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Merge branch 'master' into Axolotl

This commit is contained in:
TheOnlyJoeEnderman 2022-10-30 21:14:49 +00:00
commit e7bcc89e65
10 changed files with 226 additions and 255 deletions

View File

@ -320,6 +320,10 @@ local collision = function(self)
local ent = object:get_luaentity()
if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
if object:is_player() and mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(object, 4)
end
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
local force = (width + 0.5) - vector.distance(
@ -1345,6 +1349,7 @@ local do_env_damage = function(self)
self.health = self.health - self.lava_damage
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 10)
if check_for_death(self, "lava", {type = "environment",
pos = pos, node = self.standing_in}) then
@ -1361,6 +1366,7 @@ local do_env_damage = function(self)
self.health = self.health - self.fire_damage
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 5)
if check_for_death(self, "fire", {type = "environment",
pos = pos, node = self.standing_in}) then
@ -2978,7 +2984,7 @@ local do_states = function(self, dtime)
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
if self.fly
@ -3155,7 +3161,7 @@ local do_states = function(self, dtime)
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and dogswitch(self) == 0) then
p.y = p.y - .5
s.y = s.y + .5
@ -3173,7 +3179,27 @@ local do_states = function(self, dtime)
yaw = set_yaw(self, yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
set_animation(self, "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
set_velocity(self, 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
@ -4664,6 +4690,9 @@ minetest.register_entity(name, {
-- MCL2 extensions
shooter_avoid_enemy = def.shooter_avoid_enemy,
strafes = def.strafes,
avoid_distance = def.avoid_distance or 9,
teleport = teleport,
do_teleport = def.do_teleport,
spawn_class = def.spawn_class,

View File

@ -206,7 +206,7 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- move forwards
if ctrl.up then
entity.v = entity.v + entity.accel / 10
entity.v = entity.v + entity.accel / 10 * entity.run_velocity / 2.6
-- move backwards
elseif ctrl.down then

View File

@ -716,11 +716,9 @@ if mobs_spawn then
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
local y_min, y_max = decypher_limits(pos.y)
for i = 1, math_random(1, 4) do
spawn_a_mob(pos, dimension, y_min, y_max)
end
end
end
end)
end

View File

@ -181,6 +181,12 @@ local horse = {
on_spawn = update_textures,
do_custom = function(self, dtime)
if not self._horse_speed then
self._horse_speed = math.random(486, 1457)/100
elseif self.run_velocity ~= self._horse_speed then
self.run_velocity = self._horse_speed
end
-- set needed values if not already present
if not self._regentimer then
self._regentimer = 0

View File

@ -30,6 +30,8 @@ local skeleton = {
curiosity = 6,
visual = "mesh",
mesh = "mobs_mc_skeleton.b3d",
shooter_avoid_enemy = true,
strafes = true,
textures = { {
"mcl_bows_bow_0.png", -- bow
"mobs_mc_skeleton.png", -- skeleton

View File

@ -156,7 +156,7 @@ function mcl_dye.register_on_bone_meal_apply(func)
table.insert(mcl_dye.bone_meal_callbacks, func)
end
local function apply_bone_meal(pointed_thing)
local function apply_bone_meal(pointed_thing,user)
-- Bone meal currently spawns all flowers found in the plains.
local flowers_table_plains = {
"mcl_flowers:dandelion",

View File

@ -87,7 +87,7 @@ minetest.register_craftitem("mcl_end:ender_eye", {
end
local origin = user:get_pos()
origin.y = origin.y + 1.5
local strongholds = mcl_structures.get_structure_data("stronghold")
local strongholds = mcl_structures.registered_structures["end_shrine"].static_pos
local dim = mcl_worlds.pos_to_dimension(origin)
local is_creative = minetest.is_creative_enabled(user:get_player_name())
@ -105,7 +105,7 @@ minetest.register_craftitem("mcl_end:ender_eye", {
local closest_stronghold
local lowest_dist
for s=1, #strongholds do
local h_pos = table.copy(strongholds[s].pos)
local h_pos = table.copy(strongholds[s])
local h_origin = table.copy(origin)
h_pos.y = 0
h_origin.y = 0
@ -128,14 +128,14 @@ minetest.register_craftitem("mcl_end:ender_eye", {
if lowest_dist <= 25 then
local velocity = 4
-- Stronghold is close: Fly directly to stronghold and take Y into account.
dir = vector.normalize(vector.direction(origin, closest_stronghold.pos))
dir = vector.normalize(vector.direction(origin, closest_stronghold))
obj:set_velocity({x=dir.x*velocity, y=dir.y*velocity, z=dir.z*velocity})
else
local velocity = 12
-- Don't care about Y if stronghold is still far away.
-- Fly to direction of X/Z, and always upwards so it can be seen easily.
local o = {x=origin.x, y=0, z=origin.z}
local s = {x=closest_stronghold.pos.x, y=0, z=closest_stronghold.pos.z}
local s = {x=closest_stronghold.x, y=0, z=closest_stronghold.z}
dir = vector.normalize(vector.direction(o, s))
obj:set_acceleration({x=dir.x*-3, y=4, z=dir.z*-3})
obj:set_velocity({x=dir.x*velocity, y=3, z=dir.z*velocity})

View File

@ -16,25 +16,17 @@ local stronghold_rings = {
}
local strongholds = {}
local strongholds_inited = false
local mg_name = minetest.get_mapgen_setting("mg_name")
local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superflat_classic") == "true"
local seed = tonumber(minetest.get_mapgen_setting("seed"))
-- Determine the stronghold positions and store them into the strongholds table.
-- The stronghold positions are based on the world seed.
-- The actual position might be offset by a few blocks because it might be shifted
-- to make sure the end portal room is completely within the boundaries of a mapchunk.
local function init_strongholds()
if strongholds_inited then
return
end
local stronghold_positions = {}
-- Don't generate strongholds in singlenode
if mg_name == "singlenode" then
strongholds_inited = true
return
return {}
end
local seed = tonumber(minetest.get_mapgen_setting("seed"))
local pr = PseudoRandom(seed)
for s=1, #stronghold_rings do
local ring = stronghold_rings[s]
@ -53,17 +45,14 @@ local function init_strongholds()
end
local pos = { x = math.cos(angle) * dist, y = y, z = math.sin(angle) * dist }
pos = vector.round(pos)
table.insert(strongholds, { pos = pos, generated = false })
table.insert(stronghold_positions, pos)
-- Rotate angle by (360 / amount) degrees.
-- This will cause the angles to be evenly distributed in the stronghold ring
angle = math.fmod(angle + ((math.pi*2) / ring.amount), math.pi*2)
end
end
mcl_structures.register_structure_data("stronghold", table.copy(strongholds))
strongholds_inited = true
return stronghold_positions
end
-- Stronghold generation for register_on_generated.
@ -94,13 +83,94 @@ local function generate_strongholds(minp, maxp, blockseed)
pos.z = maxp.z - 7
end
mcl_structures.call_struct(pos, "end_portal_shrine", nil, pr)
--mcl_structures.call_struct(pos, "end_portal_shrine", nil, pr)
strongholds[s].generated = true
end
end
end
end
init_strongholds()
mcl_structures.register_structure("end_shrine",{
static_pos = init_strongholds(),
filenames = {
minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_portal_room_simple.mts"
},
after_place = function(pos,def,pr,blockseed,p1,p2,size,rotation)
local p1 = vector.subtract(pos,size)
local p2 = vector.add(pos,size)
local spawners = minetest.find_nodes_in_area(p1, p2, "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
mcl_mapgen_core.register_generator("strongholds", nil, generate_strongholds, 999999)
-- Shuffle stone brick types
local bricks = minetest.find_nodes_in_area(p1, p2, "mcl_core:stonebrick")
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 then
minetest.set_node(bricks[b], { name = bricktype })
end
end
-- Also replace stairs
local stairs = minetest.find_nodes_in_area(p1, p2, {"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(p1, p2, "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
end,
})

View File

@ -6,10 +6,76 @@ else disabled_structures = {} end
local logging = minetest.settings:get_bool("mcl_logging_structures",true)
local rotations = {
"0",
"90",
"180",
"270"
}
function mcl_structures.is_disabled(structname)
return table.indexof(disabled_structures,structname) ~= -1
end
local function ecb_place(blockpos, action, calls_remaining, param)
if calls_remaining >= 1 then return end
minetest.place_schematic(param.pos, param.schematic, param.rotation, param.replacements, param.force_placement, param.flags)
if param.after_placement_callback and param.p1 and param.p2 then
param.after_placement_callback(param.p1, param.p2, param.size, param.rotation, param.pr, param.callback_param)
end
end
function mcl_structures.place_schematic(pos, schematic, rotation, replacements, force_placement, flags, after_placement_callback, pr, callback_param)
local s = loadstring(minetest.serialize_schematic(schematic, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic")()
if s and s.size then
local x, z = s.size.x, s.size.z
if rotation then
if rotation == "random" and pr then
rotation = rotations[pr:next(1,#rotations)]
end
if rotation == "random" then
x = math.max(x, z)
z = x
elseif rotation == "90" or rotation == "270" then
x, z = z, x
end
end
local p1 = {x=pos.x , y=pos.y , z=pos.z }
local p2 = {x=pos.x+x-1, y=pos.y+s.size.y-1, z=pos.z+z-1}
minetest.log("verbose", "[mcl_structures] size=" ..minetest.pos_to_string(s.size) .. ", rotation=" .. tostring(rotation) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
local param = {pos=vector.new(pos), schematic=s, rotation=rotation, replacements=replacements, force_placement=force_placement, flags=flags, p1=p1, p2=p2, after_placement_callback = after_placement_callback, size=vector.new(s.size), pr=pr, callback_param=callback_param}
minetest.emerge_area(p1, p2, ecb_place, param)
return true
end
end
function mcl_structures.get_struct(file)
local localfile = modpath.."/schematics/"..file
local file, errorload = io.open(localfile, "rb")
if errorload 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
-- Call on_construct on pos.
-- Useful to init chests from formspec.
local function init_node_construct(pos)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if def and def.on_construct then
def.on_construct(pos)
return true
end
return false
end
mcl_structures.init_node_construct = init_node_construct
function mcl_structures.fill_chests(p1,p2,loot,pr)
for it,lt in pairs(loot) do
local nodes = minetest.find_nodes_in_area(p1, p2, it)
@ -140,8 +206,9 @@ local function foundation(ground_p1,ground_p2,pos,sidelen)
minetest.bulk_set_node(stone,{name=node_stone})
end
function mcl_structures.place_structure(pos, def, pr, blockseed)
function mcl_structures.place_structure(pos, def, pr, blockseed,rot)
if not def then return end
if not rot then rot = "random" end
local log_enabled = logging and not def.terrain_feature
local y_offset = 0
if type(def.y_offset) == "function" then
@ -180,10 +247,10 @@ function mcl_structures.place_structure(pos, def, pr, blockseed)
local ap = function(pos,def,pr,blockseed) end
if def.after_place then ap = def.after_place end
mcl_structures.place_schematic(pp, file, "random", nil, true, "place_center_x,place_center_z",function(p)
mcl_structures.place_schematic(pp, file, rot, def.replacements, true, "place_center_x,place_center_z",function(p1, p2, size, rotation)
if def.loot then generate_loot(pp,def,pr,blockseed) end
if def.construct_nodes then construct_nodes(pp,def,pr,blockseed) end
return ap(pp,def,pr,blockseed)
return ap(pp,def,pr,blockseed,p1,p2,size,rotation)
end,pr)
if log_enabled then
minetest.log("action","[mcl_structures] "..def.name.." placed at "..minetest.pos_to_string(pp))

View File

@ -4,216 +4,6 @@ local modpath = minetest.get_modpath(modname)
mcl_structures = {}
local rotations = {
"0",
"90",
"180",
"270"
}
local replacement = {
["mcl_farming:pumpkintige_linked_t"] = "mcl_farming:pumpkintige_unconnect",
["mcl_farming:melontige_linked_t"] = "mcl_farming:melontige_unconnect"
}
local function ecb_place(blockpos, action, calls_remaining, param)
if calls_remaining >= 1 then return end
minetest.place_schematic(param.pos, param.schematic, param.rotation, param.replacements, param.force_placement, param.flags)
if param.after_placement_callback and param.p1 and param.p2 then
param.after_placement_callback(param.p1, param.p2, param.size, param.rotation, param.pr, param.callback_param)
end
end
function mcl_structures.place_schematic(pos, schematic, rotation, replacements, force_placement, flags, after_placement_callback, pr, callback_param)
local s = loadstring(minetest.serialize_schematic(schematic, "lua", {lua_use_comments = false, lua_num_indent_spaces = 0}) .. " return schematic")()
if s and s.size then
local x, z = s.size.x, s.size.z
if rotation then
if rotation == "random" and pr then
rotation = rotations[pr:next(1,#rotations)]
end
if rotation == "random" then
x = math.max(x, z)
z = x
elseif rotation == "90" or rotation == "270" then
x, z = z, x
end
end
local p1 = {x=pos.x , y=pos.y , z=pos.z }
local p2 = {x=pos.x+x-1, y=pos.y+s.size.y-1, z=pos.z+z-1}
minetest.log("verbose", "[mcl_structures] size=" ..minetest.pos_to_string(s.size) .. ", rotation=" .. tostring(rotation) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
local param = {pos=vector.new(pos), schematic=s, rotation=rotation, replacements=replacement, force_placement=force_placement, flags=flags, p1=p1, p2=p2, after_placement_callback = after_placement_callback, size=vector.new(s.size), pr=pr, callback_param=callback_param}
minetest.emerge_area(p1, p2, ecb_place, param)
return true
end
end
function mcl_structures.get_struct(file)
local localfile = modpath.."/schematics/"..file
local file, errorload = io.open(localfile, "rb")
if errorload 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
-- Call on_construct on pos.
-- Useful to init chests from formspec.
local function init_node_construct(pos)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if def and def.on_construct then
def.on_construct(pos)
return true
end
return false
end
mcl_structures.init_node_construct = init_node_construct
-- The call of Struct
function mcl_structures.call_struct(pos, struct_style, rotation, pr)
minetest.log("action","[mcl_structures] call_struct " .. struct_style.." at "..minetest.pos_to_string(pos))
if not rotation then
rotation = "random"
end
if struct_style == "end_portal_shrine" then
return mcl_structures.generate_end_portal_shrine(pos, rotation, pr)
end
end
local function shrine_placement_callback(p1, p2, size, rotation, pr)
-- Find and setup spawner with silverfish
local spawners = minetest.find_nodes_in_area(p1, p2, "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(p1, p2, "mcl_core:stonebrick")
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 then
minetest.set_node(bricks[b], { name = bricktype })
end
end
-- Also replace stairs
local stairs = minetest.find_nodes_in_area(p1, p2, {"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(p1, p2, "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
end
function mcl_structures.generate_end_portal_shrine(pos, rotation, pr)
local offset = {x=6, y=4, 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 path = modpath.."/schematics/mcl_structures_end_portal_room_simple.mts"
mcl_structures.place_schematic(newpos, path, rotation or "0", nil, true, nil, shrine_placement_callback, pr)
end
local structure_data = {}
--[[ 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_structure_data(structure_type)
if structure_data[structure_type] then
return table.copy(structure_data[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_structure_data.
function mcl_structures.register_structure_data(structure_type, structures)
structure_data[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
if dir.x < 0 then
return "270"
end
return "90"
end
if dir.z < 0 then
return "180"
end
return "0"
end
dofile(modpath.."/api.lua")
dofile(modpath.."/shipwrecks.lua")
dofile(modpath.."/desert_temple.lua")
@ -276,21 +66,32 @@ mcl_structures.register_structure("boulder",{
-- small boulder 3x as likely
},
},true) --is spawned as a normal decoration. this is just for /spawnstruct
mcl_structures.register_structure("ice_spike_small",{
filenames = {
modpath.."/schematics/mcl_structures_ice_spike_small.mts"
},
filenames = { modpath.."/schematics/mcl_structures_ice_spike_small.mts" },
},true) --is spawned as a normal decoration. this is just for /spawnstruct
mcl_structures.register_structure("ice_spike_large",{
sidelen = 6,
filenames = {
modpath.."/schematics/mcl_structures_ice_spike_large.mts"
},
filenames = { modpath.."/schematics/mcl_structures_ice_spike_large.mts" },
},true) --is spawned as a normal decoration. this is just for /spawnstruct
-- Debug command
local function dir_to_rotation(dir)
local ax, az = math.abs(dir.x), math.abs(dir.z)
if ax > az then
if dir.x < 0 then
return "270"
end
return "90"
end
if dir.z < 0 then
return "180"
end
return "0"
end
minetest.register_chatcommand("spawnstruct", {
params = "end_portal_shrine | dungeon",
params = "dungeon",
description = S("Generate a pre-defined structure near your position."),
privs = {debug = true},
func = function(name, param)
@ -304,9 +105,7 @@ minetest.register_chatcommand("spawnstruct", {
local pr = PseudoRandom(pos.x+pos.y+pos.z)
local errord = false
local message = S("Structure placed.")
if param == "end_portal_shrine" then
mcl_structures.generate_end_portal_shrine(pos, rot, pr)
elseif param == "dungeon" and mcl_dungeons and mcl_dungeons.spawn_dungeon then
if param == "dungeon" and mcl_dungeons and mcl_dungeons.spawn_dungeon then
mcl_dungeons.spawn_dungeon(pos, rot, pr)
elseif param == "" then
message = S("Error: No structure type given. Please use “/spawnstruct <type>”.")
@ -314,7 +113,7 @@ minetest.register_chatcommand("spawnstruct", {
else
for n,d in pairs(mcl_structures.registered_structures) do
if n == param then
mcl_structures.place_structure(pos,d,pr,math.random())
mcl_structures.place_structure(pos,d,pr,math.random(),rot)
return true,message
end
end