Adjust pyramid caskets.
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695316ea2a
commit
e2d29e0dd9
3 changed files with 18 additions and 34 deletions
10
mapgen.lua
10
mapgen.lua
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@ -374,7 +374,6 @@ local function generate(p_minp, p_maxp, seed)
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end
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local aster = false
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local true_casket
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if minp.y > 17200 then
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-- nop
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elseif minp.y > 11000 then
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@ -403,7 +402,7 @@ local function generate(p_minp, p_maxp, seed)
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write2, write_p2 = fun_caves.decogen(minp, maxp, data, p2data, area, node, heightmap, biomemap, biome_ids, underzone)
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write3 = fun_caves.treegen(minp, maxp, data, p2data, area, node)
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if not write3 then
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write4, write_p4, true_casket = fun_caves.pyramid(minp, maxp, data, p2data, area, biomemap, biome_ids, node, heightmap)
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write4, write_p4 = fun_caves.pyramid(minp, maxp, data, p2data, area, biomemap, biome_ids, node, heightmap)
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end
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if biomemap and not (write3 or write4) then
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local biome = biome_ids[biomemap[40*80+40]]
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@ -431,13 +430,6 @@ local function generate(p_minp, p_maxp, seed)
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end
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vm:update_liquids()
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vm:write_to_map()
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if true_casket then
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vm:update_map()
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local meta = minetest.get_meta(true_casket)
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local id = meta:set_string('true', 'true')
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--print('* True casket at '..minetest.pos_to_string(true_casket))
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end
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end
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-- Deal with memory issues. This, of course, is supposed to be automatic.
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27
pyramid.lua
27
pyramid.lua
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@ -10,10 +10,8 @@ minetest.register_node("fun_caves:pyramid_1", newnode)
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local newnode = fun_caves.clone_node("default:chest")
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newnode.description = "Treasure Casket"
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newnode.on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("true", 'true')
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end
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newnode.light_source = 1
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newnode.on_construct = nil
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local chest_formspec =
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"size[8,9]" ..
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@ -37,14 +35,14 @@ local gems = {'fun_caves:moonstone', 'fun_caves:coral_gem', 'fun_caves:garnet',
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newnode.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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local meta = minetest.get_meta(pos)
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local true_casket = meta:get_string('true')
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if true_casket ~= 'true' then
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clicker:set_hp(clicker:get_hp() - 2)
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return
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end
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local ready = meta:get_string('formspec')
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if ready == '' then
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if math.random(15) ~= 1 then
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meta:set_string("formspec", 'del')
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clicker:set_hp(clicker:get_hp() - 2)
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minetest.remove_node(pos)
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else
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meta:set_string("formspec", chest_formspec)
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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@ -53,6 +51,7 @@ newnode.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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end
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inv:add_item('main', gems[math.random(#gems)])
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end
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end
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end
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minetest.register_node("fun_caves:casket", newnode)
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@ -75,7 +74,6 @@ fun_caves.pyramid = function(minp, maxp, data, p2data, area, biomemap, biome_ids
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if not pyramid_biomes[biome] then
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return
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end
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--print('* Creating pyramid in '..biome)
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elseif math.random(5) ~= 1 then
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return
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end
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@ -109,7 +107,6 @@ fun_caves.pyramid = function(minp, maxp, data, p2data, area, biomemap, biome_ids
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local write = true
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local p2write = false
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local caskets = {}
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index = 0
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local index3d = 0
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@ -121,14 +118,12 @@ fun_caves.pyramid = function(minp, maxp, data, p2data, area, biomemap, biome_ids
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index3d = math.floor((z - minp.z) / 5) * (csize.y) * csize.x + math.floor((x - minp.x) / 5) + 1
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local ivm = area:index(x, minp.y, z)
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--pyramid_1[index] = math.floor(pyramid_1[index] + 0.5)
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for y = minp.y, maxp.y do
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local dy = y - minp.y
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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
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if data[ivm - area.ystride] == node['fun_caves:pyramid_1'] and math.random(100) == 1 then
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data[ivm] = node['fun_caves:casket']
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caskets[#caskets+1] = {x=x, y=y, z=z}
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else
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data[ivm] = node['air']
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end
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@ -144,9 +139,5 @@ fun_caves.pyramid = function(minp, maxp, data, p2data, area, biomemap, biome_ids
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end
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end
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if #caskets > 0 then
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return write, p2write, caskets[math.random(#caskets)]
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else
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return write, p2write
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end
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end
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@ -43,6 +43,7 @@ fun_caves.village = function(minp, maxp, data, p2data, area, node, biome, height
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if not biome or math.random(10) ~= 1 then
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return
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end
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local turf
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if biome:find('grass') or biome:find('forest') then
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turf = 'default:dirt_with_grass'
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elseif biome:find('taiga') or biome:find('tundra') then
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