local modname = minetest.get_current_modname() local S = minetest.get_translator(modname) local modpath = minetest.get_modpath(modname) local function temple_placement_callback(p1, p2, 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 = "mcl_mobitems:iron_horse_armor", weight = 15, }, { itemstring = "mcl_mobitems:gold_horse_armor", weight = 10, }, { itemstring = "mcl_mobitems: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, 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 mcl_structures.register_structure("desert_temple",{ place_on = {"group:sand"}, noise_params = { offset = 0, scale = 0.0000822, spread = {x = 250, y = 250, z = 250}, seed = 34115, octaves = 3, persist = -0.4, flags = "absvalue", }, flags = "place_center_x, place_center_z", solid_ground = true, make_foundation = true, sidelen = 18, y_offset = -12, chunk_probability = 256, y_max = mcl_vars.mg_overworld_max, y_min = 1, biomes = { "Desert" }, after_place = function(pos,def,pr) local hl = def.sidelen / 2 local p1 = vector.offset(pos,-hl,-hl,-hl) local p2 = vector.offset(pos,hl,hl,hl) temple_placement_callback(p1, p2, pr) end, filenames = { modpath.."/schematics/mcl_structures_desert_temple.mts" }, })