local S = minetest.get_translator("mcl_structures") mcl_structures ={} local rotations = { "0", "90", "180", "270" } mcl_structures.minetest_place_schematic = minetest.place_schematic local function ecb_place(blockpos, action, calls_remaining, param) if calls_remaining >= 1 then return end mcl_structures.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) end end minetest.place_schematic = function(pos, schematic, rotation, replacements, force_placement, flags, after_placement_callback, pr) 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} minetest.emerge_area(p1, p2, ecb_place, param) end end mcl_structures.place_schematic = minetest.place_schematic -- for direct usage mcl_structures.get_struct = function(file) local localfile = minetest.get_modpath("mcl_structures").."/schematics/"..file local file, errorload = io.open(localfile, "rb") if errorload ~= nil 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 init_node_construct = function(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 -- The call of Struct mcl_structures.call_struct = function(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 == "desert_temple" then return mcl_structures.generate_desert_temple(pos, rotation, pr) elseif 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) elseif struct_style == "witch_hut" then return mcl_structures.generate_witch_hut(pos, rotation) elseif struct_style == "ice_spike_small" then return mcl_structures.generate_ice_spike_small(pos, rotation) elseif struct_style == "ice_spike_large" then return mcl_structures.generate_ice_spike_large(pos, rotation) elseif struct_style == "boulder" then return mcl_structures.generate_boulder(pos, rotation, pr) elseif struct_style == "fossil" then return mcl_structures.generate_fossil(pos, rotation, pr) elseif struct_style == "end_exit_portal" then return mcl_structures.generate_end_exit_portal(pos, rotation) elseif struct_style == "end_portal_shrine" then return mcl_structures.generate_end_portal_shrine(pos, rotation, pr) end end mcl_structures.generate_desert_well = function(pos) local newpos = {x=pos.x,y=pos.y-2,z=pos.z} local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_well.mts" return minetest.place_schematic(newpos, path, "0", nil, true) end mcl_structures.generate_igloo = function(pos, rotation, pr) -- Place igloo local success, rotation = mcl_structures.generate_igloo_top(pos, pr) -- Place igloo basement with 50% chance local r = pr:next(1,2) if r == 1 then -- Select basement depth local dim = mcl_worlds.pos_to_dimension(pos) local buffer = pos.y - (mcl_vars.mg_lava_overworld_max + 10) if dim == "nether" then buffer = pos.y - (mcl_vars.mg_lava_nether_max + 10) elseif dim == "end" then buffer = pos.y - (mcl_vars.mg_end_min + 1) elseif dim == "overworld" then buffer = pos.y - (mcl_vars.mg_lava_overworld_max + 10) else return success end if buffer <= 19 then return success end local depth = pr:next(19, buffer) local bpos = {x=pos.x, y=pos.y-depth, z=pos.z} -- trapdoor position local tpos local dir, tdir if rotation == "0" then dir = {x=-1, y=0, z=0} tdir = {x=1, y=0, z=0} tpos = {x=pos.x+7, y=pos.y-1, z=pos.z+3} elseif rotation == "90" then dir = {x=0, y=0, z=-1} tdir = {x=0, y=0, z=-1} tpos = {x=pos.x+3, y=pos.y-1, z=pos.z+1} elseif rotation == "180" then dir = {x=1, y=0, z=0} tdir = {x=-1, y=0, z=0} tpos = {x=pos.x+1, y=pos.y-1, z=pos.z+3} elseif rotation == "270" then dir = {x=0, y=0, z=1} tdir = {x=0, y=0, z=1} tpos = {x=pos.x+3, y=pos.y-1, z=pos.z+7} else return success end local set_brick = function(pos) local c = pr:next(1, 3) -- cracked chance local m = pr:next(1, 10) -- chance for monster egg local brick if m == 1 then if c == 1 then brick = "mcl_monster_eggs:monster_egg_stonebrickcracked" else brick = "mcl_monster_eggs:monster_egg_stonebrick" end else if c == 1 then brick = "mcl_core:stonebrickcracked" else brick = "mcl_core:stonebrick" end end minetest.set_node(pos, {name=brick}) end local ladder_param2 = minetest.dir_to_wallmounted(tdir) local real_depth = 0 -- Check how deep we can actuall dig for y=1, depth-5 do real_depth = real_depth + 1 local node = minetest.get_node({x=tpos.x,y=tpos.y-y,z=tpos.z}) local def = minetest.registered_nodes[node.name] if (not def) or (not def.walkable) or (def.liquidtype ~= "none") or (not def.is_ground_content) then bpos.y = tpos.y-y+1 break end end if real_depth <= 6 then return success end -- Place hidden trapdoor minetest.set_node(tpos, {name="mcl_doors:trapdoor", param2=20+minetest.dir_to_facedir(dir)}) -- TODO: more reliable param2 -- Generate ladder to basement for y=1, real_depth-1 do set_brick({x=tpos.x-1,y=tpos.y-y,z=tpos.z }) set_brick({x=tpos.x+1,y=tpos.y-y,z=tpos.z }) set_brick({x=tpos.x ,y=tpos.y-y,z=tpos.z-1}) set_brick({x=tpos.x ,y=tpos.y-y,z=tpos.z+1}) minetest.set_node({x=tpos.x,y=tpos.y-y,z=tpos.z}, {name="mcl_core:ladder", param2=ladder_param2}) end -- Place basement mcl_structures.generate_igloo_basement(bpos, rotation, pr) end return success end mcl_structures.generate_igloo_top = function(pos, pr) -- FIXME: This spawns bookshelf instead of furnace. Fix this! -- Furnace does ot work atm because apparently meta is not set. :-( local newpos = {x=pos.x,y=pos.y-1,z=pos.z} local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_top.mts" local rotation = tostring(pr:next(0,3)*90) return minetest.place_schematic(newpos, path, rotation, nil, true), rotation end local function igloo_placement_callback(p1, p2, size, orientation, pr) local chest_offset if orientation == "0" then chest_offset = {x=5, y=1, z=5} elseif orientation == "90" then chest_offset = {x=5, y=1, z=3} elseif orientation == "180" then chest_offset = {x=3, y=1, z=1} elseif orientation == "270" then chest_offset = {x=1, y=1, z=5} else return end local size = {x=9,y=5,z=7} local lootitems = mcl_loot.get_multi_loot({ { stacks_min = 1, stacks_max = 1, items = { { itemstring = "mcl_core:apple_gold", weight = 1 }, } }, { stacks_min = 2, stacks_max = 8, items = { { itemstring = "mcl_core:coal_lump", weight = 15, amount_min = 1, amount_max = 4 }, { itemstring = "mcl_core:apple", weight = 15, amount_min = 1, amount_max = 3 }, { itemstring = "mcl_farming:wheat_item", weight = 10, amount_min = 2, amount_max = 3 }, { itemstring = "mcl_core:gold_nugget", weight = 10, amount_min = 1, amount_max = 3 }, { itemstring = "mcl_mobitems:rotten_flesh", weight = 10 }, { itemstring = "mcl_tools:axe_stone", weight = 2 }, { itemstring = "mcl_core:emerald", weight = 1 }, } }}, pr) local chest_pos = vector.add(p1, chest_offset) 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 mcl_structures.generate_igloo_basement = function(pos, orientation, pr) -- TODO: Add brewing stand -- TODO: Add monster eggs -- TODO: Spawn villager and zombie villager local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_basement.mts" mcl_structures.place_schematic(pos, path, orientation, nil, true, nil, igloo_placement_callback, pr) end mcl_structures.generate_boulder = function(pos, rotation, pr) -- Choose between 2 boulder sizes (2×2×2 or 3×3×3) local r = pr:next(1, 10) local path if r <= 3 then path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder_small.mts" else path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_boulder.mts" end local newpos = {x=pos.x,y=pos.y-1,z=pos.z} return minetest.place_schematic(newpos, path) end local function hut_placement_callback(p1, p2, size, orientation, pr) if not p1 or not p2 then return end local legs = minetest.find_nodes_in_area(p1, p2, "mcl_core:tree") for i = 1, #legs do while minetest.get_item_group(mcl_mapgen_core.get_node({x=legs[i].x, y=legs[i].y-1, z=legs[i].z}, true, 333333).name, "water") ~= 0 do legs[i].y = legs[i].y - 1 minetest.swap_node(legs[i], {name = "mcl_core:tree", param2 = 2}) end end end mcl_structures.generate_witch_hut = function(pos, rotation) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts" mcl_structures.place_schematic(pos, path, rotation, nil, true, nil, hut_placement_callback, pr) end mcl_structures.generate_ice_spike_small = function(pos) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_small.mts" return minetest.place_schematic(pos, path, "random", nil, false) end mcl_structures.generate_ice_spike_large = function(pos) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_large.mts" return minetest.place_schematic(pos, path, "random", nil, false) end mcl_structures.generate_fossil = function(pos, rotation, pr) -- Generates one out of 8 possible fossil pieces local newpos = {x=pos.x,y=pos.y-1,z=pos.z} local fossils = { "mcl_structures_fossil_skull_1.mts", -- 4×5×5 "mcl_structures_fossil_skull_2.mts", -- 5×5×5 "mcl_structures_fossil_skull_3.mts", -- 5×5×7 "mcl_structures_fossil_skull_4.mts", -- 7×5×5 "mcl_structures_fossil_spine_1.mts", -- 3×3×13 "mcl_structures_fossil_spine_2.mts", -- 5×4×13 "mcl_structures_fossil_spine_3.mts", -- 7×4×13 "mcl_structures_fossil_spine_4.mts", -- 8×5×13 } local r = pr:next(1, #fossils) local path = minetest.get_modpath("mcl_structures").."/schematics/"..fossils[r] return minetest.place_schematic(newpos, path, "random", nil, true) end mcl_structures.generate_end_exit_portal = function(pos) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_exit_portal.mts" return minetest.place_schematic(pos, path, "0", nil, true) 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 ~= nil 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 mcl_structures.generate_end_portal_shrine = function(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 = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_end_portal_room_simple.mts" mcl_structures.place_schematic(newpos, path, "0", nil, true, nil, shrine_placement_callback, pr) 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 }, { itemstack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}), weight = 20, }, { 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) local meta = minetest.get_meta(chests[c]) 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.generate_desert_temple = function(pos, rotation, pr) -- No Generating for the temple ... Why using it ? No Change local path = minetest.get_modpath("mcl_structures").."/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 minetest.place_schematic(newpos, path, "random", nil, true, nil, temple_placement_callback, pr) 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 = , generated= }, -- first structure { pos = , generated= }, -- second structure -- and so on } TODO: Implement this function for all other structure types as well. ]] mcl_structures.get_registered_structures = function(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. mcl_structures.register_structures = function(structure_type, structures) registered_structures[structure_type] = structures end -- Debug command minetest.register_chatcommand("spawnstruct", { params = "desert_temple | desert_well | igloo | witch_hut | boulder | ice_spike_small | ice_spike_large | fossil | end_exit_portal | end_portal_shrine", description = S("Generate a pre-defined structure near your position."), privs = {debug = true}, func = function(name, param) local pos = minetest.get_player_by_name(name):get_pos() if not pos then return end pos = vector.round(pos) local errord = false local message = S("Structure placed.") if param == "desert_temple" then mcl_structures.generate_desert_temple(pos) elseif param == "desert_well" then mcl_structures.generate_desert_well(pos) elseif param == "igloo" then mcl_structures.generate_igloo(pos) elseif param == "witch_hut" then mcl_structures.generate_witch_hut(pos) elseif param == "boulder" then mcl_structures.generate_boulder(pos) elseif param == "fossil" then mcl_structures.generate_fossil(pos) elseif param == "ice_spike_small" then mcl_structures.generate_ice_spike_small(pos) elseif param == "ice_spike_large" then mcl_structures.generate_ice_spike_large(pos) elseif param == "end_exit_portal" then mcl_structures.generate_end_exit_portal(pos) elseif param == "end_portal_shrine" then mcl_structures.generate_end_portal_shrine(pos) elseif param == "" then message = S("Error: No structure type given. Please use “/spawnstruct ”.") errord = true else message = S("Error: Unknown structure type. Please use “/spawnstruct ”.") errord = true end minetest.chat_send_player(name, message) if errord then minetest.chat_send_player(name, S("Use /help spawnstruct to see a list of avaiable types.")) end end })