Initialize temples

This commit is contained in:
kay27 2022-01-16 06:42:18 +04:00
parent 6d4f7d2e62
commit fefa9c8b4f
4 changed files with 130 additions and 175 deletions

View File

@ -34,7 +34,7 @@ local function spawn_gateway_portal(pos, dest_str)
schematic = path_gateway_portal,
rotation = "0",
force_placement = true,
after_place = dest_str and function()
on_placed = dest_str and function()
minetest.get_meta(pos):set_string("mcl_portals:gateway_destination", dest_str)
end,
})

View File

@ -1,6 +1,8 @@
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local node_list = {"mcl_core:sand", "mcl_core:sandstone", "mcl_core:redsand", "mcl_colorblocks:hardened_clay_orange"}
local schematic_file = modpath .. "/schematics/mcl_structures_desert_temple.mts"
local temple_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
@ -15,27 +17,102 @@ red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_stairs:slab_sandst
red_temple_schematic_lua = red_temple_schematic_lua:gsub("mcl_colorblocks:hardened_clay_yellow", "mcl_colorblocks:hardened_clay_pink")
local red_temple_schematic = loadstring(red_temple_schematic_lua)()
function place(pos, rotation, pr)
local function on_placed(p1, rotation, pr, size)
local p2 = {x = p1.x + size.x - 1, y = p1.y + size.y - 1, z = p1.z + size.z - 1}
-- Delete cacti leftovers:
local cactus_nodes = minetest.find_nodes_in_area_under_air({x = p1.x, y = p1.y + 11, z = p1.z}, {x = p2.x, y = p2.y - 2, z = p2.z}, "mcl_core:cactus", false)
for _, pos in pairs(cactus_nodes) do
local node_below = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
local nn = node_below.name
if nn == "mcl_core:sandstone" then
minetest.swap_node(pos, {name="air"})
end
end
-- Find chests.
local chests = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, "mcl_chests:chest")
-- 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 },
{ itemstring = "mcl_books:book", weight = 20, func = function(stack, pr)
mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
end },
{ 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 },
{ itemstring = "mcl_core:apple_gold_enchanted", 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)
mcl_structures.init_node_construct(chests[c])
local meta = minetest.get_meta(chests[c])
local inv = meta:get_inventory()
mcl_loot.fill_inventory(inv, "main", lootitems, pr)
end
-- Initialize pressure plates and randomly remove up to 5 plates
local pplates = minetest.find_nodes_in_area(p1, {x = p2.x, y = p1.y + 5, z = p2.z}, "mesecons_pressureplates:pressure_plate_stone_off")
local pplates_remove = 5
for p=1, #pplates do
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
end
local function place(pos, rotation, pr)
local pos_below = {x = pos.x, y = pos.y - 1, z = pos.z}
local pos_temple = {x = pos.x, y = pos.y - 12, z = pos.z}
local pos_temple = {x = pos.x - 10, y = pos.y - 12, z = pos.z - 10}
local node_below = minetest.get_node(pos_below)
local nn = node_below.name
if string.find(nn, "red") then
mcl_structures.place_schematic({pos = pos_temple, schematic = red_temple_schematic, pr = pr})
mcl_structures.place_schematic({pos = pos_temple, schematic = red_temple_schematic, pr = pr, on_placed = on_placed})
else
mcl_structures.place_schematic({pos = pos_temple, schematic = temple_schematic, pr = pr})
mcl_structures.place_schematic({pos = pos_temple, schematic = temple_schematic, pr = pr, on_placed = on_placed})
end
end
local node_list = {"mcl_core:sand", "mcl_core:sandstone", "mcl_core:redsand", "mcl_colorblocks:hardened_clay_orange"}
local function node_counter(pos)
local pos_list = minetest.find_nodes_in_area(
{x = pos.x + 1, y = pos.y - 1, z = pos.z + 1},
{x = pos.x + 20, y = pos.y - 1, z = pos.z + 20},
node_list, false
)
return #pos_list
local function get_place_rank(pos)
local x, y, z = pos.x, pos.y - 1, pos.z
local p1 = {x = x - 8, y = y, z = z - 8}
local p2 = {x = x + 8, y = y, z = z + 8}
local best_pos_list_surface = minetest.find_nodes_in_area(p1, p2, node_list, false)
local other_pos_list_surface = minetest.find_nodes_in_area(p1, p2, "group:opaque", false)
p1 = {x = x - 4, y = y - 7, z = z - 4}
p2 = {x = x + 4, y = y - 3, z = z + 4}
local best_pos_list_underground = minetest.find_nodes_in_area(p1, p2, node_list, false)
local other_pos_list_underground = minetest.find_nodes_in_area(p1, p2, "group:opaque", false)
return 10 * (#best_pos_list_surface) + 2 * (#other_pos_list_surface) + 5 * (#best_pos_list_underground) + #other_pos_list_underground
end
mcl_structures.register_structure({
@ -44,7 +121,7 @@ mcl_structures.register_structure({
deco_type = "simple",
place_on = node_list,
flags = "all_floors",
fill_ratio = 0.00001,
fill_ratio = 0.00003,
y_min = 3,
y_max = mcl_mapgen.overworld.max,
height = 1,
@ -67,12 +144,15 @@ mcl_structures.register_structure({
},
},
on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list)
local a = seed % 14
local b = (math.floor(seed / 39) + 4) % 12
if a ~= b then return end
local pos = pos_list[1]
if #pos_list > 1 then
local count = node_counter(pos)
local count = get_place_rank(pos)
for i = 2, #pos_list do
local pos_i = pos_list[i]
local count_i = node_counter(pos_i)
local count_i = get_place_rank(pos_i)
if count_i > count then
count = count_i
pos = pos_i

View File

@ -29,7 +29,6 @@ end
function process_mapgen_chunk(minp, maxp, seed, vm_context)
local nodes = minetest.find_nodes_in_area(minp, maxp, {"group:struct"}, true)
minetest.log("warning", "found " .. tostring(#nodes))
for node_name, pos_list in pairs(nodes) do
local chunk_callback = on_finished_chunk_callbacks[node_name]
if chunk_callback then
@ -49,12 +48,12 @@ end
--------------------------------------------------------------------------------------
-- mcl_structures.register_structure(struct_def)
-- struct_def:
-- name - name like 'desert_temple'
-- decoration - decoration definition if needed
-- on_finished_block - callback if needed
-- on_finished_chunk - next callback if needed
-- place_function - placer function(pos, rotation, pr)
-- order_number - (optional)
-- name - name, like 'desert_temple'
-- decoration - decoration definition, to use as structure seed (thanks cora for the idea)
-- on_finished_block - callback, if needed, to use with decorations: funcion(vm_context, pos_list)
-- on_finished_chunk - next callback if needed: funcion(minp, maxp, seed, vm_context, pos_list)
-- place_function - callback to place schematic by /spawnstruct debug command: function(pos, rotation, pr)
-- on_placed - useful when you want to process the area after placement: function(pos, rotation, pr, size)
function mcl_structures.register_structure(def)
local short_name = def.name
local name = "mcl_structures:" .. short_name
@ -72,6 +71,11 @@ function mcl_structures.register_structure(def)
if decoration then
minetest.register_node(':' .. name, {
drawtype = "airlike",
sunlight_propagates = true,
pointable = false,
walkable = false,
diggable = false,
buildable_to = true,
groups = {
struct = 1,
not_in_creative_inventory = 1,
@ -138,11 +142,11 @@ local function ecb_place(blockpos, action, calls_remaining, param)
local pos = param.pos
local rotation = param.rotation
minetest.place_schematic(pos, param.schematic, rotation, param.replacements, param.force_placement, param.flags)
local after_place = param.after_place
if not after_place then
local on_placed = param.on_placed
if not on_placed then
return
end
after_place(pos, rotation, param.pr, param.param, param.size)
on_placed(pos, rotation, param.pr, param.size)
end
function mcl_structures.place_schematic(def)
@ -150,7 +154,7 @@ function mcl_structures.place_schematic(def)
local schematic = def.schematic
local rotation = def.rotation
local pr = def.pr
local on_schematic_loaded = def.on_schematic_loaded
local on_placed = def.on_placed -- on_placed(pos, rotation, pr, size)
local emerge = def.emerge
if not pos then
minetest.log('warning', '[mcl_structures] No pos. specified to place schematic')
@ -168,19 +172,12 @@ function mcl_structures.place_schematic(def)
end
end
if not emerge and not on_schematic_loaded then
if not emerge and not on_placed then
minetest.place_schematic(pos, schematic, rotation, def.replacements, def.force_placement, def.flags)
if not def.after_place then
return
end
def.after_place(pos, rotation, pr, def.after_place_param)
return
end
local serialized_schematic = minetest.serialize_schematic(schematic, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic"
if on_schematic_loaded then
serialized_schematic = on_schematic_loaded(serialized_schematic)
end
local loaded_schematic = loadstring(serialized_schematic)()
if not loaded_schematic then
minetest.log('warning', '[mcl_structures] Schematic ' .. schematic .. ' load serialized string problem at ' .. minetest.pos_to_string(pos))
@ -198,8 +195,6 @@ function mcl_structures.place_schematic(def)
local x, y, z = pos.x, pos.y, pos.z
local p1 = {x = x, y = y, z = z}
local p2 = {x = x + size_x - 1, y = y + size_y - 1, z = size_z - 1}
minetest.log("verbose", "[mcl_structures] Emerge area " .. minetest.pos_to_string(p1) .. " - " .. minetest.pos_to_string(p2)
.. " of size " ..minetest.pos_to_string(size) .. " to place " .. schematic .. ", rotation " .. tostring(rotation))
local ecb_param = {
pos = vector.new(pos),
schematic = loaded_schematic,
@ -207,15 +202,16 @@ function mcl_structures.place_schematic(def)
replacements = replacements,
force_placement = force_placement,
flags = flags,
after_place = after_place,
size = vector.new(size),
pr = pr,
param = param,
on_placed = on_placed,
}
if not emerge then
ecb_place(p1, nil, 0, ecb_param)
return
end
minetest.log("verbose", "[mcl_structures] Emerge area " .. minetest.pos_to_string(p1) .. " - " .. minetest.pos_to_string(p2)
.. " of size " ..minetest.pos_to_string(size) .. " to place " .. schematic .. ", rotation " .. tostring(rotation))
minetest.emerge_area(p1, p2, ecb_place, ecb_param)
end
@ -235,7 +231,7 @@ end
-- Call on_construct on pos.
-- Useful to init chests from formspec.
local function init_node_construct(pos)
function mcl_structures.init_node_construct(pos)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if def and def.on_construct then
@ -251,9 +247,7 @@ function mcl_structures.call_struct(pos, struct_style, rotation, pr, callback)
if not rotation then
rotation = "random"
end
if struct_style == "desert_temple" then
return mcl_structures.generate_desert_temple(pos, rotation, pr)
elseif struct_style == "desert_well" then
if struct_style == "desert_well" then
return mcl_structures.generate_desert_well(pos, rotation)
elseif struct_style == "igloo" then
return mcl_structures.generate_igloo(pos, rotation, pr)
@ -451,7 +445,7 @@ local function igloo_placement_callback(p1, p2, size, orientation, pr)
}}, pr)
local chest_pos = vector.add(p1, chest_offset)
init_node_construct(chest_pos)
mcl_structures.init_node_construct(chest_pos)
local meta = minetest.get_meta(chest_pos)
local inv = meta:get_inventory()
mcl_loot.fill_inventory(inv, "main", lootitems, pr)
@ -539,123 +533,6 @@ function mcl_structures.generate_end_gateway_portal(pos, rot)
return mcl_structures.place_schematic(pos, path, rot or "0", nil, true)
end
local function temple_placement_callback(p1, p2, size, rotation, pr)
-- Delete cacti leftovers:
local cactus_nodes = minetest.find_nodes_in_area_under_air(p1, p2, "mcl_core:cactus")
if cactus_nodes and #cactus_nodes > 0 then
for _, pos in pairs(cactus_nodes) do
local node_below = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
if node_below and node_below.name == "mcl_core:sandstone" then
minetest.swap_node(pos, {name="air"})
end
end
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(p1, p2, "mcl_chests:chest")
-- 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 },
{ itemstring = "mcl_books:book", weight = 20, func = function(stack, pr)
mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
end },
{ 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 },
{ itemstring = "mcl_core:apple_gold_enchanted", 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)
init_node_construct(chests[c])
local meta = minetest.get_meta(chests[c])
local inv = meta:get_inventory()
mcl_loot.fill_inventory(inv, "main", lootitems, pr)
end
-- Initialize pressure plates and randomly remove up to 5 plates
local pplates = minetest.find_nodes_in_area(p1, p2, "mesecons_pressureplates:pressure_plate_stone_off")
local pplates_remove = 5
for p=1, #pplates do
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
end
function mcl_structures.generate_desert_temple(pos, rotation, pr)
-- No Generating for the temple ... Why using it ? No Change
local path = modpath.."/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
pos.y = pos.y - 12
mcl_structures.place_schematic({pos = pos, schematic = path, rotation = rotation or "random", pr = pr, emerge = true})
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.
]]
--[[
function mcl_structures.get_registered_structures(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.
--[[
function mcl_structures.register_structures(structure_type, structures)
registered_structures[structure_type] = structures
end
]]
local function dir_to_rotation(dir)
local ax, az = math.abs(dir.x), math.abs(dir.z)
if ax > az then
@ -670,7 +547,6 @@ local function dir_to_rotation(dir)
return "0"
end
dofile(modpath .. "/structures.lua")
-- Debug command

View File

@ -38,7 +38,6 @@ local function place(pos, rotation, pr)
rotation = rotation or "0",
pr = pr,
})
minetest.chat_send_all("place! pos=" .. minetest.pos_to_string(p1) .. ", " .. minetest.pos_to_string(p2) .. ", " .. minetest.pos_to_string(size) .. ", " .. minetest.pos_to_string(offset))
-- Find and setup spawner with silverfish
local spawners = minetest.find_nodes_in_area(p1, p2, "mcl_mobspawners:spawner")
for s=1, #spawners do