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MineClone2/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
-- 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_room" then
return mcl_structures.generate_end_portal_room(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_room = 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
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()
inv:set_size("main", 9*3)
for i=1, #lootitems do
inv:add_item("main", lootitems[i])
end
end
-- Initialize pressure 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")
for p=1, #pplates do
minetest.registered_nodes["mesecons_pressureplates:pressure_plate_stone_off"].on_construct(pplates[p])
end
return ret
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_room",
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 == "end_exit_portal" then
mcl_structures.generate_end_exit_portal(pos)
minetest.chat_send_player(name, "End exit portal placed.")
elseif param == "end_portal_room" then
mcl_structures.generate_end_portal_room(pos)
minetest.chat_send_player(name, "End portal room 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)))