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Convert desert temple structure to schematic file
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@ -238,12 +238,18 @@ end
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mcl_structures.generate_desert_temple = function(pos)
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mcl_structures.generate_desert_temple = function(pos)
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-- No Generating for the temple ... Why using it ? No Change
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-- No Generating for the temple ... Why using it ? No Change
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local temple = mcl_structures.get_struct("mcl_structures_desert_temple.we")
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local path = minetest.get_modpath("mcl_structures").."/schematics/mcl_structures_desert_temple.mts"
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local newpos = {x=pos.x,y=pos.y-12,z=pos.z}
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local newpos = {x=pos.x,y=pos.y-12,z=pos.z}
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local size = {x=22, y=24, z=22}
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if newpos == nil then
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if newpos == nil then
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return
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return
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end
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end
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local count, chests = mcl_structures.deserialise_WE(newpos, temple)
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minetest.place_schematic(newpos, path, "random", nil, true)
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-- Find chests.
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-- FIXME: Searching this large area just for the chets is not efficient. Need a better way to find the chests;
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-- probably let's just infer it from newpos because the schematic always the same.
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local chests = minetest.find_nodes_in_area({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "mcl_chests:chest")
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-- Add desert temple loot into chests
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-- Add desert temple loot into chests
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for c=1, #chests do
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for c=1, #chests do
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@ -287,6 +293,7 @@ mcl_structures.generate_desert_temple = function(pos)
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local meta = minetest.get_meta(chests[c])
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local meta = minetest.get_meta(chests[c])
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local inv = meta:get_inventory()
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local inv = meta:get_inventory()
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inv:set_size("main", 9*3)
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for i=1, #lootitems do
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for i=1, #lootitems do
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inv:add_item("main", lootitems[i])
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inv:add_item("main", lootitems[i])
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end
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end
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