632 lines
17 KiB
Lua
632 lines
17 KiB
Lua
-- see also, fungal_tree.lua
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-- player surface damage and hunger
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local dps_delay = 3000000
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local last_dps_check = 0
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local cold_delay = 5
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local monster_delay = 3
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local hunger_delay = 60
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local dps_count = hunger_delay
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-- maximum number of mobs near player in fortresses
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local fortress_mob_count = 5
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local get_us_time = minetest.get_us_time
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local floor = math.floor
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local abs = math.abs
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local max = math.max
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local min = math.min
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local rand = math.random
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local mushrooms = {"flowers:mushroom_brown", "flowers:mushroom_red"}
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local get_node_light = minetest.get_node_light
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local remove_node = minetest.remove_node
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local set_node = minetest.set_node
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local get_node_or_nil = minetest.get_node_or_nil
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local get_connected_players = minetest.get_connected_players
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local find_nodes_in_area = minetest.find_nodes_in_area
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local get_item_group = minetest.get_item_group
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local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
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local hunger_mod = minetest.get_modpath("hunger")
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minetest.register_globalstep(function(dtime)
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local time = get_us_time()
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if last_dps_check and time - last_dps_check < dps_delay then
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return
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end
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-- Promote mobs based on spawn position
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for _, mob in pairs(minetest.luaentities) do
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if not mob.initial_promotion then
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local pos = mob.object:getpos()
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if mob.hp_max and mob.object and mob.health and mob.damage then
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local factor = 1 + (max(abs(pos.x), abs(pos.y), abs(pos.z)) / 6200)
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if fun_caves.is_fortress(pos) then
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mob.started_in_fortress = true
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factor = factor * 1.5
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end
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mob.hp_max = floor(mob.hp_max * factor)
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mob.damage = floor(mob.damage * factor)
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--print("Promoting "..mob.name..": "..mob.hp_max.." at "..pos.x..","..pos.y..","..pos.z)
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mob.object:set_hp(mob.hp_max)
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mob.health = mob.hp_max
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mob.initial_promotion = true
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check_for_death(mob)
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end
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end
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end
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-- Spawn mobs in fortresses -- only when a player is near
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local players = get_connected_players()
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for i = 1, #players do
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local player = players[i]
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local pos = player:getpos()
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local minp = vector.subtract(pos, 0.5)
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local maxp = vector.add(pos, 0.5)
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if dps_count % monster_delay == 0 then
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local mob_count = 0
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for _, mob in pairs(minetest.luaentities) do
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if mob.health and mob.started_in_fortress then
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local dist = vector.subtract(pos, mob.object:getpos())
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local dist2 = max(abs(dist.x), abs(dist.y * 5), abs(dist.z))
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if dist2 < 30 then
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--print(mob.name, dist.y)
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mob_count = mob_count + 1
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else
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--print("* not", mob.name, dist2)
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--print(dump(dist))
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end
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end
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end
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if mob_count < fortress_mob_count then
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local pos1, count = find_nodes_in_area_under_air({x=pos.x-30, y=pos.y-2, z=pos.z-30}, {x=pos.x+30, y=pos.y+2, z=pos.z+30}, {"group:fortress"})
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if #pos1 > 0 then
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local pos2 = pos1[rand(#pos1)]
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pos2.y = pos2.y + 2
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local name = fun_caves.fortress_spawns[rand(#fun_caves.fortress_spawns)]
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local mob = minetest.add_entity(pos2, name)
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if mob then
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print("Fun Caves: Spawned "..name.." at ("..pos2.x..","..pos2.y..","..pos2.z..")")
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else
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print("Fun Caves: failed to spawn "..name)
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end
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end
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end
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end
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if fun_caves.DEBUG and player:get_hp() < 20 then
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print("HP: "..player:get_hp())
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player:set_hp(20)
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return
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else
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-- Environmental damage from surfaces/hunger
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local counts = find_nodes_in_area(minp, maxp, {"group:surface_hot"})
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if #counts > 1 then
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player:set_hp(player:get_hp() - 1)
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end
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-- Environmental damage from surfaces/hunger
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local counts = find_nodes_in_area(minp, maxp, {"group:poison"})
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if #counts > 1 then
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player:set_hp(player:get_hp() - 1)
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end
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if dps_count % cold_delay == 0 then
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counts = find_nodes_in_area(minp, maxp, {"group:surface_cold"})
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if #counts > 1 then
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player:set_hp(player:get_hp() - 1)
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end
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end
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-- hunger
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if dps_count % hunger_delay == 0 then
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if hunger_mod then
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hunger.update_hunger(player, hunger.players[player:get_player_name()].lvl - 4)
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else
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player:set_hp(player:get_hp() - 1)
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end
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dps_count = hunger_delay
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end
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end
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end
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last_dps_check = get_us_time()
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dps_count = dps_count - 1
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end)
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-- mushroom growth -- small into huge
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minetest.register_abm({
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nodenames = mushrooms,
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interval = 200 * fun_caves.time_factor,
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chance = 25,
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action = function(pos, node)
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-- Clumsy, but it's the best way to limit them to caves.
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if pos.y > 0 then
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return
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end
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local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
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local node_up = get_node_or_nil(pos_up)
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if not node_up then
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return
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end
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if node_up.name ~= "air" then
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return
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end
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local node_under = get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
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if not node_under then
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return
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end
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if get_item_group(node_under.name, "soil") ~= 0 and
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(get_node_light(pos_up, nil) or 99) <= fun_caves.light_max then
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set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"})
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set_node(pos, {name = "fun_caves:giant_mushroom_stem"})
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end
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end
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})
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-- mushroom growth -- huge into giant
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minetest.register_abm({
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nodenames = {"fun_caves:huge_mushroom_cap"},
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interval = 500 * fun_caves.time_factor,
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chance = 30,
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action = function(pos, node)
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if get_node_light(pos, nil) >= default.LIGHT_MAX - 2 then
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set_node(pos, {name = "air"})
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return
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end
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local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
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local node_up = get_node_or_nil(pos_up)
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if not node_up then
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return
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end
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if node_up.name ~= "air" then
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return
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end
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local node_under = get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
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if not node_under or node_under.name ~= "fun_caves:giant_mushroom_stem" then
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return
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end
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node_under = get_node_or_nil({x = pos.x, y = pos.y - 2, z = pos.z})
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if not node_under then
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return
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end
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if get_item_group(node_under.name, "soil") ~= 0 and
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(get_node_light(pos_up, nil) or 99) <= fun_caves.light_max then
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set_node(pos_up, {name = "fun_caves:giant_mushroom_cap"})
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set_node(pos, {name = "fun_caves:giant_mushroom_stem"})
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end
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end
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})
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-- mushroom growth -- caps regenerate in time
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minetest.register_abm({
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nodenames = {"fun_caves:giant_mushroom_stem"},
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interval = 15 * fun_caves.time_factor,
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chance = 10,
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action = function(pos, node)
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local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
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local node_up = get_node_or_nil(pos_up)
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if not node_up then
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return
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end
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if node_up.name ~= "air" then
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return
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end
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if (get_node_light(pos_up, nil) or 99) <= fun_caves.light_max then
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set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"})
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end
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end
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})
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-- mushroom spread -- spores produce small mushrooms
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minetest.register_abm({
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nodenames = {"fun_caves:giant_mushroom_cap", "fun_caves:huge_mushroom_cap"},
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interval = 15 * fun_caves.time_factor,
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chance = 10,
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action = function(pos, node)
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if get_node_light(pos, nil) >= default.LIGHT_MAX - 2 then
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set_node(pos, {name = "air"})
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return
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end
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local pos_down = pos
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pos_down.y = pos_down.y - 1
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local pos1, count = find_nodes_in_area_under_air(vector.subtract(pos_down, 4), vector.add(pos_down, 4), {"group:soil"})
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if #pos1 < 1 then
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return
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end
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local random = pos1[rand(1, #pos1)]
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random.y = random.y + 1
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if (get_node_light(random, nil) or 99) <= fun_caves.light_max then
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set_node(random, {name = mushrooms[rand(#mushrooms)]})
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end
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end
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})
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-- meteor strikes
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minetest.register_abm({
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nodenames = {"default:dirt_with_grass", "default:dirt_with_dry_grass"},
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neighbors = {"air"},
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interval = 100000 * fun_caves.time_factor,
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catch_up = false,
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chance = 10000,
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action = function(pos, node)
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local ps = {}
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local players = minetest.get_connected_players()
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for i = 1, #players do
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local pp = players[i]:getpos()
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if pp and pp.y > 0 then
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local sky = {}
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sky.bgcolor, sky.type, sky.textures = players[i]:get_sky()
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ps[#ps+1] = { p = players[i], sky = sky }
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players[i]:set_sky(0xffffff, "plain", {})
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end
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end
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minetest.set_node(pos, {name="fun_caves:meteorite_crater"})
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--print('Fun Caves: meteorite impact '..pos.x..','..pos.y..','..pos.z)
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minetest.after(1, function()
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for i = 1, #ps do
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ps[i].p:set_sky(ps[i].sky.bgcolor, ps[i].sky.type, ps[i].sky.textures)
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end
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end)
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end
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})
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minetest.register_abm({
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nodenames = {"fun_caves:meteorite_crater"},
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interval = 100 * fun_caves.time_factor,
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chance = 10,
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action = function(pos, node)
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minetest.set_node(pos, {name="default:dirt"})
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end
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})
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-- new mushrooms
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minetest.register_abm({
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nodenames = {"default:dirt"},
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neighbors = {"air"},
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interval = 20 * fun_caves.time_factor,
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chance = 25,
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action = function(pos, node)
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if pos.y > 0 then
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return
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end
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local grow_pos = {x=pos.x, y=pos.y+1, z=pos.z}
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local grow_node = get_node_or_nil(grow_pos)
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if grow_node and grow_node.name == "air" then
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if (get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then
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set_node(grow_pos, {name = mushrooms[rand(#mushrooms)]})
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return
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end
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end
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end
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})
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-- Spike spread and death
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minetest.register_abm({
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nodenames = fun_caves.hot_spikes,
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interval = 30 * fun_caves.time_factor,
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chance = 30,
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action = function(pos, node)
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local spike_num = fun_caves.hot_spike[node.name]
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if not spike_num then
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return
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end
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if spike_num < #fun_caves.hot_spikes then
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set_node(pos, {name=fun_caves.hot_spikes[spike_num+1]})
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return
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end
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local random = {
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x = pos.x + rand(-2, 2),
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y = pos.y + rand(-1, 1),
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z = pos.z + rand(-2, 2)
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}
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local random_node = get_node_or_nil(random)
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if not random_node or (random_node.name ~= "air" and random_node.name ~= "default:lava_source" and random_node.name ~= "default:lava_flowing") then
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return
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end
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local node_under = get_node_or_nil({x = random.x,
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y = random.y - 1, z = random.z})
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if not node_under then
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return
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end
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--print("node_under ("..random.x..","..(random.y-1)..","..random.z.."): "..node_under.name)
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if node_under.name == "fun_caves:hot_cobble" or node_under.name == "fun_caves:black_sand" then
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--print("setting ("..random.x..","..random.y..","..random.z.."): "..node_under.name)
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set_node(random, {name = hot_spikes[1]})
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end
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end
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})
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local fungal_tree_leaves = {}
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for i = 1, 4 do
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fungal_tree_leaves[#fungal_tree_leaves+1] = "fun_caves:fungal_tree_leaves_"..i
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end
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local leaves = {}
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for _, leaf in pairs(fungal_tree_leaves) do
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leaves[leaf] = true
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end
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-- Exploding fungal fruit
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minetest.register_abm({
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nodenames = {"fun_caves:fungal_tree_fruit"},
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interval = 20 * fun_caves.time_factor,
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chance = 14,
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catch_up = false,
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action = function(pos, node)
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fun_caves.soft_boom(pos)
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end
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})
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-- Exploding fungal fruit -- in a fire
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minetest.register_abm({
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nodenames = {"fun_caves:fungal_tree_fruit"},
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neighbors = {"fire:basic_flame"},
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interval = 10 * fun_caves.time_factor,
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chance = 5,
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catch_up = false,
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action = function(pos, node)
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fun_caves.soft_boom(pos)
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end
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})
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-- fungal spread
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minetest.register_abm({
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nodenames = fungal_tree_leaves,
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neighbors = {"air", "group:liquid"},
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interval = 2 * fun_caves.time_factor,
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chance = 10,
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catch_up = false,
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action = function(pos, node)
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if get_node_light(pos, nil) >= default.LIGHT_MAX - 2 then
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remove_node(pos)
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return
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end
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local grow_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local grow_node = get_node_or_nil(grow_pos)
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if grow_node and grow_node.name == "air" then
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set_node(grow_pos, {name = node.name})
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return
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end
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grow_pos = {x=rand(-1,1)+pos.x, y=rand(-1,1)+pos.y, z=rand(-1,1)+pos.z}
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grow_node = get_node_or_nil(grow_pos)
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if grow_node and grow_node.name == "air" and get_node_light(grow_pos, nil) <= fun_caves.light_max then
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set_node(grow_pos, {name = node.name})
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return
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elseif grow_node and leaves[grow_node.name] and grow_node.name ~= node.name then
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set_node(grow_pos, {name = 'air'})
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return
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end
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if rand(40) == 1 then
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set_node(pos, {name = "fun_caves:fungal_tree_fruit"})
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return
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end
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if rand(100) == 1 then
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set_node(pos, {name = fungal_tree_leaves[rand(#fungal_tree_leaves)]})
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return
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end
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end
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})
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-- new fungi
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minetest.register_abm({
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nodenames = {"default:dirt"},
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neighbors = {"air"},
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interval = 20 * fun_caves.time_factor,
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chance = 25,
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action = function(pos, node)
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if pos.y > 0 then
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return
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end
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local grow_pos = {x=pos.x, y=pos.y+1, z=pos.z}
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local grow_node = get_node_or_nil(grow_pos)
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if grow_node and grow_node.name == "air" and (get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then
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set_node(grow_pos, {name = fungal_tree_leaves[rand(#fungal_tree_leaves)]})
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return
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end
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end
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})
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-- All of this is copied from TNT, but modified to leave stone intact.
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-- Fill a list with data for content IDs, after all nodes are registered
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local cid_data = {}
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minetest.after(0, function()
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for name, def in pairs(minetest.registered_nodes) do
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cid_data[minetest.get_content_id(name)] = {
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name = name,
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--drops = def.drops,
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flammable = def.groups.flammable,
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choppy = def.groups.choppy,
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fleshy = def.groups.fleshy,
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snappy = def.groups.snappy,
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on_blast = def.on_blast,
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}
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end
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end)
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local function add_effects(pos, radius)
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minetest.add_particlespawner({
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amount = 128,
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time = 1,
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minpos = vector.subtract(pos, radius / 2),
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maxpos = vector.add(pos, radius / 2),
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minvel = {x=-20, y=-20, z=-20},
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maxvel = {x=20, y=20, z=20},
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minacc = vector.new(),
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maxacc = vector.new(),
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minexptime = 1,
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maxexptime = 3,
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|
minsize = 8,
|
|
maxsize = 16,
|
|
texture = "tnt_smoke.png",
|
|
})
|
|
end
|
|
|
|
local function destroy(pos, cid)
|
|
if minetest.is_protected(pos, "") then
|
|
return
|
|
end
|
|
local def = cid_data[cid]
|
|
if def and def.on_blast then
|
|
def.on_blast(vector.new(pos), 1)
|
|
return
|
|
end
|
|
if def.snappy == nil and def.choppy == nil and def.fleshy == nil and def.name ~= "fire:basic_flame" then
|
|
return
|
|
end
|
|
local new = "air"
|
|
--if rand(1,2) == 1 then
|
|
if true then
|
|
local node_under = get_node_or_nil({x = pos.x,
|
|
y = pos.y - 1, z = pos.z})
|
|
if node_under and node_under.name ~= "air" then
|
|
--new = node.name
|
|
end
|
|
end
|
|
set_node(pos, {name=new})
|
|
end
|
|
|
|
local function explode(pos, radius)
|
|
local pos = vector.round(pos)
|
|
local vm = VoxelManip()
|
|
local p1 = vector.subtract(pos, radius)
|
|
local p2 = vector.add(pos, radius)
|
|
local minp, maxp = vm:read_from_map(p1, p2)
|
|
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
|
local data = vm:get_data()
|
|
|
|
local drops = {}
|
|
local p = {}
|
|
|
|
local c_air = minetest.get_content_id("air")
|
|
|
|
for z = -radius, radius do
|
|
for y = -radius, 4*radius do
|
|
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
|
|
for x = -radius, radius do
|
|
if (x * x) + (y * y / 4) + (z * z) <=
|
|
(radius * radius) + rand(-radius, radius) then
|
|
local cid = data[vi]
|
|
p.x = pos.x + x
|
|
p.y = pos.y + y
|
|
p.z = pos.z + z
|
|
if cid ~= c_air then
|
|
destroy(p, cid)
|
|
end
|
|
end
|
|
vi = vi + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local function calc_velocity(pos1, pos2, old_vel, power)
|
|
local vel = vector.direction(pos1, pos2)
|
|
vel = vector.normalize(vel)
|
|
vel = vector.multiply(vel, power)
|
|
|
|
-- Divide by distance
|
|
local dist = vector.distance(pos1, pos2)
|
|
dist = max(dist, 1)
|
|
vel = vector.divide(vel, dist)
|
|
|
|
-- Add old velocity
|
|
vel = vector.add(vel, old_vel)
|
|
return vel
|
|
end
|
|
|
|
local function entity_physics(pos, radius)
|
|
-- Make the damage radius larger than the destruction radius
|
|
radius = radius * 2
|
|
local objs = minetest.get_objects_inside_radius(pos, radius)
|
|
for _, obj in pairs(objs) do
|
|
local obj_pos = obj:getpos()
|
|
local obj_vel = obj:getvelocity()
|
|
local dist = max(1, vector.distance(pos, obj_pos))
|
|
|
|
if obj_vel ~= nil then
|
|
obj:setvelocity(calc_velocity(pos, obj_pos,
|
|
obj_vel, radius * 10))
|
|
end
|
|
|
|
local damage = (4 / dist) * radius
|
|
obj:set_hp(obj:get_hp() - damage)
|
|
end
|
|
end
|
|
|
|
fun_caves.soft_boom = function(pos)
|
|
if not pos then
|
|
return
|
|
end
|
|
|
|
local node = get_node_or_nil(pos)
|
|
if not node then
|
|
return
|
|
end
|
|
|
|
minetest.sound_play("tnt_explode", {pos=pos, gain=1.5, max_hear_distance=2*64})
|
|
local radius = 5
|
|
set_node(pos, {name="air"})
|
|
explode(pos, radius)
|
|
entity_physics(pos, radius)
|
|
add_effects(pos, radius)
|
|
end
|
|
|
|
--local function burn(pos)
|
|
-- minetest.get_node_timer(pos):start(1)
|
|
--end
|
|
|
|
|
|
-----------------------------------------------
|
|
-- testing only -- remove before distribution
|
|
-----------------------------------------------
|
|
-- Mushroom spread and death
|
|
--minetest.register_abm({
|
|
-- nodenames = mushrooms,
|
|
-- interval = 1 * fun_caves.time_factor,
|
|
-- chance = 50,
|
|
-- action = function(pos, node)
|
|
-- if get_node_light(pos, nil) >= default.LIGHT_MAX - 2 then
|
|
-- remove_node(pos)
|
|
-- return
|
|
-- end
|
|
-- local random = {
|
|
-- x = pos.x + rand(-2, 2),
|
|
-- y = pos.y + rand(-1, 1),
|
|
-- z = pos.z + rand(-2, 2)
|
|
-- }
|
|
-- local random_node = get_node_or_nil(random)
|
|
-- if not random_node or random_node.name ~= "air" then
|
|
-- return
|
|
-- end
|
|
-- local node_under = get_node_or_nil({x = random.x,
|
|
-- y = random.y - 1, z = random.z})
|
|
-- if not node_under then
|
|
-- return
|
|
-- end
|
|
--
|
|
-- if (get_item_group(node_under.name, "soil") ~= 0 or
|
|
-- get_item_group(node_under.name, "tree") ~= 0) and
|
|
-- get_node_light(pos, 0.5) <= fun_caves.light_max and
|
|
-- get_node_light(random, 0.5) <= fun_caves.light_max then
|
|
-- set_node(random, {name = node.name})
|
|
-- end
|
|
-- end
|
|
--})
|