forked from MineClone5/MineClone5
Add old structures to new mod
This commit is contained in:
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ae6d9e44b0
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da606acfd1
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@ -4,15 +4,22 @@ local c_clay = minetest.get_content_id("mcl_core:clay")
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local perlin_clay
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mcl_mapgen.register_mapgen_lvm(function(c)
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local minp, maxp, blockseed, voxelmanip_data, voxelmanip_area, lvm_used = c.minp, c.maxp, c.chunkseed, c.data, c.area, c.write or false
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-- TODO: Make clay generation reproducible for same seed.
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if maxp.y < -5 or minp.y > 0 then
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return c
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end
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c.vm = c.vm or mcl_mapgen.get_voxel_manip(c)
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local math_max = math.max
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local math_min = math.min
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local math_floor = math.floor
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local math_abs = math.abs
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local offset = math_floor(mcl_mapgen.BS / 2)
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_name_from_content_id = minetest.get_name_from_content_id
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minetest.log("warning", "CLAY!")
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mcl_mapgen.register_mapgen_block_lvm(function(c)
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local minp, maxp, blockseed, voxelmanip_data, voxelmanip_area = c.minp, c.maxp, c.blockseed, c.data, c.area
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local max_y = maxp.y
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if max_y < -7 then return end
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local min_y = minp.y
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if min_y > 0 then return end
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c.vm = c.vm or mcl_mapgen.get_voxel_manip(c)
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local pr = PseudoRandom(blockseed)
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@ -25,33 +32,27 @@ mcl_mapgen.register_mapgen_lvm(function(c)
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persist = 0.0
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})
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for y=math.max(minp.y, 0), math.min(maxp.y, -8), -1 do
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for y = math_max(min_y, -8), math_min(max_y, 0) do
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-- Assume X and Z lengths are equal
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local divlen = 4
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local divs = (maxp.x-minp.x)/divlen+1;
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for divx=0+1,divs-2 do
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for divz=0+1,divs-2 do
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local x = minp.x + offset + pr:next(-2, 2)
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local z = minp.z + offset + pr:next(-2, 2)
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if perlin_clay:get_3d({x = x, y = y, z = z}) + pr:next(1, 20) > 19 then
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-- Get position and shift it a bit randomly so the clay do not obviously appear in a grid
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local cx = minp.x + math.floor((divx+0.5)*divlen) + pr:next(-1,1)
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local cz = minp.z + math.floor((divz+0.5)*divlen) + pr:next(-1,1)
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local water_pos = voxelmanip_area:index(cx, y+1, cz)
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local waternode = voxelmanip_data[water_pos]
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local surface_pos = voxelmanip_area:index(cx, y, cz)
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local surfacenode = voxelmanip_data[surface_pos]
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local genrnd = pr:next(1, 20)
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if genrnd == 1 and perlin_clay:get_3d({x=cx,y=y,z=cz}) > 0 and waternode == c_water and
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(surfacenode == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(surfacenode), "sand") == 1) then
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local water_pos = voxelmanip_area:index(x, y + 1, z)
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local water_node = voxelmanip_data[water_pos]
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if water_node == c_water or water_node == c_clay then
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local surface_pos = voxelmanip_area:index(x, y, z)
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local surface_node = voxelmanip_data[surface_pos]
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if (surface_node == c_dirt or surface_node == c_clay or minetest_get_item_group(minetest_get_name_from_content_id(surface_node), "sand") == 1) then
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local diamondsize = pr:next(1, 3)
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for x1 = -diamondsize, diamondsize do
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for z1 = -(diamondsize - math.abs(x1)), diamondsize - math.abs(x1) do
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local ccpos = voxelmanip_area:index(cx+x1, y, cz+z1)
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local abs_x1 = math_abs(x1)
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for z1 = -(diamondsize - abs_x1), diamondsize - abs_x1 do
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local ccpos = voxelmanip_area:index(x + x1, y, z + z1)
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local claycandidate = voxelmanip_data[ccpos]
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if voxelmanip_data[ccpos] == c_dirt or minetest.get_item_group(minetest.get_name_from_content_id(claycandidate), "sand") == 1 then
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if voxelmanip_data[ccpos] == c_dirt or minetest_get_item_group(minetest_get_name_from_content_id(claycandidate), "sand") == 1 then
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voxelmanip_data[ccpos] = c_clay
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minetest.log("warning", "CLAY! "..minetest.pos_to_string({x=cx+x1,y=y,z=cz+z1}))
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lvm_used = true
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c.write = true
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end
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end
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end
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@ -59,6 +60,4 @@ mcl_mapgen.register_mapgen_lvm(function(c)
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end
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end
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end
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c.write = lvm_used
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return c
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end)
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@ -81,25 +81,6 @@ end
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max_noise = max_noise * octaves
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max_noise = offset + scale * max_noise
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local function spawn_desert_temple(p, nn, pr, vm_context)
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if p.y < 5 then return end
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if nn ~= "mcl_core:sand" and nn ~= "mcl_core:sandstone" then return end
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-- if pr:next(1,12000) ~= 1 then return end
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mcl_structures.call_struct(p, "desert_temple", nil, pr)
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return true
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end
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local function spawn_desert_well(p, nn, pr, vm_context)
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if p.y < 5 then return end
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if nn ~= "mcl_core:sand" and nn ~= "mcl_core:sandstone" then return end
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local desert_well_prob = minecraft_chunk_probability(1000, vm_context.minp, vm_context.maxp)
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-- if pr:next(1, desert_well_prob) ~= 1 then return end
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local surface = minetest_find_nodes_in_area({x=p.x,y=p.y-1,z=p.z}, {x=p.x+5, y=p.y-1, z=p.z+5}, "mcl_core:sand")
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if #surface < 25 then return end
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mcl_structures.call_struct(p, "desert_well", nil, pr)
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return true
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end
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local function spawn_igloo(p, nn, pr, vm_context)
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if nn ~= "mcl_core:snowblock" and nn ~= "mcl_core:snow" and minetest_get_item_group(nn, "grass_block_snow") ~= 1 then return end
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-- if pr:next(1, 4400) ~= 1 then return end
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@ -112,23 +93,6 @@ local function spawn_igloo(p, nn, pr, vm_context)
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return true
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end
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local function spawn_fossil(p, nn, pr, vm_context)
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-- if chunk_has_desert_temple or p.y < 4 then return end
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if p.y < 4 then return end
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if nn ~= "mcl_core:sandstone" and nn ~= "mcl_core:sand" then return end
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local fossil_prob = minecraft_chunk_probability(64, vm_context.minp, vm_context.maxp)
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if pr:next(1, fossil_prob) ~= 1 then return end
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-- Spawn fossil below desert surface between layers 40 and 49
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local p1 = {x=p.x, y=pr:next(mcl_worlds.layer_to_y(40), mcl_worlds.layer_to_y(49)), z=p.z}
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-- Very rough check of the environment (we expect to have enough stonelike nodes).
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-- Fossils may still appear partially exposed in caves, but this is O.K.
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local p2 = vector.add(p1, 4)
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local nodes = minetest_find_nodes_in_area(p1, p2, {"mcl_core:sandstone", "mcl_core:stone", "mcl_core:diorite", "mcl_core:andesite", "mcl_core:granite", "mcl_core:stone_with_coal", "mcl_core:dirt", "mcl_core:gravel"})
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if #nodes < 100 then return end
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-- >= 80%
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mcl_structures.call_struct(p1, "fossil", nil, pr)
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end
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local witch_hut_offsets = {
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["0"] = {
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{x=1, y=0, z=1}, {x=1, y=0, z=5}, {x=6, y=0, z=1}, {x=6, y=0, z=5},
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@ -4,6 +4,7 @@ local modpath = minetest.get_modpath(modname)
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local chance_per_chunk = 11
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local noise_multiplier = 1
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local random_offset = 999
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local scanning_ratio = 0.00003
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local struct_threshold = chance_per_chunk - 1
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local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
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@ -128,7 +129,7 @@ mcl_structures.register_structure({
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deco_type = "simple",
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place_on = node_list,
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flags = "all_floors",
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fill_ratio = 0.00003,
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fill_ratio = scanning_ratio,
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y_min = 3,
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y_max = mcl_mapgen.overworld.max,
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height = 1,
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@ -0,0 +1,94 @@
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local chance_per_chunk = 60
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local noise_multiplier = 1
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local random_offset = 999
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local scanning_ratio = 0.00001
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local struct_threshold = chance_per_chunk - 1
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local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
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local node_list = {"mcl_core:sand", "mcl_core:sandstone", "mcl_core:redsand", "mcl_colorblocks:hardened_clay_orange"}
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local schematic_file = modpath .. "/schematics/mcl_structures_desert_well.mts"
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local well_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
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local well_schematic = loadstring(well_schematic_lua)()
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local red_well_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
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red_well_schematic_lua = red_well_schematic_lua:gsub("mcl_core:sand", "mcl_core:redsand")
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red_well_schematic_lua = red_well_schematic_lua:gsub("mcl_stairs:slab_sandstone", "mcl_stairs:slab_redsandstone")
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local red_well_schematic = loadstring(red_well_schematic_lua)()
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local function place(pos, rotation, pr)
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local pos_below = {x = pos.x, y = pos.y - 1, z = pos.z}
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local pos_well = {x = pos.x, y = pos.y - 2, z = pos.z}
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local node_below = minetest.get_node(pos_below)
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local nn = node_below.name
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if string.find(nn, "red") then
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mcl_structures.place_schematic({pos = pos_well, rotaton = rotation, schematic = red_well_schematic, pr = pr})
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else
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mcl_structures.place_schematic({pos = pos_well, rotaton = rotation, schematic = well_schematic, pr = pr})
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end
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end
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local function get_place_rank(pos)
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local x, y, z = pos.x, pos.y - 1, pos.z
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local p1 = {x = x , y = y, z = z }
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local p2 = {x = x + 5, y = y, z = z + 5}
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local post_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, node_list, false)
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local other_pos_list_surface = #minetest.find_nodes_in_area(p1, p2, "group:opaque", false)
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return post_pos_list_surface * 5 + other_pos_list_surface
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end
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mcl_structures.register_structure({
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name = "desert_well",
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decoration = {
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deco_type = "simple",
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place_on = node_list,
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flags = "all_floors",
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fill_ratio = scanning_ratio,
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y_min = -5,
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y_max = mcl_mapgen.overworld.max,
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height = 1,
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biomes = not mcl_mapgen.v6 and {
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"ColdTaiga_beach",
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"ColdTaiga_beach_water",
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"Desert",
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"Desert_ocean",
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"ExtremeHills_beach",
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"FlowerForest_beach",
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"Forest_beach",
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"MesaBryce_sandlevel",
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"MesaPlateauF_sandlevel",
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"MesaPlateauFM_sandlevel",
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"Savanna",
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"Savanna_beach",
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"StoneBeach",
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"StoneBeach_ocean",
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"Taiga_beach",
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},
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},
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on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list)
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local pr = PseudoRandom(seed + random_offset)
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local random_number = pr:next(1, chance_per_chunk)
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local noise = mcl_structures_get_perlin_noise_level(minp) * noise_multiplier
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if (random_number + noise) < struct_threshold then return end
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local pos = pos_list[1]
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if #pos_list > 1 then
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local count = get_place_rank(pos)
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for i = 2, #pos_list do
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local pos_i = pos_list[i]
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local count_i = get_place_rank(pos_i)
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if count_i > count then
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count = count_i
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pos = pos_i
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end
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end
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end
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local pr = PseudoRandom(vm_context.chunkseed)
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place(pos, nil, pr)
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end,
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place_function = place,
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})
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@ -0,0 +1,53 @@
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local chance_per_block = mcl_structures.from_16x16_to_block_inverted_chance(64)
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local noise_multiplier = 2
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local random_offset = 5
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local struct_threshold = chance_per_block - 1
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local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
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local minetest_find_nodes_in_area = minetest.find_nodes_in_area
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local min_y = mcl_worlds.layer_to_y(40)
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local max_y = mcl_worlds.layer_to_y(49)
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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 nodes_for_fossil = {"mcl_core:sandstone", "mcl_core:stone", "mcl_core:diorite", "mcl_core:andesite", "mcl_core:granite", "mcl_core:stone_with_coal", "mcl_core:dirt", "mcl_core:gravel"}
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function spawn_fossil(pos, rotation, pr, placer)
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-- Generates one out of 8 possible fossil pieces
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local def = {
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pos = {x = pos.x, y = pos.y - 1, z = pos.z},
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schematic = modpath .. "/schematics/" .. fossils[pr:next(1, #fossils)],
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rotation = rotation,
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pr = pr,
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}
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mcl_structures.place_schematic(def)
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end
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mcl_mapgen.register_mapgen_block(function(minp, maxp, seed)
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local p1 = table.copy(minp)
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local y1 = p1.y
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if y1 > max_y then return end
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local p2 = table.copy(maxp)
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local y2 = p2.y
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if y2 < min_y then return end
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local pr = PseudoRandom(seed + random_offset)
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local random_number = pr:next(1, chance_per_block)
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p1.y = math.max(y1, min_y)
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local noise = mcl_structures_get_perlin_noise_level(p1) * noise_multiplier
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if (random_number + noise) < struct_threshold then return end
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p2.y = math.min(y2, max_y)
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local nodes = minetest_find_nodes_in_area(p1, p2, nodes_for_fossil, false)
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if #nodes < 100 then return end
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spawn_fossil(p1, nil, pr)
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end, 1000)
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mcl_structures.register_structure({name = 'fossil', place_function = spawn_fossil})
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@ -337,9 +337,7 @@ function mcl_structures.call_struct(pos, struct_style, rotation, pr, callback)
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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 == "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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if struct_style == "igloo" then
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return mcl_structures.generate_igloo(pos, rotation, pr)
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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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@ -349,8 +347,6 @@ function mcl_structures.call_struct(pos, struct_style, rotation, pr, callback)
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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, pr)
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elseif struct_style == "fossil" then
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return mcl_structures.generate_fossil(pos, rotation, pr)
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elseif struct_style == "end_exit_portal" then
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return mcl_structures.generate_end_exit_portal(pos, rotation, pr, callback)
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elseif struct_style == "end_exit_portal_open" then
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@ -380,17 +376,6 @@ function mcl_structures.generate_end_portal(pos, rotation, pr)
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end
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end
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function mcl_structures.generate_desert_well(pos, rot)
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local newpos = {x=pos.x,y=pos.y-2,z=pos.z}
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local path = modpath.."/schematics/mcl_structures_desert_well.mts"
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return mcl_structures.place_schematic({
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pos = newpos,
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schematic = path,
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rotation = rot or "0",
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force_placement = true
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})
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end
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function mcl_structures.generate_igloo(pos, rotation, pr)
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-- Place igloo
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local success, rotation = mcl_structures.generate_igloo_top(pos, pr)
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@ -590,24 +575,6 @@ function mcl_structures.generate_ice_spike_large(pos, rotation)
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return minetest.place_schematic(pos, path, rotation or "random", nil, false) -- don't serialize schematics for registered biome decorations, for MT 5.4.0
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end
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function mcl_structures.generate_fossil(pos, rotation, pr)
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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}
|
||||
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 = pr:next(1, #fossils)
|
||||
local path = modpath.."/schematics/"..fossils[r]
|
||||
return mcl_structures.place_schematic(newpos, path, rotation or "random", nil, true)
|
||||
end
|
||||
|
||||
function mcl_structures.generate_end_exit_portal(pos, rot, pr, callback)
|
||||
local path = modpath.."/schematics/mcl_structures_end_exit_portal.mts"
|
||||
return mcl_structures.place_schematic(pos, path, rot or "0", {["mcl_portals:portal_end"] = "air"}, true, nil, callback)
|
||||
|
@ -623,4 +590,15 @@ function mcl_structures.generate_end_gateway_portal(pos, rot)
|
|||
return mcl_structures.place_schematic(pos, path, rot or "0", nil, true)
|
||||
end
|
||||
|
||||
local chunk_square = mcl_mapgen.CS_NODES * mcl_mapgen.CS_NODES
|
||||
local block_square = mcl_mapgen.BS * mcl_mapgen.BS
|
||||
|
||||
function mcl_structures.from_16x16_to_chunk_inverted_chance(x)
|
||||
return math.floor(x * chunk_square / 256 + 0.5)
|
||||
end
|
||||
|
||||
function mcl_structures.from_16x16_to_block_inverted_chance(x)
|
||||
return math.floor(x * block_square / 256 + 0.5)
|
||||
end
|
||||
|
||||
dofile(modpath .. "/structures.lua")
|
||||
|
|
|
@ -5,6 +5,8 @@ local chance_per_chunk = 9
|
|||
local noise_multiplier = 1.3
|
||||
local random_offset = 132
|
||||
local struct_threshold = chance_per_chunk - 1
|
||||
local scanning_ratio = 0.0003
|
||||
|
||||
local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
|
||||
|
||||
local node_list = {"mcl_core:dirt_with_grass", "mcl_core:dirt", "mcl_core:stone", "mcl_core:granite", "mcl_core:gravel", "mcl_core:diorite"}
|
||||
|
@ -62,10 +64,18 @@ local function on_placed(p1, rotation, pr, size)
|
|||
end
|
||||
end
|
||||
|
||||
-- Find chests.
|
||||
local chests = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, "mcl_chests:trapped_chest_small")
|
||||
-- Initialize some nodes
|
||||
local chest_node = "mcl_chests:trapped_chest_small"
|
||||
local lever_node = "mesecons_walllever:wall_lever_off"
|
||||
local nodes = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, {chest_node, lever_node}, true)
|
||||
|
||||
-- Add desert temple loot into chests
|
||||
local levers = nodes[lever_node]
|
||||
for _, pos in pairs(levers) do
|
||||
mcl_structures.init_node_construct(pos)
|
||||
end
|
||||
|
||||
-- Add loot into chests TODO: fix items
|
||||
local chests = nodes[chest_node]
|
||||
for c=1, #chests do
|
||||
local lootitems = mcl_loot.get_multi_loot({
|
||||
{
|
||||
|
@ -107,7 +117,6 @@ local function on_placed(p1, rotation, pr, size)
|
|||
local inv = meta:get_inventory()
|
||||
mcl_loot.fill_inventory(inv, "main", lootitems, pr)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local function place(pos, rotation, pr)
|
||||
|
@ -152,7 +161,7 @@ mcl_structures.register_structure({
|
|||
deco_type = "simple",
|
||||
place_on = node_list,
|
||||
flags = "all_floors",
|
||||
fill_ratio = 0.0003,
|
||||
fill_ratio = scanning_ratio,
|
||||
y_min = -13,
|
||||
y_max = mcl_mapgen.overworld.max,
|
||||
height = 1,
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
name = mcl_structures
|
||||
author = Wuzzy, kay27, cora
|
||||
description = Structures for MineClone 2/5
|
||||
depends = mcl_loot, mcl_mapgen
|
||||
depends = mcl_loot, mcl_mapgen, mcl_worlds
|
||||
|
|
|
@ -5,6 +5,7 @@ local chance_per_chunk = 15
|
|||
local noise_multiplier = 1
|
||||
local random_offset = 133
|
||||
local struct_threshold = chance_per_chunk - 1
|
||||
local scanning_ratio = 0.00021
|
||||
local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
|
||||
|
||||
local node_list = {"mcl_core:dirt_with_grass", "mcl_core:dirt", "mcl_core:stone", "mcl_core:granite", "mcl_core:gravel", "mcl_core:diorite"}
|
||||
|
@ -68,10 +69,18 @@ local function on_placed(p1, rotation, pr, size)
|
|||
end
|
||||
end
|
||||
|
||||
-- Find chests.
|
||||
local chests = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, "mcl_chests:trapped_chest_small")
|
||||
-- Initialize some nodes
|
||||
local chest_node = "mcl_chests:trapped_chest_small"
|
||||
local lever_node = "mesecons_walllever:wall_lever_off"
|
||||
local nodes = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, {chest_node, lever_node}, true)
|
||||
|
||||
-- Add desert temple loot into chests
|
||||
local levers = nodes[lever_node]
|
||||
for _, pos in pairs(levers) do
|
||||
mcl_structures.init_node_construct(pos)
|
||||
end
|
||||
|
||||
-- Add loot into chests TODO: fix items
|
||||
local chests = nodes[chest_node]
|
||||
for c=1, #chests do
|
||||
local lootitems = mcl_loot.get_multi_loot({
|
||||
{
|
||||
|
@ -158,7 +167,7 @@ mcl_structures.register_structure({
|
|||
deco_type = "simple",
|
||||
place_on = node_list,
|
||||
flags = "all_floors",
|
||||
fill_ratio = 0.00021,
|
||||
fill_ratio = scanning_ratio,
|
||||
y_min = -20,
|
||||
y_max = mcl_mapgen.overworld.max,
|
||||
height = 1,
|
||||
|
|
|
@ -3,9 +3,10 @@ local modpath = minetest.get_modpath(modname)
|
|||
|
||||
if not mcl_mapgen.singlenode then
|
||||
dofile(modpath .. "/desert_temple.lua")
|
||||
dofile(modpath .. "/desert_well.lua")
|
||||
dofile(modpath .. "/fossil.lua")
|
||||
dofile(modpath .. "/jungle_temple.lua")
|
||||
dofile(modpath .. "/nice_jungle_temple.lua")
|
||||
dofile(modpath .. "/stronghold.lua")
|
||||
|
||||
dofile(modpath .. "/noise_indicator.lua")
|
||||
dofile(modpath .. "/stronghold.lua")
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue