Add pyramids.
Needs more monsters.
This commit is contained in:
parent
6bea364511
commit
c2ac5a93be
4 changed files with 167 additions and 10 deletions
143
pyramid.lua
Normal file
143
pyramid.lua
Normal file
|
@ -0,0 +1,143 @@
|
|||
local max_depth = 31000
|
||||
|
||||
-- pyramid stone
|
||||
newnode = fun_caves.clone_node("default:sandstone")
|
||||
newnode.description = "Pyramid Stone"
|
||||
newnode.groups.pyramid = 1
|
||||
newnode.drop = 'default:sandstone'
|
||||
minetest.register_node("fun_caves:pyramid_1", newnode)
|
||||
|
||||
local newnode = fun_caves.clone_node("default:chest")
|
||||
newnode.description = "Treasure Casket"
|
||||
local chest_formspec =
|
||||
"size[8,9]" ..
|
||||
default.gui_bg ..
|
||||
default.gui_bg_img ..
|
||||
default.gui_slots ..
|
||||
"list[current_name;main;0,0.3;8,4;]" ..
|
||||
"list[current_player;main;0,4.85;8,1;]" ..
|
||||
"list[current_player;main;0,6.08;8,3;8]" ..
|
||||
"listring[current_name;main]" ..
|
||||
"listring[current_player;main]" ..
|
||||
default.get_hotbar_bg(0,4.85)
|
||||
|
||||
local filler = {'default:apple 10', 'default:coal_lump 10', 'default:wood 10'}
|
||||
|
||||
local gems = {'fun_caves:moonstone', 'fun_caves:coral_gem', 'fun_caves:garnet', 'fun_caves:aquamarine', 'fun_caves:zoisite'}
|
||||
|
||||
newnode.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
|
||||
local meta = minetest.get_meta(pos)
|
||||
local true_casket = meta:get_string('true')
|
||||
if true_casket ~= 'true' then
|
||||
clicker:set_hp(clicker:get_hp() - 2)
|
||||
--print('* ouch!')
|
||||
return
|
||||
end
|
||||
|
||||
local ready = meta:get_string('formspec')
|
||||
if ready == '' then
|
||||
meta:set_string("formspec", chest_formspec)
|
||||
local inv = meta:get_inventory()
|
||||
inv:set_size("main", 8*4)
|
||||
for i = 1, math.random(4) do
|
||||
inv:add_item('main', filler[math.random(#filler)])
|
||||
end
|
||||
inv:add_item('main', gems[math.random(#gems)])
|
||||
end
|
||||
end
|
||||
minetest.register_node("fun_caves:casket", newnode)
|
||||
|
||||
|
||||
local pyramid_biomes = {}
|
||||
for _, i in pairs({"rainforest", "desert", "desertstone_grassland", }) do
|
||||
pyramid_biomes[i] = true
|
||||
end
|
||||
|
||||
local pyramid_noise_1 = {offset = 0, scale = 1, seed = -6012, spread = {x = 20, y = 10, z = 20}, octaves = 6, persist = 1, lacunarity = 2}
|
||||
|
||||
|
||||
fun_caves.pyramid = function(minp, maxp, data, p2data, area, biomemap, biome_ids, node, heightmap)
|
||||
if math.random(10) ~= 1 then
|
||||
return
|
||||
end
|
||||
|
||||
if biomemap then
|
||||
local biome = biome_ids[biomemap[3240]]
|
||||
if not pyramid_biomes[biome] then
|
||||
return
|
||||
end
|
||||
--print('* Creating pyramid in '..biome)
|
||||
elseif math.random(5) ~= 1 then
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
local min_y = 80
|
||||
local index = 0
|
||||
for z = minp.z, maxp.z do
|
||||
local dz = z - minp.z
|
||||
for x = minp.x, maxp.x do
|
||||
local dx = x - minp.x
|
||||
index = index + 1
|
||||
if dz > 8 and dz < 72 and dx > 8 and dx < 72 and heightmap[index] - minp.y < 0 then
|
||||
return
|
||||
elseif heightmap[index] - minp.y < min_y then
|
||||
min_y = heightmap[index] - minp.y
|
||||
end
|
||||
end
|
||||
end
|
||||
if min_y >= 72 or heightmap[3240] >= 72 then
|
||||
return
|
||||
end
|
||||
|
||||
local base_height = math.min(min_y, 35)
|
||||
|
||||
local csize = vector.add(vector.subtract(maxp, minp), 1)
|
||||
local map_max = {x = csize.x, y = csize.y, z = csize.z}
|
||||
local map_min = {x = minp.x, y = minp.y, z = minp.z}
|
||||
|
||||
local pyramid_1 = minetest.get_perlin_map(pyramid_noise_1, map_max):get3dMap_flat(map_min)
|
||||
|
||||
local write = true
|
||||
local p2write = false
|
||||
local caskets = {}
|
||||
|
||||
index = 0
|
||||
local index3d = 0
|
||||
for z = minp.z, maxp.z do
|
||||
local dz = z - minp.z
|
||||
for x = minp.x, maxp.x do
|
||||
local dx = x - minp.x
|
||||
index = index + 1
|
||||
index3d = math.floor((z - minp.z) / 5) * (csize.y) * csize.x + math.floor((x - minp.x) / 5) + 1
|
||||
local ivm = area:index(x, minp.y, z)
|
||||
|
||||
--pyramid_1[index] = math.floor(pyramid_1[index] + 0.5)
|
||||
for y = minp.y, maxp.y do
|
||||
local dy = y - minp.y
|
||||
|
||||
if dy >= base_height + 3 and dy <= base_height + 37 - math.max(math.abs(dx - 40), math.abs(dz - 40)) and pyramid_1[index3d] > 0 then
|
||||
if data[ivm - area.ystride] == node['fun_caves:pyramid_1'] and math.random(100) == 1 then
|
||||
data[ivm] = node['fun_caves:casket']
|
||||
caskets[#caskets+1] = {x=x, y=y, z=z}
|
||||
else
|
||||
data[ivm] = node['air']
|
||||
end
|
||||
elseif dy >= base_height and dy <= base_height + 40 - math.max(math.abs(dx - 40), math.abs(dz - 40)) then
|
||||
data[ivm] = node['fun_caves:pyramid_1']
|
||||
end
|
||||
|
||||
ivm = ivm + area.ystride
|
||||
if dy % 5 == 0 then
|
||||
index3d = index3d + csize.x
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if #caskets > 0 then
|
||||
return write, p2write, caskets[math.random(#caskets)]
|
||||
else
|
||||
return write, p2write
|
||||
end
|
||||
end
|
Loading…
Add table
Add a link
Reference in a new issue