MineClone5/mods/MAPGEN/mcl_structures/ruined_portal.lua

633 lines
22 KiB
Lua

local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local chance_per_chunk = 400
local noise_multiplier = 2.5
local random_offset = 9159
local scanning_ratio = 0.001
local struct_threshold = 396
local mcl_structures_get_perlin_noise_level = mcl_structures.get_perlin_noise_level
local minetest_find_nodes_in_area = minetest.find_nodes_in_area
local minetest_swap_node = minetest.swap_node
local math_round = math.round
local math_abs = math.abs
local rotation_to_orientation = {
["0"] = 1,
["90"] = 0,
["180"] = 1,
["270"] = 0,
}
local rotation_to_param2 = {
["0"] = 3,
["90"] = 0,
["180"] = 1,
["270"] = 2,
}
local node_top = {
"mcl_core:goldblock",
"mcl_core:stone_with_gold",
"mcl_core:goldblock",
}
local node_garbage = {
"mcl_nether:netherrack",
"mcl_core:lava_source",
"mcl_nether:netherrack",
"mcl_nether:netherrack",
"mcl_nether:magma",
"mcl_nether:netherrack",
}
local stone1 = {name = "mcl_core:stonebrickcracked"}
local stone2 = {name = "mcl_core:stonebrickmossy"}
local stone3 = {name = "mcl_nether:magma"}
local stone4 = {name = "mcl_core:stonebrick"}
local slab1 = {name = "mcl_stairs:slab_stonebrickcracked_top"}
local slab2 = {name = "mcl_stairs:slab_stonebrickmossy_top"}
local slab3 = {name = "mcl_stairs:slab_stone_top"}
local slab4 = {name = "mcl_stairs:slab_stonebrick_top"}
local stair1 = "mcl_stairs:stair_stonebrickcracked"
local stair2 = "mcl_stairs:stair_stonebrickmossy"
local stair3 = "mcl_stairs:stair_stone_rough"
local stair4 = "mcl_stairs:stair_stonebrick"
local function draw_frame(frame_pos, frame_width, frame_height, orientation, pr, is_chain, rotation)
local param2 = rotation_to_param2[rotation]
local function set_ruined_node(pos, node)
if pr:next(1, 5) == 4 then return end
minetest_swap_node(pos, node)
end
local function get_random_stone_material()
local rnd = pr:next(1, 15)
if rnd < 4 then return stone1 end
if rnd == 4 then return stone2 end
if rnd == 5 then return stone3 end
return stone4
end
local function get_random_slab()
local rnd = pr:next(1, 15)
if rnd < 4 then return slab1 end
if rnd == 4 then return slab2 end
if rnd == 5 then return slab3 end
return slab4
end
local function get_random_stair(param2_offset)
local param2 = (param2 + (param2_offset or 0)) % 4
local rnd = pr:next(1, 15)
if rnd < 4 then return {name = stair1, param2 = param2} end
if rnd == 4 then return {name = stair2, param2 = param2} end
if rnd == 5 then return {name = stair3, param2 = param2} end
return {name = stair4, param2 = param2}
end
local function set_frame_stone_material(pos)
minetest_swap_node(pos, get_random_stone_material())
end
local function set_ruined_frame_stone_material(pos)
set_ruined_node(pos, get_random_stone_material())
end
local is_chain = is_chain
local orientation = orientation
local x1 = frame_pos.x
local y1 = frame_pos.y
local z1 = frame_pos.z
local slide_x = (1 - orientation)
local slide_z = orientation
local last_x = x1 + (frame_width - 1) * slide_x
local last_z = z1 + (frame_width - 1) * slide_z
local last_y = y1 + frame_height - 1
-- it's about the portal frame itself, what it will consist of
local frame_nodes = 2 * (frame_height + frame_width) - 4
local obsidian_nodes = pr:next(math_round(frame_nodes * 0.5), math_round(frame_nodes * 0.73))
local crying_obsidian_nodes = pr:next(math_round(obsidian_nodes * 0.09), math_round(obsidian_nodes * 0.5))
local air_nodes = frame_nodes - obsidian_nodes
local function set_frame_node(pos)
-- local node_choice = pr:next(1, air_nodes + obsidian_nodes)
local node_choice = math_round(mcl_structures_get_perlin_noise_level(pos) * (air_nodes + obsidian_nodes))
if node_choice > obsidian_nodes and air_nodes > 0 then
air_nodes = air_nodes - 1
return
end
obsidian_nodes = obsidian_nodes - 1
if node_choice >= crying_obsidian_nodes then
minetest_swap_node(pos, {name = "mcl_core:obsidian"})
return 1
end
minetest_swap_node(pos, {name = "mcl_core:crying_obsidian"})
crying_obsidian_nodes = crying_obsidian_nodes - 1
return 1
end
local function set_outer_frame_node(def)
local is_top = def.is_top
if is_chain then
local pos2 = def.pos_outer2
local is_top_hole = is_top and frame_width > 5 and ((pos2.x == x1 + slide_x * 2 and pos2.z == z1 + slide_z * 2) or (pos2.x == last_x - slide_x * 2 and pos2.z == last_z - slide_z * 2))
if is_top_hole then
if pr:next(1, 7) > 1 then
minetest_swap_node(pos2, {name = "xpanes:bar_flat", param2 = orientation})
end
else
set_frame_stone_material(pos2)
end
end
local is_obsidian = def.is_obsidian
if not is_obsidian and pr:next(1, 2) == 1 then return end
local pos = def.pos_outer1
local is_decor_here = not is_top and pos.y % 3 == 2
if is_decor_here then
minetest_swap_node(pos, {name = "mcl_core:stonebrickcarved"})
elseif is_chain then
if not is_top and not is_obsidian then
minetest_swap_node(pos, {name = "xpanes:bar"})
else
minetest_swap_node(pos, {name = "xpanes:bar_flat", param2 = orientation})
end
else
if pr:next(1, 5) == 3 then
minetest_swap_node(pos, {name = "mcl_core:stonebrickcracked"})
else
minetest_swap_node(pos, {name = "mcl_core:stonebrick"})
end
end
end
local function draw_roof(pos, length)
local x = pos.x
local y = pos.y
local z = pos.z
local number_of_roof_nodes = length
if number_of_roof_nodes > 1 then
set_ruined_node({x = x, y = y, z = z}, get_random_stair((param2 == 1 or param2 == 2) and -1 or 1))
set_ruined_node({x = x + (length - 1) * slide_x, y = y, z = z + (length - 1) * slide_z}, get_random_stair((param2 == 1 or param2 == 2) and 1 or -1))
number_of_roof_nodes = number_of_roof_nodes - 2
x = x + slide_x
z = z + slide_z
end
while number_of_roof_nodes > 0 do
set_ruined_node({x = x, y = y, z = z}, get_random_stair((param2 == 1 or param2 == 2) and 2 or 0))
x = x + slide_x
z = z + slide_z
number_of_roof_nodes = number_of_roof_nodes - 1
end
end
-- bottom corners
set_frame_node({x = x1, y = y1, z = z1})
set_frame_node({x = last_x, y = y1, z = last_z})
-- top corners
local is_obsidian_top_left = set_frame_node({x = x1, y = last_y, z = z1})
local is_obsidian_top_right = set_frame_node({x = last_x, y = last_y, z = last_z})
if is_chain then
if is_obsidian_top_left and pr:next(1, 4) ~= 2 then
set_frame_stone_material({x = x1 - slide_x * 2, y = last_y + 2, z = z1 - slide_z * 2})
end
if is_obsidian_top_left and pr:next(1, 4) ~= 2 then
set_frame_stone_material({x = x1 - slide_x * 2, y = last_y + 1, z = z1 - slide_z * 2})
end
if is_obsidian_top_left and pr:next(1, 4) ~= 2 then
set_frame_stone_material({x = last_x + slide_x * 2, y = last_y + 2, z = last_z + slide_z * 2})
end
if is_obsidian_top_left and pr:next(1, 4) ~= 2 then
set_frame_stone_material({x = last_x + slide_x * 2, y = last_y + 1, z = last_z + slide_z * 2})
end
end
for y = y1, last_y do
local begin_or_end = y == y1 or y == last_y
local is_obsidian_left = begin_or_end and is_obsidian_top_left or set_frame_node({x = x1 , y = y, z = z1 })
local is_obsidian_right = begin_or_end and is_obsidian_top_right or set_frame_node({x = last_x, y = y, z = last_z})
set_outer_frame_node({
pos_outer1 = {x = x1 - slide_x , y = y, z = z1 - slide_z },
pos_outer2 = {x = x1 - slide_x * 2, y = y, z = z1 - slide_z * 2},
is_obsidian = is_obsidian_left,
})
set_outer_frame_node({
pos_outer1 = {x = last_x + slide_x , y = y, z = last_z + slide_z },
pos_outer2 = {x = last_x + slide_x * 2, y = y, z = last_z + slide_z * 2},
is_obsidian = is_obsidian_right,
})
end
for i = 0, 1 do
set_outer_frame_node({
pos_outer1 = {x = x1 - slide_x * i, y = last_y + 1, z = z1 - slide_z * i},
pos_outer2 = {x = x1 - slide_x * i, y = last_y + 2, z = z1 - slide_z * i},
is_obsidian = is_obsidian_top_left,
is_top = true,
})
set_outer_frame_node({
pos_outer1 = {x = last_x + slide_x * i, y = last_y + 1, z = last_z + slide_z * i},
pos_outer2 = {x = last_x + slide_x * i, y = last_y + 2, z = last_z + slide_z * i},
is_obsidian = is_obsidian_top_right,
is_top = true,
})
end
for x = x1 + slide_x, last_x - slide_x do for z = z1 + slide_z, last_z - slide_z do
set_frame_node({x = x, y = y1, z = z})
local is_obsidian_top = set_frame_node({x = x, y = last_y, z = z})
set_outer_frame_node({
pos_outer1 = {x = x, y = last_y + 1, z = z},
pos_outer2 = {x = x, y = last_y + 2, z = z},
is_obsidian = is_obsidian_top,
is_top = true
})
end end
local node_top = {name = node_top[pr:next(1, #node_top)]}
if is_chain then
set_ruined_frame_stone_material({x = x1 + slide_x * 2, y = last_y + 3, z = z1 + slide_z * 2})
set_ruined_frame_stone_material({x = x1 + slide_x , y = last_y + 3, z = z1 + slide_z })
set_ruined_frame_stone_material({x = last_x - slide_x , y = last_y + 3, z = last_z - slide_z })
set_ruined_frame_stone_material({x = last_x - slide_x * 2, y = last_y + 3, z = last_z - slide_z * 2})
for x = x1 + slide_x * 3, last_x - slide_x * 3 do for z = z1 + slide_z * 3, last_z - slide_z * 3 do
set_ruined_node({x = x, y = last_y + 3, z = z}, node_top)
set_ruined_node({x = x - slide_z, y = last_y + 3, z = z - slide_x}, get_random_slab())
set_ruined_node({x = x + slide_z, y = last_y + 3, z = z + slide_x}, get_random_slab())
end end
draw_roof({x = x1 + slide_x * 3, y = last_y + 4, z = z1 + slide_z * 3}, frame_width - 6)
else
set_ruined_frame_stone_material({x = x1 + slide_x * 3, y = last_y + 2, z = z1 + slide_z * 3})
set_ruined_frame_stone_material({x = x1 + slide_x * 2, y = last_y + 2, z = z1 + slide_z * 2})
set_ruined_frame_stone_material({x = last_x - slide_x * 2, y = last_y + 2, z = last_z - slide_z * 2})
set_ruined_frame_stone_material({x = last_x - slide_x * 3, y = last_y + 2, z = last_z - slide_z * 3})
for x = x1 + slide_x * 4, last_x - slide_x * 4 do for z = z1 + slide_z * 4, last_z - slide_z * 4 do
set_ruined_node({x = x, y = last_y + 2, z = z}, node_top)
set_ruined_node({x = x - slide_z, y = last_y + 2, z = z - slide_x}, get_random_slab())
set_ruined_node({x = x + slide_z, y = last_y + 2, z = z + slide_x}, get_random_slab())
end end
draw_roof({x = x1 + slide_x * 3, y = last_y + 3, z = z1 + slide_z * 3}, frame_width - 6)
end
end
local possible_rotations = {"0", "90", "180", "270"}
local function draw_trash(pos, width, height, lift, orientation, pr)
local slide_x = (1 - orientation)
local slide_z = orientation
local x1 = pos.x - lift - 1
local x2 = pos.x + (width - 1) * slide_x + lift + 1
local z1 = pos.z - lift - 1
local z2 = pos.z + (width - 1) * slide_z + lift + 1
local y1 = pos.y - pr:next(1, height) - 1
local y2 = pos.y
local opacity_layers = math.floor((y2 - y1) / 2)
local opacity_layer = -opacity_layers
for y = y1, y2 do
local inverted_opacity_0_5 = math_round(math_abs(opacity_layer) / opacity_layers * 5)
for x = x1 + pr:next(0, 2), x2 - pr:next(0, 2) do
for z = z1 + pr:next(0, 2), z2 - pr:next(0, 2) do
if inverted_opacity_0_5 == 0 or (x % inverted_opacity_0_5 ~= pr:next(0, 1) and z % inverted_opacity_0_5 ~= pr:next(0, 1)) then
minetest_swap_node({x = x, y = y, z = z}, {name = node_garbage[pr:next(1, #node_garbage)]})
end
end
end
opacity_layer = opacity_layer + 1
end
end
local stair_replacement_list = {
"air",
"group:water",
"group:lava",
"group:buildable_to",
"group:deco_block",
}
local stair_names = {
"mcl_stairs:stair_stonebrickcracked",
"mcl_stairs:stair_stonebrickmossy",
"mcl_stairs:stair_stone_rough",
"mcl_stairs:stair_stone_rough",
"mcl_stairs:stair_stone_rough",
"mcl_stairs:stair_stone_rough",
"mcl_stairs:stair_stone_rough",
"mcl_stairs:stair_stone_rough",
"mcl_stairs:stair_stone_rough",
"mcl_stairs:stair_stonebrick",
"mcl_stairs:stair_stonebrick",
"mcl_stairs:stair_stonebrick",
}
local stair_outer_names = {
"mcl_stairs:stair_stonebrickcracked_outer",
"mcl_stairs:stair_stonebrickmossy_outer",
"mcl_stairs:stair_stone_rough_outer",
"mcl_stairs:stair_stonebrick_outer",
}
local stair_content = {
{name = "mcl_core:lava_source"},
{name = "mcl_core:stone"},
{name = "mcl_core:stone"},
{name = "mcl_core:stone"},
{name = "mcl_core:stone"},
{name = "mcl_core:stone"},
{name = "mcl_core:stonebrick"},
{name = "mcl_nether:magma"},
{name = "mcl_nether:netherrack"},
{name = "mcl_nether:netherrack"},
}
local stair_content_bottom = {
{name = "mcl_nether:magma"},
{name = "mcl_nether:magma"},
{name = "mcl_nether:netherrack"},
{name = "mcl_nether:netherrack"},
{name = "mcl_nether:netherrack"},
{name = "mcl_nether:netherrack"},
}
local slabs = {
{name = "mcl_stairs:slab_stone"},
{name = "mcl_stairs:slab_stone"},
{name = "mcl_stairs:slab_stone"},
{name = "mcl_stairs:slab_stone"},
{name = "mcl_stairs:slab_stone"},
{name = "mcl_stairs:slab_stonebrick"},
{name = "mcl_stairs:slab_stonebrick"},
{name = "mcl_stairs:slab_stonebrickcracked"},
{name = "mcl_stairs:slab_stonebrickmossy"},
}
local stones = {
{name = "mcl_core:stone"},
{name = "mcl_core:stone"},
{name = "mcl_core:stone"},
{name = "mcl_core:cobble"},
{name = "mcl_core:mossycobble"},
}
local stair_selector = {
[-1] = {
[-1] = {
names = stair_outer_names,
param2 = 1,
},
[0] = {
names = stair_names,
param2 = 1,
},
[1] = {
names = stair_outer_names,
param2 = 2,
},
},
[0] = {
[-1] = {
names = stair_names,
param2 = 0,
},
[0] = {
names = stair_content,
},
[1] = {
names = stair_names,
param2 = 2,
},
},
[1] = {
[-1] = {
names = stair_outer_names,
param2 = 0,
},
[0] = {
names = stair_names,
param2 = 3,
},
[1] = {
names = stair_outer_names,
param2 = 3,
},
},
}
local stair_offset_from_bottom = 2
local function draw_stairs(pos, width, height, lift, orientation, pr, is_chain, param2)
local current_stair_content = stair_content
local current_stones = stones
local function set_ruined_node(pos, node)
if pr:next(1, 7) < 3 then return end
minetest_swap_node(pos, node)
return true
end
local param2 = param2
local mirror = param2 == 1 or param2 == 2
if mirror then
param2 = (param2 + 2) % 4
end
local chain_offset = is_chain and 1 or 0
local lift = lift + stair_offset_from_bottom
local slide_x = (1 - orientation)
local slide_z = orientation
local width = width + 2
local x1 = pos.x - (chain_offset + 1 ) * slide_x - 1
local x2 = pos.x + (chain_offset + width) * slide_x + 1
local z1 = pos.z - (chain_offset + 1 ) * slide_z - 1
local z2 = pos.z + (chain_offset + width) * slide_z + 1
local y1 = pos.y - stair_offset_from_bottom
local y2 = pos.y + lift - stair_offset_from_bottom
local stair_layer = true
local y = y2
local place_slabs = true
local x_key, z_key
local need_to_place_chest = true
local chest_pos
local bad_nodes_ratio = 0
while (y >= y1) or (bad_nodes_ratio > 0.07) do
local good_nodes_counter = 0
for x = x1, x2 do
x_key = (x == x1) and -1 or (x == x2) and 1 or 0
for z = z1, z2 do
local pos = {x = x, y = y, z = z}
if #minetest_find_nodes_in_area(pos, pos, stair_replacement_list, false) > 0 then
z_key = (z == z1) and -1 or (z == z2) and 1 or 0
local stair_coverage = (x_key ~= 0) or (z_key ~= 0)
if stair_coverage then
if stair_layer then
local stair = stair_selector[x_key][z_key]
local names = stair.names
set_ruined_node(pos, {name = names[pr:next(1, #names)], param2 = stair.param2})
elseif place_slabs then
set_ruined_node(pos, slabs[pr:next(1, #slabs)])
else
local placed = set_ruined_node(pos, current_stones[pr:next(1, #current_stones)])
if need_to_place_chest and placed then
chest_pos = {x = pos.x, y = pos.y + 1, z = pos.z}
minetest_swap_node(chest_pos, {name = "mcl_chests:chest_small"})
need_to_place_chest = false
end
end
elseif not stair_layer then
set_ruined_node(pos, current_stair_content[pr:next(1, #current_stair_content)])
end
else
good_nodes_counter = good_nodes_counter + 1
end
end
end
bad_nodes_ratio = 1 - good_nodes_counter / ((x2 - x1 + 1) * (z2 - z1 + 1))
if y >= y1 then
x1 = x1 - 1
x2 = x2 + 1
z1 = z1 - 1
z2 = z2 + 1
if (stair_layer or place_slabs) then
y = y - 1
if y <= y1 then
current_stair_content = stair_content_bottom
current_stones = stair_content_bottom
end
end
place_slabs = not place_slabs
stair_layer = false
else
place_slabs = false
y = y - 1
local dx1 = pr:next(0, 10)
if dx1 < 3 then x1 = x1 + dx1 end
local dx2 = pr:next(0, 10)
if dx2 < 3 then x2 = x2 - dx1 end
if x1 >= x2 then return chest_pos end
local dz1 = pr:next(0, 10)
if dz1 < 3 then z1 = z1 + dz1 end
local dz2 = pr:next(0, 10)
if dz2 < 3 then z2 = z2 - dz1 end
if z1 >= z2 then return chest_pos end
end
end
return chest_pos
end
local function enchant(stack, pr)
-- 75%-100% damage
mcl_enchanting.enchant_randomly(stack, 30, true, false, false, pr)
end
local function enchant_armor(stack, pr)
-- itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
mcl_enchanting.enchant_randomly(stack, 30, false, false, false, pr)
end
local function place(pos, rotation, pr)
local width = pr:next(2, 10)
local height = pr:next(((width < 3) and 3 or 2), 10)
local lift = pr:next(0, 4)
local rotation = rotation or possible_rotations[pr:next(1, #possible_rotations)]
local orientation = rotation_to_orientation[rotation]
assert(orientation)
local param2 = rotation_to_param2[rotation]
assert(param2)
local is_chain = pr:next(1, 3) > 1
draw_trash(pos, width, height, lift, orientation, pr)
local chest_pos = draw_stairs(pos, width, height, lift, orientation, pr, is_chain, param2)
draw_frame({x = pos.x, y = pos.y + lift, z = pos.z}, width + 2, height + 2, orientation, pr, is_chain, rotation)
if not chest_pos then return end
local lootitems = mcl_loot.get_loot(
{
stacks_min = 4,
stacks_max = 8,
items = {
{itemstring = "mcl_core:iron_nugget", weight = 40, amount_min = 9, amount_max = 18},
{itemstring = "mcl_core:flint", weight = 40, amount_min = 9, amount_max = 18},
{itemstring = "mcl_core:obsidian", weight = 40, amount_min = 1, amount_max = 2},
{itemstring = "mcl_fire:fire_charge", weight = 40, amount_min = 1, amount_max = 1},
{itemstring = "mcl_fire:flint_and_steel", weight = 40, amount_min = 1, amount_max = 1},
{itemstring = "mcl_core:gold_nugget", weight = 15, amount_min = 4, amount_max = 24},
{itemstring = "mcl_core:apple_gold", weight = 15},
{itemstring = "mcl_tools:axe_gold", weight = 15, func = enchant},
{itemstring = "mcl_farming:hoe_gold", weight = 15, func = enchant},
{itemstring = "mcl_tools:pick_gold", weight = 15, func = enchant},
{itemstring = "mcl_tools:shovel_gold", weight = 15, func = enchant},
{itemstring = "mcl_tools:sword_gold", weight = 15, func = enchant},
{itemstring = "mcl_armor:helmet_gold", weight = 15, func = enchant_armor},
{itemstring = "mcl_armor:chestplate_gold", weight = 15, func = enchant_armor},
{itemstring = "mcl_armor:leggings_gold", weight = 15, func = enchant_armor},
{itemstring = "mcl_armor:boots_gold", weight = 15, func = enchant_armor},
{itemstring = "mcl_potions:speckled_melon", weight = 5, amount_min = 4, amount_max = 12},
{itemstring = "mcl_farming:carrot_item_gold", weight = 5, amount_min = 4, amount_max = 12},
{itemstring = "mcl_core:gold_ingot", weight = 5, amount_min = 2, amount_max = 8},
{itemstring = "mcl_clock:clock", weight = 5},
{itemstring = "mesecons_pressureplates:pressure_plate_gold_off", weight = 5},
{itemstring = "mobs_mc:gold_horse_armor", weight = 5},
{itemstring = "mcl_core:goldblock", weight = 1, amount_min = 1, amount_max = 2},
{itemstring = "mcl_bells:bell", weight = 1},
{itemstring = "mcl_core:apple_gold_enchanted", weight = 1},
}
},
pr
)
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)
end
local function get_place_rank(pos)
local x, y, z = pos.x, pos.y, pos.z
local p1 = {x = x , y = y, z = z }
local p2 = {x = x + 7, y = y, z = z + 7}
local air_pos_list_surface = #minetest_find_nodes_in_area(p1, p2, "air", false)
p1.y = p1.y - 1
p2.y = p2.y - 1
local opaque_pos_list_surface = #minetest_find_nodes_in_area(p1, p2, "group:opaque", false)
return air_pos_list_surface + 3 * opaque_pos_list_surface
end
mcl_structures.register_structure({
name = "ruined_portal",
decoration = {
deco_type = "simple",
flags = "all_floors",
fill_ratio = scanning_ratio,
height = 1,
place_on = {"mcl_core:sand", "mcl_core:dirt_with_grass", "mcl_core:water_source", "mcl_core:dirt_with_grass_snow"},
},
on_finished_chunk = function(minp, maxp, seed, vm_context, pos_list)
if maxp.y < mcl_mapgen.overworld.min then return end
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 = pos_list[1]
if #pos_list > 1 then
local count = get_place_rank(pos)
for i = 2, #pos_list do
local pos_i = pos_list[i]
local count_i = get_place_rank(pos_i)
if count_i > count then
count = count_i
pos = pos_i
end
end
end
place(pos, nil, pr)
end,
place_function = place,
})