local init = os.clock() mcl_structures ={} 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 -- World edit function mcl_structures.valueversion_WE = function(value) if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format return 3 elseif value:find("^[^\"']+%{%d+%}") then if value:find("%[\"meta\"%]") then --previous meta flat table format return 2 end return 1 --original flat table format elseif value:find("%{") then --current nested table format return 4 end return 0 --unknown format end mcl_structures.allocate_WE = function(originpos, value) local huge = math.huge local pos1x, pos1y, pos1z = huge, huge, huge local pos2x, pos2y, pos2z = -huge, -huge, -huge local originx, originy, originz = originpos.x, originpos.y, originpos.z local count = 0 local version = mcl_structures.valueversion_WE (value) if version == 4 then --current nested table format --wip: this is a filthy hack that works surprisingly well value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end) local startpos, startpos1, endpos = 1, 1 local nodes = {} while true do startpos, endpos = escaped:find("},%s*{", startpos) if not startpos then break end local current = value:sub(startpos1, startpos) table.insert(nodes, minetest.deserialize("return " .. current)) startpos, startpos1 = endpos, endpos end table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1))) --local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT count = #nodes for index = 1, count do local entry = nodes[index] local x, y, z = originx + entry.x, originy + entry.y, originz + entry.z if x < pos1x then pos1x = x end if y < pos1y then pos1y = y end if z < pos1z then pos1z = z end if x > pos2x then pos2x = x end if y > pos2y then pos2y = y end if z > pos2z then pos2z = z end end else minetest.log("error", "[mcl_structures] Unsupported WorldEdit file format ("..version..")") return end local pos1 = {x=pos1x, y=pos1y, z=pos1z} local pos2 = {x=pos2x, y=pos2y, z=pos2z} return pos1, pos2, count end --[[ Deserialize WorldEdit string and set the nodes in the world. Returns: count, chests * count: Number of nodes set * chests: Table of chest positions (use these to spawn treasures ]] mcl_structures.deserialise_WE = function(originpos, value) --make area stay loaded local pos1, pos2 = mcl_structures.allocate_WE(originpos, value) local count = 0 local chests = {} -- Remember positions of all chests if not pos1 then return count, chests end local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local originx, originy, originz = originpos.x, originpos.y, originpos.z local add_node, get_meta = minetest.add_node, minetest.get_meta local version = mcl_structures.valueversion_WE(value) if version == 4 then --current nested table format --wip: this is a filthy hack that works surprisingly well value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1) local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end) local startpos, startpos1, endpos = 1, 1 local nodes = {} while true do startpos, endpos = escaped:find("},%s*{", startpos) if not startpos then break end local current = value:sub(startpos1, startpos) table.insert(nodes, minetest.deserialize("return " .. current)) startpos, startpos1 = endpos, endpos end table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1))) --local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT --load the nodes and remember chests count = #nodes for index = 1, count do local entry = nodes[index] entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z add_node(entry, entry) --entry acts both as position and as node if entry.name == "mcl_chests:chest" then table.insert(chests, {x=entry.x, y=entry.y, z=entry.z}) end end --load the metadata for index = 1, count do local entry = nodes[index] get_meta(entry):from_table(entry.meta) end end return count, chests end -- End of world edit deserialise part -- The call of Struct mcl_structures.call_struct= function(pos, struct_style) if struct_style == "village" then mcl_structures.generate_village(pos) elseif struct_style == "desert_temple" then mcl_structures.generate_desert_temple(pos) elseif struct_style == "desert_well" then mcl_structures.generate_desert_well(pos) elseif struct_style == "igloo" then mcl_structures.generate_igloo_top(pos) elseif struct_style == "witch_hut" then mcl_structures.generate_witch_hut(pos) elseif struct_style == "ice_spike_small" then mcl_structures.generate_ice_spike_small(pos) elseif struct_style == "ice_spike_large" then mcl_structures.generate_ice_spike_large(pos) elseif struct_style == "boulder" then mcl_structures.generate_boulder(pos) elseif struct_style == "fossil" then mcl_structures.generate_fossil(pos) end end mcl_structures.generate_village = function(pos) -- No generating for the moment, only place it :D -- TODO: Do complete overhaul of the algorithm local newpos = {x=pos.x,y=pos.y-1,z=pos.z} local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_village.mts" minetest.place_schematic(newpos, path, "random", nil, true) 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" minetest.place_schematic(newpos, path, "0", nil, true) end mcl_structures.generate_igloo_top = function(pos) -- 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" minetest.place_schematic(newpos, path, "random", nil, true) end mcl_structures.generate_igloo_basement = function(pos, orientation) -- TODO: Add brewing stand local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_igloo_basement.mts" minetest.place_schematic(pos, path, orientation, nil, true) end mcl_structures.generate_boulder = function(pos) -- Choose between 2 boulder sizes (2×2×2 or 3×3×3) local r = math.random(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 minetest.place_schematic(pos, path) end mcl_structures.generate_witch_hut = function(pos) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_witch_hut.mts" minetest.place_schematic(pos, path, "random", nil, true) end mcl_structures.generate_ice_spike_small = function(pos) local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_ice_spike_small.mts" 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" minetest.place_schematic(pos, path, "random", nil, false) end mcl_structures.generate_fossil = function(pos) -- 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 = math.random(1, #fossils) local path = minetest.get_modpath("mcl_structures").."/schematics/"..fossils[r] minetest.place_schematic(newpos, path, "random", nil, true) end mcl_structures.generate_desert_temple = function(pos) -- 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) -- 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({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "mcl_chests:chest") -- Add desert temple loot into chests for c=1, #chests do -- FIXME: Use better seeding local pr = PseudoRandom(math.random(0, 4294967295)) 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 }, -- TODO: Enchanted Book { itemstring = "mcl_books:book", 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 }, -- TODO: Enchanted Golden Apple { itemstring = "mcl_core:apple_gold", 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]) local inv = meta:get_inventory() inv:set_size("main", 9*3) for i=1, #lootitems do inv:add_item("main", lootitems[i]) end end end -- Debug command minetest.register_chatcommand("spawnstruct", { params = "desert_temple | desert_well | igloo | village | witch_hut | boulder | ice_spike_small | ice_spike_large | fossil", description = "Generate a pre-defined structure near your position.", privs = {debug = true}, func = function(name, param) local pos= minetest.get_player_by_name(name):getpos() if not pos then return end local errord = false if param == "village" then mcl_structures.generate_village(pos) minetest.chat_send_player(name, "Village built.") elseif param == "desert_temple" then mcl_structures.generate_desert_temple(pos) minetest.chat_send_player(name, "Desert temple built.") elseif param == "desert_well" then mcl_structures.generate_desert_well(pos) minetest.chat_send_player(name, "Desert well built.") elseif param == "igloo" then mcl_structures.generate_igloo_top(pos) minetest.chat_send_player(name, "Igloo built.") elseif param == "witch_hut" then mcl_structures.generate_witch_hut(pos) minetest.chat_send_player(name, "Witch hut built.") elseif param == "boulder" then mcl_structures.generate_boulder(pos) minetest.chat_send_player(name, "Moss stone boulder placed.") elseif param == "fossil" then mcl_structures.generate_fossil(pos) minetest.chat_send_player(name, "Fossil placed.") elseif param == "ice_spike_small" then mcl_structures.generate_ice_spike_small(pos) minetest.chat_send_player(name, "Small ice spike placed.") elseif param == "ice_spike_large" then mcl_structures.generate_ice_spike_large(pos) minetest.chat_send_player(name, "Large ice spike placed.") elseif param == "" then minetest.chat_send_player(name, "Error: No structure type given. Please use “/spawnstruct ”.") errord = true else minetest.chat_send_player(name, "Error: Unknown structure type. Please use “/spawnstruct ”.") errord = true end if errord then minetest.chat_send_player(name, "Use /help spawnstruct to see a list of avaiable types.") end end }) local time_to_load= os.clock() - init print(string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load))