local max_depth = 31000 -- pyramid stone newnode = fun_caves.clone_node("default:sandstone_block") newnode.description = "Pyramid Stone" newnode.tiles = {'fun_caves_pyramid_stone.png'} 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