techages/mods/MAPGEN/mcl_structures/init.lua

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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
-- World edit function
mcl_structures.valueversion_WE = function(value)
if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format
return 3
elseif value:find("^[^\"']+%{%d+%}") then
if value:find("%[\"meta\"%]") then --previous meta flat table format
return 2
end
return 1 --original flat table format
elseif value:find("%{") then --current nested table format
return 4
end
return 0 --unknown format
end
mcl_structures.allocate_WE = function(originpos, value)
local huge = math.huge
local pos1x, pos1y, pos1z = huge, huge, huge
local pos2x, pos2y, pos2z = -huge, -huge, -huge
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local version = mcl_structures.valueversion_WE (value)
if version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
count = #nodes
for index = 1, count do
local entry = nodes[index]
local x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
if x < pos1x then pos1x = x end
if y < pos1y then pos1y = y end
if z < pos1z then pos1z = z end
if x > pos2x then pos2x = x end
if y > pos2y then pos2y = y end
if z > pos2z then pos2z = z end
end
else
minetest.log("error", "[mcl_structures] Unsupported WorldEdit file format ("..version..")")
return
end
local pos1 = {x=pos1x, y=pos1y, z=pos1z}
local pos2 = {x=pos2x, y=pos2y, z=pos2z}
return pos1, pos2, count
end
--[[
Deserialize WorldEdit string and set the nodes in the world.
Returns: count, chests
* count: Number of nodes set
* chests: Table of chest positions (use these to spawn treasures
]]
mcl_structures.deserialise_WE = function(originpos, value)
--make area stay loaded
local pos1, pos2 = mcl_structures.allocate_WE(originpos, value)
local count = 0
local chests = {} -- Remember positions of all chests
if not pos1 then
return count, chests
end
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local add_node, get_meta = minetest.add_node, minetest.get_meta
local version = mcl_structures.valueversion_WE(value)
if version == 4 then --current nested table format
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
--load the nodes and remember chests
count = #nodes
for index = 1, count do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
add_node(entry, entry) --entry acts both as position and as node
if entry.name == "mcl_chests:chest" then
table.insert(chests, {x=entry.x, y=entry.y, z=entry.z})
end
end
--load the metadata
for index = 1, count do
local entry = nodes[index]
get_meta(entry):from_table(entry.meta)
end
end
return count, chests
end
-- End of world edit deserialise part
-- The call of Struct
mcl_structures.call_struct= function(pos, struct_style)
if struct_style == "village" then
mcl_structures.geerate_village(pos)
elseif struct_style == "desert_temple" then
mcl_structures.generate_desert_temple(pos)
elseif struct_style == "desert_well" then
mcl_structures.generate_desert_well(pos)
elseif struct_style == "igloo" then
mcl_structures.generate_igloo_top(pos)
elseif struct_style == "witch_hut" then
mcl_structures.generate_witch_hut(pos)
elseif struct_style == "ice_spike_small" then
mcl_structures.generate_ice_spike_small(pos)
elseif struct_style == "ice_spike_large" then
mcl_structures.generate_ice_spike_large(pos)
elseif struct_style == "boulder" then
mcl_structures.generate_boulder(pos)
elseif struct_style == "fossil" then
mcl_structures.generate_fossil(pos)
end
end
mcl_structures.generate_village = function(pos)
-- No Generating for the moment only place it :D
local city = mcl_structures.get_struct("pnj_town_1.we")
local newpos = {x=pos.x,y=pos.y,z=pos.z}
if newpos == nil then
return
end
mcl_structures.deserialise_WE(newpos, city )
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"
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"
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"
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 w
if r <= 3 then
w = 2
else
w = 3
end
local data, yslice_prob
if w == 2 then
local a = { name = "mcl_core:mossycobble" }
local p = { name = "mcl_core:mossycobble", prob = 127 }
data = {
a, a,
p, p,
a, a,
p, p,
}
elseif w == 3 then
local a = { name = "mcl_core:mossycobble" } -- bottom layer
local x = { name = "mcl_core:mossycobble", prob = 192 } -- corner in middle layer
local b, c -- middle and top layer
local e = { name = "air", prob = 0 } -- empty
-- This selects the amount of erosion (random removal of blocks)
if r == 10 then
-- Erosion occours on top 2 layers
-- Top layer is completely eroded and middle layer is randomly eroded
b = { name = "mcl_core:mossycobble", prob = 127 }
x.prob = 127
c = e
else
-- Erosion occours randomly on top layer only
b = a
c = { name = "mcl_core:mossycobble", prob = 127 }
end
local e = { name = "air", prob = 0 }
data = {
e, a, e,
x, b, x,
e, c, e,
a, a, a,
b, b, b,
c, c, c,
e, a, e,
x, b, x,
e, c, e,
}
-- Chance to destroy the bottom slice
yslice_prob = { { ypos=1, prob=140 } }
end
local schematic = {
size = { x=w, y=w, z=w},
data = data,
yslice_prob = yslice_prob,
}
minetest.place_schematic(pos, schematic)
end
mcl_structures.generate_witch_hut = function(pos)
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts"
minetest.place_schematic(pos, path, "random", 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"
minetest.place_schematic(pos, path, "random", nil, false)
end
mcl_structures.generate_ice_spike_large = function(pos)
local h = math.random(20, 40)
local r = math.random(1,3)
local top = false
local simple_spike_bonus = 2
-- Decide between MTS file-based top or simple top
if r == 1 then
-- MTS file
top = true
else
-- Simple top, just some stacked nodes
h = h + simple_spike_bonus
end
local w = 3
local data = {}
local middle = 2
for z=1, w do
for y=1, h do
for x=1, w do
local prob
-- This creates a simple 1 node wide spike top
if not top and ((y > h - simple_spike_bonus) and (x==1 or x==w or z==1 or z==w)) then
prob = 0
-- Chance to leave out ice spike piece at corners, but never at bottom
elseif y~=1 and ((x==1 and z==1) or (x==1 and z==w) or (x==w and z==1) or (x==w and z==w)) then
prob = 140 -- 54.6% chance to stay
end
table.insert(data, {name = "mcl_core:packed_ice", prob = prob })
end
end
end
local base_schematic = {
size = { x=w, y=h, z=w},
data = data,
}
minetest.place_schematic(pos, base_schematic)
if top then
local toppos = {x=pos.x-1, y=pos.y+h, z=pos.z-1}
local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large_top.mts"
minetest.place_schematic(toppos, path, "random")
end
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",
"mcl_structures_fossil_skull_2.mts",
"mcl_structures_fossil_skull_3.mts",
"mcl_structures_fossil_skull_4.mts",
"mcl_structures_fossil_spine_1.mts",
"mcl_structures_fossil_spine_2.mts",
"mcl_structures_fossil_spine_3.mts",
"mcl_structures_fossil_spine_4.mts",
}
local r = math.random(1, #fossils)
local path = minetest.get_modpath("mcl_structures").."/schematics/"..fossils[r]
minetest.place_schematic(newpos, path, "random", nil, false)
end
mcl_structures.generate_desert_temple = function(pos)
-- No Generating for the temple ... Why using it ? No Change
local temple = mcl_structures.get_struct("mcl_structures_desert_temple.we")
local newpos = {x=pos.x,y=pos.y-12,z=pos.z}
if newpos == nil then
return
end
local count, chests = mcl_structures.deserialise_WE(newpos, temple)
-- Add desert temple loot into chests
for c=1, #chests do
-- FIXME: Use better seeding
local pr = PseudoRandom(math.random(0, 4294967295))
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()
for i=1, #lootitems do
inv:add_item("main", lootitems[i])
end
end
end
-- Debug command
minetest.register_chatcommand("spawnstruct", {
params = "desert_temple | desert_well | igloo | village | witch_hut | boulder | ice_spike_small | ice_spike_large | fossil",
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.")
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 == "" 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
print(string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load))