local modname = minetest.get_current_modname() local modpath = minetest.get_modpath(modname) local chance_per_chunk = 40 local noise_multiplier = 1 local random_offset = 133 local struct_threshold = chance_per_chunk 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"} local schematic_file = modpath .. "/schematics/mcl_structures_nice_jungle_temple.mts" local temple_schematic_lua = minetest.serialize_schematic(schematic_file, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic" local temple_schematic = loadstring(temple_schematic_lua)() local size = temple_schematic.size local sx = size.x local sy = size.y local sz = size.z local offset = vector.round(vector.divide(size, 2)) offset.y = 5 local ox = offset.x local oy = offset.y local oz = offset.z local corner_x = sx - 3 local corner_z = sz - 3 local air_offset_x = ox - 6 local air_offset_z = oz - 6 local function is_air(pos) local node = minetest.get_node(pos) return node.name == "air" end local stair_support_node = { {name = "mcl_core:cobble"}, {name = "mcl_core:mossycobble"}, {name = "mcl_core:stonebrick"}, {name = "mcl_core:stonebrickmossy"}, {name = "mcl_core:stonebrickcracked"}, } local nodes_to_be_supported = { "mcl_stairs:stair_cobble", "mcl_stairs:stair_stonebrickmossy", "mcl_stairs:stair_stonebrickcracked", } local function on_placed(p1, rotation, pr, size) local p2 if rotation == "90" or rotation == "270" then p2 = {x = p1.x + sz - 1, y = p1.y + sy - 1, z = p1.z + sx - 1} else p2 = {x = p1.x + sx - 1, y = p1.y + sy - 1, z = p1.z + sz - 1} end -- Support stairs local y = p1.y + 5 local bottom = mcl_mapgen.get_chunk_beginning(y) local stair_list = minetest.find_nodes_in_area({x = p1.x, y = y, z = p1.z}, {x = p2.x, y = y, z = p2.z}, nodes_to_be_supported, false) for i = 1, #stair_list do local pos = stair_list[i] pos.y = y - 1 while is_air(pos) and pos.y > bottom do minetest.swap_node(pos, stair_support_node[pr:next(1, #stair_support_node)]) pos.y = pos.y - 1 end end -- 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) 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({ { 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 end local function place(pos, rotation, pr) mcl_structures.place_schematic({pos = pos, schematic = temple_schematic, pr = pr, on_placed = on_placed}) end local mcl_mapgen_clamp_to_chunk = mcl_mapgen.clamp_to_chunk local function process_pos(pos) return { x = mcl_mapgen_clamp_to_chunk(pos.x - ox, sx), y = mcl_mapgen_clamp_to_chunk(pos.y - oy, sy), z = mcl_mapgen_clamp_to_chunk(pos.z - oz, sz), } end local function get_place_rank(pos) local x1 = pos.x + 1 local x2 = x1 + corner_x local z1 = pos.z + 1 local z2 = z1 + corner_z local y2 = pos.y + 1 local y1 = y2 - 2 if is_air({x = x1, y = y1, z = z1}) then return -1 end if is_air({x = x2, y = y1, z = z1}) then return -1 end if is_air({x = x1, y = y1, z = z2}) then return -1 end if is_air({x = x2, y = y1, z = z2}) then return -1 end local p1 = {x = x1 + air_offset_x, y = y2, z = z1 + air_offset_z} local p2 = {x = x2 - air_offset_x, y = y2, z = z2 + air_offset_z} local pos_counter_air = #minetest.find_nodes_in_area(p1, p2, {"air", "group:buildable_to", "group:deco_block"}, false) local pos_counter_air = pos_counter_air - 2 * (#minetest.find_nodes_in_area(p1, p2, {"group:tree"}, false)) local p1 = {x = x1 + 1, y = y1, z = z1 + 1} local p2 = {x = x2 - 1, y = y1, z = z2 - 1} local pos_counter_ground = #minetest.find_nodes_in_area(p1, p2, node_list, false) return pos_counter_ground + pos_counter_air end mcl_structures.register_structure({ name = "nice_jungle_temple", decoration = { deco_type = "simple", place_on = node_list, flags = "all_floors", fill_ratio = scanning_ratio, y_min = -20, y_max = mcl_mapgen.overworld.max, height = 1, biomes = mcl_mapgen.v6 and { "Jungle" } or { "Jungle", "JungleEdge", "JungleEdgeM", "JungleEdgeM_ocean", "JungleEdge_ocean", "JungleM", "JungleM_ocean", "JungleM_shore", "Jungle_ocean", "Jungle_shore", }, }, on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list) local pr = PseudoRandom(seed + random_offset) local random_number = pr:next(1, chance_per_chunk) local noise = mcl_structures_get_perlin_noise_level(minp) * noise_multiplier if (random_number + noise) < struct_threshold then return end local pos local count = -1 for i = 1, #pos_list do local pos_i = process_pos(pos_list[i]) local count_i = get_place_rank(pos_i) if count_i > count then count = count_i pos = pos_i end end if count < 0 then return end place(pos, nil, pr) end, place_function = place, })