160 lines
4.8 KiB
Lua
160 lines
4.8 KiB
Lua
local max_depth = 31000
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-- pyramid stone
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newnode = fun_caves.clone_node("default:sandstone")
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newnode.description = "Pyramid Stone"
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newnode.tiles = {'fun_caves_pyramid_stone.png'}
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newnode.groups.pyramid = 1
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newnode.drop = 'default:sandstone'
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minetest.register_node("fun_caves:pyramid_1", newnode)
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local chest_formspec =
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"size[8,9]" ..
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default.gui_bg ..
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default.gui_bg_img ..
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default.gui_slots ..
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"list[current_name;main;0,0.3;8,4;]" ..
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"list[current_player;main;0,4.85;8,1;]" ..
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"list[current_player;main;0,6.08;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
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local filler = {'default:apple 10', 'default:coal_lump 99', 'default:obsidian_shard', 'farming:seed_cotton 99', 'farming:seed_wheat 99', 'default:junglewood 99', 'default:acacia_wood 99', 'default:glass 99', 'default:obsidian_glass 10', 'default:meselamp 5', 'fun_caves:moon_juice 10', 'default:sword_diamond', 'default:axe_diamond', 'default:paper 25', 'default:book 10', 'default:mese_crystal_fragment'}
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if minetest.registered_entities['mobs_monster:sand_monster'] then
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filler[#filler+1] = 'mobs_monster:sand_monster'
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end
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local gems = {'fun_caves:moonstone', 'fun_caves:coral_gem', 'fun_caves:garnet', 'fun_caves:aquamarine', 'fun_caves:sky_iron'}
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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.light_source = 1
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newnode.on_construct = nil
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newnode.drop = 'default:chest'
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newnode.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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if not (pos and clicker) then
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return
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end
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local meta = minetest.get_meta(pos)
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if not meta then
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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(10) == 1 then
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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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for i = 1, math.random(12) do
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inv:add_item('main', filler[math.random(#filler)])
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end
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inv:add_item('main', gems[math.random(#gems)])
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else
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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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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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local pyramid_biomes = {}
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for _, i in pairs({"rainforest", "desert", "desertstone_grassland", }) do
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pyramid_biomes[i] = true
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end
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local pyramid_noise_1 = {offset = 0, scale = 1, seed = -6012, spread = {x = 20, y = 10, z = 20}, octaves = 6, persist = 1, lacunarity = 2}
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fun_caves.pyramid = function(minp, maxp, data, p2data, area, biomemap, biome_ids, node, heightmap)
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if not (minp and maxp and data and p2data and area and node and type(data) == 'table' and type(p2data) == 'table') then
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return
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end
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if math.random(20) ~= 1 then
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return
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end
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if biomemap then
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local biome = biome_ids[biomemap[3240]]
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if not (fun_caves.pyramids_everywhere or pyramid_biomes[biome]) then
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return
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end
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elseif math.random(5) ~= 1 then
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return
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end
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local min_y = 80
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local index = 0
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for z = minp.z, maxp.z do
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local dz = z - minp.z
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for x = minp.x, maxp.x do
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local dx = x - minp.x
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index = index + 1
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if dz > 8 and dz < 72 and dx > 8 and dx < 72 and heightmap[index] - minp.y < 0 then
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return
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elseif heightmap[index] - minp.y < min_y then
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min_y = heightmap[index] - minp.y
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end
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end
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end
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if min_y >= 72 or heightmap[3240] >= 72 then
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return
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end
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local base_height = math.min(min_y, 35)
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local csize = vector.add(vector.subtract(maxp, minp), 1)
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local map_max = {x = csize.x, y = csize.y, z = csize.z}
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local map_min = {x = minp.x, y = minp.y, z = minp.z}
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local pyramid_1 = minetest.get_perlin_map(pyramid_noise_1, map_max):get3dMap_flat(map_min)
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if not pyramid_1 then
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return
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end
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local write = true
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local p2write = false
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index = 0
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local index3d = 0
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for z = minp.z, maxp.z do
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local dz = z - minp.z
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for x = minp.x, maxp.x do
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local dx = x - minp.x
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index = index + 1
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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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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(50) == 1 then
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data[ivm] = node['fun_caves:casket']
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else
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data[ivm] = node['air']
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end
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elseif dy >= base_height + 3 and dy <= base_height + 37 - math.max(math.abs(dx - 40), math.abs(dz - 40)) then
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data[ivm] = node['fun_caves:pyramid_1']
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elseif dy >= base_height and dy <= base_height + 40 - math.max(math.abs(dx - 40), math.abs(dz - 40)) then
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data[ivm] = node['default:sandstone_block']
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end
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ivm = ivm + area.ystride
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if dy % 5 == 0 then
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index3d = index3d + csize.x
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end
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end
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end
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end
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return write, p2write
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end
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