call_struct = function(pos, struct_style, rotation)
if not rotation then
rotation = "random"
end
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if struct_style == "village" then
return mcl_structures.generate_village(pos, rotation)
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elseif struct_style == "desert_temple" then
return mcl_structures.generate_desert_temple(pos, rotation)
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elseif struct_style == "desert_well" then
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(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)
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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)
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end
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end
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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)
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end
mcl_structures.generate_desert_well = function(pos)
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"
return minetest.place_schematic(newpos, path, "0", nil, true)
end
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mcl_structures.generate_igloo = function(pos)
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-- Place igloo
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local success, rotation = mcl_structures.generate_igloo_top(pos)
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-- Place igloo basement with 50% chance
local r = math.random(1,2)
if success and r == 1 then
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-- Select basement depth
local dim = mcl_worlds.pos_to_dimension(pos)
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local buffer = pos.y - (mcl_vars.mg_lava_overworld_max + 10)
if dim == "nether" then
buffer = pos.y - (mcl_vars.mg_lava_nether_max + 10)
elseif dim == "end" then
buffer = pos.y - (mcl_vars.mg_end_min + 1)
elseif dim == "overworld" then
buffer = pos.y - (mcl_vars.mg_lava_overworld_max + 10)
else
return success
end
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if buffer <= 19 then
return success
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end
local depth = math.random(19, buffer)
local bpos = {x=pos.x, y=pos.y-depth, z=pos.z}
-- trapdoor position
local tpos
local dir, tdir
if rotation == "0" then
dir = {x=-1, y=0, z=0}
tdir = {x=1, y=0, z=0}
tpos = {x=pos.x+7, y=pos.y-1, z=pos.z+3}
elseif rotation == "90" then
dir = {x=0, y=0, z=-1}
tdir = {x=0, y=0, z=-1}
tpos = {x=pos.x+3, y=pos.y-1, z=pos.z+1}
elseif rotation == "180" then
dir = {x=1, y=0, z=0}
tdir = {x=-1, y=0, z=0}
tpos = {x=pos.x+1, y=pos.y-1, z=pos.z+3}
elseif rotation == "270" then
dir = {x=0, y=0, z=1}
tdir = {x=0, y=0, z=1}
tpos = {x=pos.x+3, y=pos.y-1, z=pos.z+7}
else
return success
end
local set_brick = function(pos)
local c = math.random(1, 3) -- cracked chance
local m = math.random(1, 10) -- chance for monster egg
local brick
if m == 1 then
if c == 1 then
brick = "mcl_monster_eggs:monster_egg_stonebrickcracked"
else
brick = "mcl_monster_eggs:monster_egg_stonebrick"
end
else
if c == 1 then
brick = "mcl_core:stonebrickcracked"
else
brick = "mcl_core:stonebrick"
end
end
minetest.set_node(pos, {name=brick})
end
local ladder_param2 = minetest.dir_to_wallmounted(tdir)
local real_depth = 0
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-- Check how deep we can actuall dig
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for y=1, depth-5 do
real_depth = real_depth + 1
local node = minetest.get_node({x=tpos.x,y=tpos.y-y,z=tpos.z})
local def = minetest.registered_nodes[node.name]
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if (not def) or (not def.walkable) or (def.liquidtype ~= "none") or (not def.is_ground_content) then
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bpos.y = tpos.y-y+1
break
end
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end
if real_depth <= 6 then
return success
end
-- Place hidden trapdoor
minetest.set_node(tpos, {name="mcl_doors:trapdoor", param2=20+minetest.dir_to_facedir(dir)}) -- TODO: more reliable param2
-- Generate ladder to basement
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for y=1, real_depth-1 do
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set_brick({x=tpos.x-1,y=tpos.y-y,z=tpos.z })
set_brick({x=tpos.x+1,y=tpos.y-y,z=tpos.z })
set_brick({x=tpos.x ,y=tpos.y-y,z=tpos.z-1})
set_brick({x=tpos.x ,y=tpos.y-y,z=tpos.z+1})
minetest.set_node({x=tpos.x,y=tpos.y-y,z=tpos.z}, {name="mcl_core:ladder", param2=ladder_param2})
end
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-- Place basement
mcl_structures.generate_igloo_basement(bpos, rotation)
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end
return success
end
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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. :-(
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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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local rotation = tostring(math.random(0,3)*90)
return minetest.place_schematic(newpos, path, rotation, nil, true), rotation
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end
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mcl_structures.generate_igloo_basement = function(pos, orientation)
-- TODO: Add brewing stand
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-- TODO: Add monster eggs
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-- TODO: Spawn villager and zombie villager
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_basement.mts"
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local success = minetest.place_schematic(pos, path, orientation, nil, true)
if success then
local chest_offset
if orientation == "0" then
chest_offset = {x=5, y=1, z=5}
elseif orientation == "90" then
chest_offset = {x=5, y=1, z=3}
elseif orientation == "180" then
chest_offset = {x=3, y=1, z=1}
elseif orientation == "270" then
chest_offset = {x=1, y=1, z=5}
else
return success
end
local size = {x=9,y=5,z=7}
local lootitems = mcl_loot.get_multi_loot({
{
stacks_min = 1,
stacks_max = 1,
items = {
{ itemstring = "mcl_core:apple_gold", weight = 1 },
}
},
{
stacks_min = 2,
stacks_max = 8,
items = {
{ itemstring = "mcl_core:coal_lump", weight = 15, amount_min = 1, amount_max = 4 },
{ itemstring = "mcl_core:apple", weight = 15, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_farming:wheat_item", weight = 10, amount_min = 2, amount_max = 3 },
{ itemstring = "mcl_core:gold_nugget", weight = 10, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_mobitems:rotten_flesh", weight = 10 },
{ itemstring = "mcl_tools:axe_stone", weight = 2 },
{ itemstring = "mcl_core:emerald", weight = 1 },
}
}}, pr)
local chest_pos = vector.add(pos, chest_offset)
init_node_construct(chest_pos)
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local meta = minetest.get_meta(chest_pos)
local inv = meta:get_inventory()
mcl_loot.fill_inventory(inv, "main", lootitems)
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end
return success
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end
mcl_structures.generate_boulder = function(pos)
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-- Choose between 2 boulder sizes (2×2×2 or 3×3×3)
local r = math.random(1, 10)
local path
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if r <= 3 then
path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder_small.mts"
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else
path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder.mts"
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end
local newpos = {x=pos.x,y=pos.y-1,z=pos.z}
return minetest.place_schematic(newpos, path)
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"
return minetest.place_schematic(pos, path, rotation, nil, true)
end
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"
return minetest.place_schematic(pos, path, "random", nil, false)
end
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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)
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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 = {
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"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)
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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)
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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 }
local ret = minetest.place_schematic(newpos, path, "0", nil, true)
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if ret == nil then
return ret
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
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")
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%
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bricktype = "mcl_monster_eggs:monster_egg_stonebrickmossy"
elseif r_bricktype <= 50 then -- 20%
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bricktype = "mcl_monster_eggs:monster_egg_stonebrickcracked"
else -- 50%
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bricktype = "mcl_monster_eggs:monster_egg_stonebrick"
end
else
if r_bricktype <= 30 then -- 30%
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bricktype = "mcl_core:stonebrickmossy"
elseif r_bricktype <= 50 then -- 20%
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bricktype = "mcl_core:stonebrickcracked"
end
-- 50% stonebrick (no change necessary)
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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
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-- 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
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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
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}
local size = {x=22, y=24, z=22}
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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")
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-- 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 },
-- 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, },
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{ itemstring = "mobs_mc:iron_horse_armor", weight = 15, },
{ itemstring = "mobs_mc:gold_horse_armor", weight = 10, },
{ itemstring = "mobs_mc:diamond_horse_armor", weight = 5, },
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{ 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])
init_node_construct(chests[c])
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local meta = minetest.get_meta(chests[c])
local inv = meta:get_inventory()
mcl_loot.fill_inventory(inv, "main", lootitems)
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end
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-- 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")
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local pplates_remove = 5
for p=1, #pplates do
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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
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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
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-- 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",
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description = S("Generate a pre-defined structure near your position."),
privs = {debug = true},
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func = function(name, param)
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local pos = minetest.get_player_by_name(name):get_pos()
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if not pos then
return
end
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pos = vector.round(pos)
local errord = false
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local message = S("Structure placed.")
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if param == "village" then
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mcl_structures.generate_village(pos)
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message = S("Village built. WARNING: Villages are experimental and might have bugs.")
elseif param == "desert_temple" then
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mcl_structures.generate_desert_temple(pos)
elseif param == "desert_well" then
mcl_structures.generate_desert_well(pos)
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elseif param == "igloo" then
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mcl_structures.generate_igloo(pos)
elseif param == "witch_hut" then
mcl_structures.generate_witch_hut(pos)
elseif param == "boulder" then
mcl_structures.generate_boulder(pos)
elseif param == "fossil" then
mcl_structures.generate_fossil(pos)
elseif param == "ice_spike_small" then
mcl_structures.generate_ice_spike_small(pos)
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elseif param == "ice_spike_large" then
mcl_structures.generate_ice_spike_large(pos)
elseif param == "end_exit_portal" then
mcl_structures.generate_end_exit_portal(pos)
elseif param == "end_portal_shrine" then
mcl_structures.generate_end_portal_shrine(pos)
elseif param == "" then
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message = S("Error: No structure type given. Please use “/spawnstruct <type>”.")
errord = true
else
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message = S("Error: Unknown structure type. Please use “/spawnstruct <type>”.")
errord = true
end
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minetest.chat_send_player(name, message)
if errord then
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minetest.chat_send_player(name, S("Use /help spawnstruct to see a list of avaiable types."))
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end
end
})